Esempio n. 1
0
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        MenuReferences r = animator.gameObject.GetComponent <MenuReferences> ();

        cameraAnimator = r.cameraAnimator;

        cameraAnimator.SetBool("Board", true);
    }
Esempio n. 2
0
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        MenuReferences r = animator.gameObject.GetComponent <MenuReferences> ();

        levelAnimator = r.levelAnimator;
        topicAnimator = r.topicAnimator;

        topicAnimator.SetBool("Show", true);
        levelAnimator.SetBool("Show", true);
        levelAnimator.SetBool("Table", false);
    }
Esempio n. 3
0
    // Use this for initialization
    void Start()
    {
        menu     = GetComponentInParent <MenuReferences> ();
        animator = GetComponent <Animator> ();
        animator.SetBool("Show", true);
        tutoanimator = tutorial.GetComponent <Animator> ();
        group        = GetComponent <CanvasGroup> ();

        trainer.OnGestureRecognized += (name, value, allHits) => {
            maxScore = value;
        };

        trainer.OnGestureUnknown += (allHits) => {
            failCount++;
            if (failCount == 15)
            {
                tutorial.playing = true;
                tutoanimator.SetBool("Show", true);
            }
        };
    }