private void informAllObserver(TargetState state) { foreach (GameObject observer in observerEnemies) { observer.GetComponent <Enemy>().inform(state); } }
/// <summary> /// Uploads the replay file to a S3 bucket and notifies the HotsLogs website. /// </summary> /// <param name="fileInfo"></param> public void Notify(FileInfo fileInfo) { var request = new PutObjectRequest() { BucketName = "heroesreplays", Key = Guid.NewGuid().ToString("D") + ".StormReplay", FilePath = fileInfo.FullName, }; var response = client.PutObject(request); if (response.HttpStatusCode == HttpStatusCode.OK) { NotifyHotsLogs(request.Key) .ContinueWith(success => { if (success.Result) { TargetState.Update(Name, fileInfo.CreationTimeUtc); } }); } else { ReplayPublisher.Log.Warning("File {filePath} was no succesfully uploaded to the HotsLogs S3 bucket.\nReturned statuscode: {statusCode}", fileInfo.FullName, response.HttpStatusCode); } }
static void Damage(ref int health, double dist, TargetState state, bool precision) { /* * Max bullet damage=20 * * Target's immunity to bullet damage: * Aggressive: >30m damage=0 * Moderate: >300m damage=0 * Calm: @500m damage=9 */ int damage = 0; if (state == TargetState.Moderate) { damage = (int)(20 * (Math.Exp(-dist / 100))); } else if (state == TargetState.Aggressive) { damage = (int)(20 * (Math.Exp(-dist / 10))); } else if (state == TargetState.Calm) { damage = (int)(20 * (Math.Exp(-dist / 700))); } // precision damage bonus (+50%) if (precision) { damage = (int)(damage * 1.5); Console.WriteLine("[Precision bonus (+50%)] "); } health -= damage; Console.WriteLine("Damage: {0}, Health Remaining: {1}", damage, health); }
// event handlers private void HandlePlayerDeathEvent(ZMPlayerInfoEventArgs args) { if (_playerInfo == args.info) { _targetState = TargetState.DEAD; } }
public StateUpdateEventArgs(TargetState state) { mState = state; mThread = null; mFile = ""; mLine = 0; }
public StateUpdateEventArgs(TargetState state, LuaValue thread, String file, int line) { mState = state; mThread = thread; mFile = file; mLine = line; }
void RemoveTargeting() { currentlyTargeting = false; movementScript.ToggleTargeting(currentlyTargeting, nearestTarget); stateOfTargeting = TargetState.NoTarget; ToggleTargetVisual(); }
private void Awake() { canvas = CanvasObject.GetComponent <Canvas>(); BulletsRed = BulletsRedObject.GetComponentsInChildren <Image>(); BulletsBlue = BulletsBlueObject.GetComponentsInChildren <Image>(); Targets = new TargetState[2]; Targets[RED] = new TargetState(); Targets[BLUE] = new TargetState(); Targets[RED].TargetObject = TargetRedObject; Targets[BLUE].TargetObject = TargetBlueObject; Targets[RED].HitObject = HitRedObject; Targets[BLUE].HitObject = HitBlueObject; Targets[RED].image = TargetRedObject.GetComponent <Image>(); Targets[BLUE].image = TargetBlueObject.GetComponent <Image>(); Targets[RED].hit = HitRedObject.GetComponent <Image>(); Targets[BLUE].hit = HitBlueObject.GetComponent <Image>(); Targets[RED].shootable = false; Targets[BLUE].shootable = false; CatLives = GetComponent <GrandmaCatLives>(); DontDestroyOnLoad(sceneSwitcher); }
// Use this for initialization void Start() { state = TargetState.Inactive; rend = GetComponent <Renderer>(); targetController = GetComponent <TargetController>(); goalie = GameObject.FindGameObjectWithTag("Player").GetComponent <GoalieController>(); }
public void OnTargetStateChanged(TargetState e) { if (TargetStateChanged != null) { Invoke(() => TargetStateChanged(this, new TargetStateArgs(e))); } }
public void SetTarget(GameObject nTarget, Vector3 nTargetPoint, string nTargetType) { target = nTarget; targetPoint = nTargetPoint; tState = TargetState.Undecided; //lastTargetPoint = nTargetPoint; switch (nTargetType) { case "Unit": targetType = Target.Unit; break; case "Resource": targetType = Target.Resource; break; case "Location": targetType = Target.Location; break; case "Building": targetType = Target.Build; break; case "DropOff": targetType = Target.DropOff; break; } movement.target = nTargetPoint; movement.RequestPath(targetPoint); }
public void Notify(FileInfo fileInfo) { var content = new StreamContent(new StreamReader(fileInfo.FullName).BaseStream); try { var response = client.PostAsync("http://upload.stormlogs.com/upload.php", content).Result; var message = response.Content.ReadAsStringAsync().Result; ReplayPublisher.Log.Information("Target: {0}\nFile: {1}\nResponse: {2}\nResponse content: {3}", this.Name, fileInfo.FullName, response.StatusCode, message); if (response.StatusCode == HttpStatusCode.OK) { TargetState.Update(Name, fileInfo.CreationTimeUtc); } } finally { content.Dispose(); } }
/// <summary> /// calculate target and update the boid info; /// </summary> /// <param name="sight"></param> /// <param name="targetState"></param> /// <param name="pos"></param> /// <returns></returns> Vector3?calc_update_boid(ref BaseUnitSight.Component sight, TargetState targetState, Vector3 pos) { Vector3?tgt = null; var boidVector = sight.BoidVector; if (boidVector.Potential > 0.0f) { var center = boidVector.Center.ToWorkerPosition(this.Origin); if ((center - pos).sqrMagnitude > boidVector.SqrtBoidRadius()) { tgt = center; } else if (targetState == TargetState.OutOfRange) { tgt = pos + boidVector.GetVector3(sight.TargetRange); } } var current = Time.ElapsedTime; var diffTime = (float)(current - sight.BoidUpdateTime); boidVector.Potential = AttackLogicDictionary.ReduceBoidPotential(boidVector.Potential, diffTime); sight.BoidUpdateTime = current; sight.BoidVector = boidVector; return(tgt); }
Vector3 CheckNavPathAndTarget(Vector3 target, Vector3 current, float size, TargetState state, long uid, ref NavPathData path) { if (pointsDic.ContainsKey(uid) == false) { pointsDic[uid] = new Vector3[256]; } var points = pointsDic[uid]; if (path.IsSetData == false || (target - path.target).sqrMagnitude > checkRange * checkRange) { NavMeshUtils.GetNavPoint(current, target, size, WalkableNavArea, out var count, points); if (count > 0) { path.count = count; path.current = 0; path.target = target; return(path.GetCurrentCorner(points)); } } else { if ((path.GetCurrentCorner(points) - current).sqrMagnitude < size * size) { path.Next(); } return(path.GetCurrentCorner(points)); } return(target); }
private void OnCharacterClicked(Character character) { currentState = TargetState.CharacterSelected; selectedCharacter = character; character.ShowPossibleMoves(); GameManager.GetInstance().Triangulate(); }
public List <TargetItem> GetTargetsByState(TargetState state) { lock (this.locker) { var strState = state.ToString(); return(this.db.Table <TargetItem>().Where(t => t.State == strState).ToList()); } }
public void SetTargetState(TargetState state) { if (state != m_targetState) { m_targetState = state; Refresh(); } }
private void HandlePlayerRespawnEvent(ZMPlayerControllerEventArgs args) { if (args.controller.gameObject.Equals(gameObject)) { _targetState = TargetState.ALIVE; _pointState = PointState.NEUTRAL; } }
public void Reset() { if (curTarget != null) { Destroy(curTarget); } m_state = TargetState.notBeHitted; }
/// <summary> /// Reset the move target of an agent /// </summary> public void ResetMoveTarget() { //initialize request this.TargetRef = 0; this.targetPos = new Vector3(0.0f, 0.0f, 0.0f); this.TargetPathqRef = PathQueue.Invalid; this.TargetReplan = false; this.targetState = TargetState.None; }
/// <summary> /// Request a new move velocity /// </summary> /// <param name="vel">The agent's velocity</param> public void RequestMoveVelocity(Vector3 vel) { //initialize request this.TargetRef = 0; this.targetPos = vel; this.TargetPathqRef = PathQueue.Invalid; this.TargetReplan = false; this.targetState = TargetState.Velocity; }
void ProcessMessage_StateUpdate() { TargetState state = (TargetState)m_readBuffer.ReadInt32(); Int64 thread = m_readBuffer.ReadObjectID(); int line = m_readBuffer.ReadInt32(); string filename = m_readBuffer.ReadString(); OnStateUpdate(state, new LuaValue(thread, LuaValueType.THREAD), mDebugManager.FindSourceFile(filename), line); }
public TargetState GetState() { if (rootDecision.MakeDecision() is TargetState) { TargetState resultNode = (TargetState)rootDecision.MakeDecision(); return(resultNode); } return(null); }
public override int GetHashCode() { unchecked { var hashCode = SourceState?.GetHashCode() ?? 0; hashCode = (hashCode * 397) ^ (Event?.GetHashCode() ?? 0); hashCode = (hashCode * 397) ^ (TargetState?.GetHashCode() ?? 0); return(hashCode); } }
/// <summary> /// 初始化Champion /// </summary> /// <param name="_champion"></param> public void Init(Champion _champion) { champion = _champion; map = GameObject.Find("Scripts").GetComponent <Map>(); gamePlayController = GameObject.Find("Scripts").GetComponent <GamePlayController>(); targetState = GetComponent <TargetState>(); //set stats targetState.prefab = _champion.prefab; }
//Set taget object and state, then scales the feedback to the target public void Setup(ObjectBase target, TargetState state) { targetState = state; this.target = target; feedback.sortingOrder = 4; StopCoroutine("Rescale"); StartCoroutine(Rescale(feedback.transform, target.GetFeedbackSize(), 0.2f)); }
private void OnTileClicked(HexCell tile) { if (tile.State == HexCell.TileState.ShowingRange) { tile.character = selectedCharacter; selectedCharacter.MoveToTile(tile); selectedCharacter = null; currentState = TargetState.Normal; } }
public void Continue(ContinueStatus status) { if (State != TargetState.Paused) throw new InvalidOperationException("Continue requires a Paused target"); if (!Kernel32.ContinueDebugEvent(lastEvent.ProcessId, lastEvent.ThreadId, status)) throw new InvalidOperationException("ContinueDebugEvent failed"); State = (lastEvent.EventCode == DebugEventCode.RipEvent | lastEvent.EventCode == DebugEventCode.ExitProcess) ? TargetState.Exited /* todo: handle this properly */ : TargetState.Running; }
public void OnMouseExit() { if (state == TargetState.Held) { goalie.Save(0); state = TargetState.Inactive; } if (state == TargetState.Inactive) { rend.enabled = false; } }
public void ChangeState(TargetState state) { if(state != m_state) { m_state = state; m_stateChanged = true; if(StateChanged != null) { StateChanged(this, null); } } }
void FixedUpdate() { switch (state) { case TargetState.THINK: m_Rigidbody.MovePosition(Snap(m_Transform.position)); thinkRemaining -= Time.deltaTime; if (thinkRemaining <= 0.0f) { if (IsNearDoor()) { state = TargetState.DOOR; } else { thinkRemaining = thinkTime; state = TargetState.EXPLORE; currentDirection = PickDirection(); } } break; case TargetState.EXPLORE: if (IsNearDoor()) { m_Transform.position = Snap(m_Transform.position); state = TargetState.THINK; } else if (IsDirectionBlocked(currentDirection)) { m_Transform.position = Snap(m_Transform.position); state = TargetState.THINK; } else { m_Rigidbody.velocity = currentDirection * speed; } break; case TargetState.DOOR: { door.targetEntered = true; currentDirection = door.transform.position - m_Transform.position; currentDirection.Normalize(); m_Rigidbody.velocity = currentDirection * doorEntrySpeed; } break; case TargetState.DEAD: break; } }
public void Report(int signature, Vector3 position) { if (!TargetReports.ContainsKey(signature)) { visualise.AddShortData("Action", "New Target Recieved"); TargetReports.Add(signature, new TargetState(signature, position)); } else if (TargetReports.ContainsKey(signature)) { TargetState ts = TargetReports[signature]; ts.position = position; } }
public void SwitchToState(TargetState s) { this.state = s; switch (this.state) { case TargetState.UNHIT: this.SwitchToUnhit(); break; case TargetState.HIT: this.SwitchToHit(); break; } }
void Update() { if (state == TargetState.Hungry) { m_currentHunger += Time.deltaTime * hungerIncreaseRate; m_currentHunger = Mathf.Clamp(m_currentHunger, 0f, maxHunger); if (Mathf.Abs(m_currentHunger) < float.Epsilon) { state = TargetState.Full; } } else if (state == TargetState.Full) { currentFullDuration -= Time.deltaTime; if (currentFullDuration < 0f) { state = TargetState.Hungry; } } }
internal void SetTargetState (int tid, TargetState state) { builds[tid] = state; }
public void Detach() { if (pi == null) throw new InvalidOperationException("There is no process to detach from"); Kernel32.DebugSetProcessKillOnExit(false); Kernel32.DebugActiveProcessStop(pi.dwProcessId); State = TargetState.Detached; pi = null; Program.OutputMessage("Detached."); }
private void OnStateUpdate(TargetState targetState, LuaValue thread, String file, int line) { StateUpdateEventArgs args = new StateUpdateEventArgs(targetState, thread, file, line); if (mLastUpdateMessage == null || !mLastUpdateMessage.Equals(args)) { mLastUpdateMessage = args; if (mForm != null && mForm.IsHandleCreated) mForm.BeginInvoke(new MethodInvoker(delegate() { if (this.StateUpdate != null) this.StateUpdate(this, args); })); } }
public virtual void deselect() { m_targetState = TargetState.Normal; }
public GetDs3TargetsSpectraS3Request WithState(TargetState? state) { this._state = state; if (state != null) { this.QueryParams.Add("state", state.ToString()); } else { this.QueryParams.Remove("state"); } return this; }
void DispatchEvent(DebugEvent e) { Program.OutputMessage("DispatchEvent code={0} pid=0x{1:X8} tid=0x{2:X8}", e.EventCode, e.ProcessId, e.ThreadId); State = TargetState.Paused; /* todo: do something with some of these events! */ if (e.EventCode == DebugEventCode.LoadDll) { var sb = new StringBuilder(1024); Psapi.GetMappedFileName(pi.hProcess, e.LoadDll.lpBaseOfDll, sb, sb.Capacity); Program.OutputMessage("LoadDll: {0} @ 0x{1:X8}", sb.ToString(), (uint)(ulong)e.LoadDll.lpBaseOfDll.ToInt64()); } }
// Use this for initialization void Start() { this._levelController = GameObject.FindObjectOfType<LevelController>(); this._fader = this.GetComponent<Fader>(); this._collider = this.GetComponent<Collider2D>(); this._renderer = this.GetComponent<Renderer>(); this.state = TargetState.UNHIT; this._rotater = GetComponent<Rotater>(); if (!this._rotater) this._rotater = this.gameObject.AddComponent<Rotater>(); //testing this._originalRotation = this.transform.rotation; _missiles = this.GetComponentsInChildren<Missile>(); _flash = Camera.main.GetComponent<ColorFlash>(); }
private static void CompileProject(TargetState toState, string sourcePath) { var directory = Path.GetDirectoryName(sourcePath); Console.WriteLine(directory); XmlDocument PrXmlDoc = new XmlDocument(); PrXmlDoc.Load(sourcePath); if (File.Exists(directory + @"\ImplemetationPlan.ip")) { Console.WriteLine("RemoveIP"); File.Delete(directory + @"\ImplemetationPlan.ip"); } if (File.Exists(directory + @"\Qdeterminant.qd")) { Console.WriteLine("Remover QD"); File.Delete(directory + @"\Qdeterminant.qd"); } XmlNode newListFile = PrXmlDoc.CreateNode(XmlNodeType.Element, "Files", null); if (File.Exists(directory + @"\FlowChart.fc")) { Console.WriteLine("Compile fc in project"); XmlNode fNode = PrXmlDoc.CreateNode(XmlNodeType.Element, "File", null); XmlAttribute path = PrXmlDoc.CreateAttribute("Path"); path.InnerText = "FlowChart.fc"; fNode.Attributes.Append(path); XmlAttribute type = PrXmlDoc.CreateAttribute("Type"); type.InnerText = "FlowChart"; fNode.Attributes.Append(type); newListFile.AppendChild(fNode); if (toState == TargetState.QDeterminant) { XmlNode qNode = PrXmlDoc.CreateNode(XmlNodeType.Element, "File", null); XmlAttribute qpath = PrXmlDoc.CreateAttribute("Path"); qpath.InnerText = "Qdeterminant.qd"; qNode.Attributes.Append(qpath); XmlAttribute qtype = PrXmlDoc.CreateAttribute("Type"); qtype.InnerText = "Qdeterminant"; qNode.Attributes.Append(qtype); newListFile.AppendChild(qNode); CompileFcToQd(directory + @"\FlowChart.fc"); } else { if (toState == TargetState.ImplementationPlan) { XmlNode qNode = PrXmlDoc.CreateNode(XmlNodeType.Element, "File", null); XmlAttribute qpath = PrXmlDoc.CreateAttribute("Path"); qpath.InnerText = "Qdeterminant.qd"; qNode.Attributes.Append(qpath); XmlAttribute qtype = PrXmlDoc.CreateAttribute("Type"); qtype.InnerText = "Qdeterminant"; qNode.Attributes.Append(qtype); newListFile.AppendChild(qNode); XmlNode iNode = PrXmlDoc.CreateNode(XmlNodeType.Element, "File", null); XmlAttribute ipath = PrXmlDoc.CreateAttribute("Path"); ipath.InnerText = "ImplementationPlan.ip"; iNode.Attributes.Append(ipath); XmlAttribute itype = PrXmlDoc.CreateAttribute("Type"); itype.InnerText = "ImplementationPlan"; iNode.Attributes.Append(itype); newListFile.AppendChild(iNode); CompileFcToIp(directory + @"\FlowChart.fc"); } } } XmlNode rChild = PrXmlDoc.SelectSingleNode("//Files"); PrXmlDoc.SelectSingleNode("//Project").RemoveChild(rChild); PrXmlDoc.SelectSingleNode("//Project").AppendChild(newListFile); PrXmlDoc.Save(sourcePath); }
private void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info) { int state = 0; if (stream.isWriting) { if(m_stateChanged) { m_stateChanged = false; state = (int)m_state; stream.Serialize(ref state); } } else { stream.Serialize(ref state); TargetState newState = (TargetState)state; if(newState != m_state) { m_state = newState; if(StateChanged != null) { StateChanged(this, null); } } } }
protected TargetState change_target_state(TargetState new_state) { return change_target_state (new_state, 0); }
TargetState change_target_state(TargetState new_state, int arg) { if (new_state == target_state) return target_state; TargetState old_state = target_state; target_state = new_state; if (StateChanged != null) StateChanged (target_state, arg); return old_state; }
public virtual void select() { m_targetState = TargetState.Targeted; }
static void CompileSolution(TargetState toState, string sourcePath) { Console.WriteLine("Compile Solution"); var directory_path = Path.GetDirectoryName(sourcePath); var doc = new XmlDocument(); doc.Load(sourcePath); var Oconverter = Manufactory.CreateOperationConverter(ConverterTypes.JSON); Oconverter.ParseDocument(Path.Combine(Path.GetDirectoryName(sourcePath),doc.SelectSingleNode("//Operations").Attributes["Path"].InnerText)); if (countNode == null) { countNode = ulong.Parse(doc.SelectSingleNode("//maxCPU").InnerText); } Opertaions = Oconverter.GetBlocks(); foreach (XmlNode project in doc.SelectNodes("//Project")) { Console.WriteLine("Compile Project"); CompileProject(toState,Path.Combine(directory_path,project.Attributes["Path"].InnerText)); } }
public void StopAudio() { TargetAudioFile = ""; if (waveOutDevice != null) { waveOutDevice.Stop(); } if (audioFileReader != null) { audioFileReader.Dispose(); audioFileReader = null; } if (vorbisFileReader != null) { vorbisFileReader.Dispose(); vorbisFileReader = null; } if (waveOutDevice != null) { waveOutDevice.Dispose(); waveOutDevice = null; } this.targetState = TargetState.NOTHING; }
public void PlayRandomTrack() { Random random = new Random(); this.TargetAudioFile = this.Playlist[random.Next(this.Playlist.Count)]; this.waveOutDevice = new WaveOut(); if (this.TargetAudioFile.EndsWith(".mp3") || this.TargetAudioFile.EndsWith(".wav")) { this.audioFileReader = new AudioFileReader(this.TargetAudioFile); this.waveOutDevice.Init(audioFileReader); } else if (this.TargetAudioFile.EndsWith(".ogg")) { this.vorbisFileReader = new VorbisFileReader(this.TargetAudioFile); this.waveOutDevice.Init(vorbisFileReader); } this.waveOutDevice.Volume = 1.0f; // Unfortunately, VorbisFileReader does not have volume control this.waveOutDevice.Play(); this.targetState = TargetState.NOTHING; }
public TargetStatusProperty(TargetState value) { this.value = value; }
//Change the state to received state public void ChangeState(TargetState state) { targetState = state; }
void FixedUpdate() { if(target == null){ targetType = Target.None; } if(targetType == Target.None && anim.state != "Idle"){ anim.state = "Idle"; anim.Animate(); } else if(targetType == Target.Resource){ if(resource.source == null){ resource.source = target.GetComponent<ResourceSource>(); resource.target = target; } else if(resource.source.gameObject != target){ resource.source = target.GetComponent<ResourceSource>(); resource.target = target; } if(movement.pathComplete){ transform.LookAt(new Vector3(target.transform.position.x, transform.position.y, target.transform.position.z)); if(anim.state != "Gather"){ anim.state = "Gather"; anim.Animate(); } if(resource.Gather(this, gameObject)){ } else{ ResetTarget(); } } else if(anim.state != "Move"){ anim.state = "Move"; anim.Animate(); } } else if(targetType == Target.Unit){ if(movement.pathComplete){ transform.LookAt(new Vector3(target.transform.position.x, transform.position.y, target.transform.position.z)); if(!weapon.InRange(target.transform.position, transform.position)){ if(anim.state != "Move"){ anim.state = "Move"; anim.Animate(); } movement.target = target.transform.position; movement.GetPath(target.transform.position); lastTargetPoint = target.transform.position; } else{ } if(tState == TargetState.Undecided){ UnitController targetController = target.GetComponent<UnitController>(); if(mGroup.relations[targetController.group].state == 0){ tState = TargetState.Ally; } else if(mGroup.relations[targetController.group].state == 1){ tState = TargetState.Neutral; } else if(mGroup.relations[targetController.group].state == 2){ tState = TargetState.Enemy; } else if(mGroup.relations[targetController.group].state == 3){ tState = TargetState.Self; } } else if(tState == TargetState.Ally){ } else if(tState == TargetState.Neutral){ // I haven't quite figured out what to do here so I recommend against setting anything to neutral at this moment } else if(tState == TargetState.Enemy){ weapon.AttackObject(target, gameObject, "Unit", type); if(weapon.fighterUnit && anim.state != "Attack"){ anim.state = "Attack"; anim.Animate(); } } } else if(anim.state != "Move"){ anim.state = "Move"; anim.Animate(); } if(weapon.InRange(target.transform.position, transform.position)){ movement.pathComplete = true; } } else if(targetType == Target.Location){ if(movement.pathComplete){ ResetTarget(); } else if(anim.state != "Move"){ anim.state = "Move"; anim.Animate(); } } else if(targetType == Target.Build){ float dist = (transform.position - target.transform.position).sqrMagnitude; if(dist < build.buildDist){ movement.pathComplete = true; } if(movement.pathComplete){ transform.LookAt(new Vector3(target.transform.position.x, transform.position.y, target.transform.position.z)); if(tState == TargetState.Undecided){ BuildingController targetController = target.GetComponent<BuildingController>(); if(mGroup.relations[targetController.group].state == 0){ tState = TargetState.Ally; } else if(mGroup.relations[targetController.group].state == 1){ tState = TargetState.Neutral; } else if(mGroup.relations[targetController.group].state == 2){ tState = TargetState.Enemy; } else if(mGroup.relations[targetController.group].state == 3){ tState = TargetState.Self; } } if(tState == TargetState.Self){ if(build.source == null){ build.source = target.GetComponent<BuildingController>(); } else if(build.source.gameObject != target){ build.source = target.GetComponent<BuildingController>(); } else{ if(build.Build()){ if(anim.state != "Build"){ anim.state = "Build"; anim.Animate(); } } else{ ResetTarget(); } } } else if(tState == TargetState.Enemy){ weapon.AttackObject(target, gameObject, "Building", type); if(anim.state != "Attack"){ anim.state = "Attack"; anim.Animate(); } } } else if(anim.state != "Move"){ anim.state = "Move"; anim.Animate(); } } else if(targetType == Target.DropOff){ float dist = (transform.position - target.transform.position).sqrMagnitude; if(dist < build.buildDist){ movement.pathComplete = true; } if(movement.pathComplete){ transform.LookAt(new Vector3(target.transform.position.x, transform.position.y, target.transform.position.z)); resource.DropOff(this); } else if(anim.state != "Move"){ anim.state = "Move"; anim.Animate(); } } }
public MusicPlayer() { this.TargetAudioFile = ""; this.targetState = TargetState.NOTHING; }
//Set taget object and state, then scales the feedback to the target public void Setup(ObjectBase target, TargetState state) { targetState = state; this.target = target; feedback.sortingOrder = 4; StopCoroutine("Rescale"); StartCoroutine(Rescale(feedback.transform, target.GetFeedbackSize(), 0.2f)); }
// Only works if Update() is being called in the main loop public void FadeStop() { if (this.IsPlaying) { this.targetState = TargetState.FADEOUT; } }