Esempio n. 1
0
    public void Run_State(Teamstate curState)
    {
        switch (curState)
        {
        case Teamstate.WORKING:
            SpriteObject.GetComponent <SpriteAnimator> ().enabled = true;

            Patience_Multiplier = patienceBaseDecrease * 0.05f;
            break;

        case Teamstate.GAMING:
            SpriteObject.GetComponent <SpriteAnimator> ().enabled = true;
            Patience_Multiplier = patienceBaseDecrease * 0.1f;
            break;

        case Teamstate.UPLOADING:
            SpriteObject.GetComponent <SpriteAnimator> ().enabled = true;
            Patience_Multiplier = patienceBaseDecrease * 0.2f;
            break;

        case Teamstate.WATCHING:
            SpriteObject.GetComponent <SpriteAnimator> ().enabled = false;
            Patience_Multiplier = patienceBaseDecrease * 0.2f;
            break;
        }
        //		Debug.Log (this.name + " is currently: " + curState);
        //Isnert IfStatement(PowerFailure)
        //{
        //}
        //else
        //{

        if (!MediatorScript.gameStarted || MediatorScript.usingHelp)
        {
            return;
        }

        if (MediatorScript.powerFailure)
        {
            //decrease by constant value
            Patience_Value -= 0.1f;
            return;
        }

        Be_Impatient();
        IncreasePatience();
    }
Esempio n. 2
0
    IEnumerator ChangingStates()
    {
        yield return(new WaitForEndOfFrame());

        yield return(new WaitUntil(() => MediatorScript.gameStarted));

        while (!MediatorScript.gameOver)
        {
            yield return(new WaitForEndOfFrame());

//			Debug.Log (this.name + ": " + CurrentState.ToString ());
            int rand = Random.Range(0, MAX_INDEX);
            if (MediatorScript.StatesChange_Counter >= 9)
            {
                MAX_INDEX = 1;
            }
            else
            {
                if (MediatorScript.timeLeft > 165)
                {
                    MAX_INDEX = 2;
                }
                else if (MediatorScript.timeLeft < 165)
                {
                    MAX_INDEX = 4;
                }

                if (rand == 3 && MediatorScript.WatchingStates > 0)
                {
                    rand = Random.Range(0, 3);
                }
                else if (rand == 3 && MediatorScript.WatchingStates <= 0)
                {
                    MediatorScript.LimitState();
                }
            }
//			Debug.Log ("Chosen Random: " + rand);

            yield return(new WaitUntil(() => !MediatorScript.usingHelp));

            foreach (Teamstate t in System.Enum.GetValues(typeof(Teamstate)))
            {
                if (rand == (int)t)
                {
                    CurrentState = t;
                }
            }

            yield return(new WaitForSeconds(StateChangeTime));

            if (MediatorScript.StatesChange_Counter < 9)
            {
                MediatorScript.StatesChange_Counter++;
            }
            else if (MediatorScript.StatesChange_Counter >= 9)
            {
                MediatorScript.StatesChange_Counter = 0;
            }
            Debug.Log(MediatorScript.StatesChange_Counter);
            ShowChangeState();
            MediatorScript.ResetStates();
        }
    }