Esempio n. 1
0
 public void SetMoveState(LureAction moveState)
 {
     if (this.moveState != moveState)
     {
         this.moveState = moveState;
     }
 }
Esempio n. 2
0
    public void CheckRureMoveGetAppealled()
    {
        if (bassState == BassState.Chase)
        {
            if (prevMove != LureController.Instance.appeal.moveState)
            {
                Debug.Log("Rure changed it's behaviour");


                switch (prevMove)
                {
                case LureAction.still:
                    if (LureController.Instance.appeal.moveState == LureAction.moving)
                    {
                        //stop and go
                        if (isJustReeling)
                        {
                            isJustReeling = false;
                        }
                    }
                    break;

                case LureAction.moving:
                    switch (LureController.Instance.appeal.moveState)
                    {
                    case LureAction.still:
                        //go and stop
                        if (isJustReeling)
                        {
                            isJustReeling = false;
                        }
                        break;

                    case LureAction.floating:
                        //cranky dive to float
                        if (isJustReeling)
                        {
                            isJustReeling = false;
                        }
                        break;

                    case LureAction.sinking:
                        //lift and fall
                        if (isJustReeling)
                        {
                            isJustReeling = false;
                        }
                        break;
                    }
                    break;

                case LureAction.floating:
                    switch (LureController.Instance.appeal.moveState)
                    {
                    case LureAction.still:
                        //crank popper float on suimen
                        if (isJustReeling)
                        {
                            isJustReeling = false;
                        }
                        break;

                    case LureAction.moving:
                        //on suimen move or crank sink
                        if (isJustReeling)
                        {
                            isJustReeling = false;
                        }
                        break;
                    }
                    break;

                case LureAction.sinking:
                    switch (LureController.Instance.appeal.moveState)
                    {
                    case LureAction.still:
                        //to the bottom
                        if (isJustReeling)
                        {
                            isJustReeling = false;
                        }
                        break;

                    case LureAction.moving:
                        //fall and lift
                        if (isJustReeling)
                        {
                            isJustReeling = false;
                        }
                        break;
                    }
                    break;
                }
                prevMove = LureController.Instance.appeal.moveState;
            }
            else
            {
            }
        }
        else
        {
            if (prevMove != LureController.Instance.appeal.moveState)
            {
                prevMove = LureController.Instance.appeal.moveState;
            }
        }
    }