public override void UpdateState() { base.UpdateState(); Vector3 framePos = Vector3.MoveTowards(fsm.transform.position, nextDest, stepLength); fsm.transform.position = framePos; if (Vector3.Distance(fsm.transform.position, nextDest) < 0.05f) { t += resolutionStep; if (t >= 1 + resolutionStep) //END { switch (fsm.sliceResult) { case SliceResult.Retry: fsm.TranslateState(this, fsm.gameIdle); break; case SliceResult.Pass: fsm.TranslateState(this, fsm.passState); break; case SliceResult.Fail: fsm.TranslateState(this, fsm.failState); break; default: break; } } nextDest = BezierCurvePointQuad(fsm.transform.position, fsm.fingerStart, fsm.fingerEnd, t); } }
public override void UpdateState() { base.UpdateState(); if (timer <= waitTime) { timer += Time.deltaTime; return; } fsm.TranslateState(this, fsm.actState); }
public override void UpdateState() { if (timer < arriveTime) { fsm.transform.position = Vector3.Lerp(start, destiny, timer / arriveTime); timer += Time.deltaTime; } else { fsm.transform.position = destiny; fsm.TranslateState(this, fsm.gameIdle); } }
public override void UpdateState() { base.UpdateState(); if (timer < resetWait) { timer += Time.deltaTime; return; } fsm.transform.position = new Vector3(GameManager.screenWidth / 2f, GameManager.screenHeight / 4f, 0f); fsm.Visiblility(true); fsm.TranslateState(this, fsm.gameIdle); GameManager.Instance.level.ResetLevel(); }
public override void UpdateState() { base.UpdateState(); if (inBackProcess) //while zooming to new level { if (GameManager.Instance.cam.State == CameraBehaviourState.Static) { GameManager.Instance.level.objContainer.gameObject.SetActive(true); fsm.TranslateState(this, fsm.intoScene); return; } } else if (GameManager.Instance.cam.State == CameraBehaviourState.Static) //zoom to distant is complete { if (delay < 0.2f) { delay += Time.deltaTime; return; } fsm.transform.position = Vector3.Lerp(fsm.transform.position, destiny, Time.deltaTime); journeyLine.lineRenderComponent.EndPos = fsm.transform.position; if (Vector3.Distance(fsm.transform.position, destiny) < 0.2f) //Niba act is complete { if (!inBackProcess && Input.GetMouseButtonDown(0)) //press to go next level { GameManager.Instance.cam.State = CameraBehaviourState.To_InGame; GameManager.Instance.level.OnNewLevelLoad(); fsm.transform.position = new Vector3(GameManager.screenWidth / 2f, GameManager.screenWidth / 4f, 0f); GameManager.Instance.journeyLinesContainer.gameObject.SetActive(false); inBackProcess = true; fsm.Visiblility(false); GameManager.Instance.level.objContainer.gameObject.SetActive(false); } } } }
public override void UpdateState() { base.UpdateState(); if (!inProcess && Input.GetMouseButtonDown(0)) { inProcess = true; fsm.Visiblility(false); MainMenuPage main = GameManager.Instance.ui.GetPage(UIID.MainMenu) as MainMenuPage; main.FadeOut(); GameManager.Instance.cam.State = CameraBehaviourState.To_InGame; GameManager.Instance.level.OnNewLevelLoad(); } else if (inProcess) { if (GameManager.Instance.cam.State == CameraBehaviourState.Static) { GameManager.Instance.ui.ShowPage(UIID.GameHUD); fsm.TranslateState(this, fsm.intoScene); } } }