Esempio n. 1
0
    private void StartUpdate()
    {
        timeSinceLast += Time.deltaTime;
        if (timeSinceLast < .1f)
        {
            return;
        }

        GazePosition gaze = GetGaze();

        if (gaze == GazePosition.Centre || gaze == GazePosition.Right)
        {
            timeLookingAtModel += timeSinceLast;
        }

        if (timeLookingAtModel >= 2f)
        {
            lookingActive       = true;
            timeOfLookingChange = Time.time;
            justChangedLooking  = true;

            StartCoroutine(SitUp(2f));

            Invoke("AnimGetUp", 4f);
            StartCoroutine(WalkTo(CharFrontLoc.position, 6f, 5f, Phase.InFront));

            currPhase = Phase.WalkingTo;
        }

        timeSinceLast = 0f;
    }
Esempio n. 2
0
    private void StartUpdate()
    {
        timeSinceLast += Time.deltaTime;
        if (timeSinceLast < .1f)
        {
            return;
        }

        GazePosition gaze = GetGaze();

        if (gaze == GazePosition.Centre || gaze == GazePosition.Right)
        {
            timeLookingAtModel += timeSinceLast;
        }

        if (timeLookingAtModel >= 1f)
        {
            StartCoroutine(ChangeLooking(0f, true));
            StartCoroutine(SitUp(2f));

            timeLookingAtModel = float.MinValue;            //make sure it doesn't happen again
        }

        timeSinceLast = 0f;
    }
Esempio n. 3
0
    private void InFrontUpdate()
    {
        inFrontTime -= Time.deltaTime;
        if (inFrontTime <= 0)
        {
            currPhase = Phase.ToCorner;
            WalkTo(CharCornerLoc.position, 2f, 4f, Phase.ToCorner);
            WalkTo(CharEndLoc.position, 6f, 4f, Phase.End);
        }

        GazePosition gaze = GetGaze();

        if (gaze == GazePosition.Left)
        {
            animator.SetFloat(speedHash, .2f);
            currPos = gameObject.transform.position + (Vector3.forward * .2f * Time.deltaTime);
        }
        else if (gaze == GazePosition.Right)
        {
            animator.SetFloat(speedHash, .2f);
            currPos = Vector3.Lerp(gameObject.transform.position, gameObject.transform.position + Vector3.back, .2f * Time.deltaTime);
        }
    }