Esempio n. 1
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    public void chaseMe()
    {
        WitchLogic witchLogic = FindObjectOfType <GameManager>().getWitch().GetComponent <WitchLogic>();

        witchLogic.chase(transform);

        changeMaterial(glowMaterial);
        setGlowing(true); // disable this player from shooting in SpawnLightOrb.cs
    }
Esempio n. 2
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    public void stopChasingMe()
    {
        WitchLogic witchLogic = FindObjectOfType <GameManager>().getWitch().GetComponent <WitchLogic>();

        witchLogic.stopChasing();

        changeMaterial(ogMaterial);
        setGlowing(false);
        setHidden(false);
    }
Esempio n. 3
0
    // Start is called before the first frame update
    void Start()
    {
        witchLogic = GetComponentInParent <WitchLogic>();
        //oscillator = GetComponent<Oscillator>();
        lightComponent = GetComponent <Light>();
        animator       = GetComponent <Animator>();

        if (animator == null)
        {
            animator = transform.parent.transform.GetComponent <Animator>();
        }
    }
    //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)
    {
        witchLogic = animator.GetComponent <WitchLogic>();

        //witchLogic.playSound(witchLogic.idleSound);


        newVector = new Vector3(witchLogic.getWitchBase().position.x, animator.transform.position.y, witchLogic.getWitchBase().position.z);
        //Debug.Log("On State Enter: x - " + newVector.x + " z - " + newVector.z);
        direction = newVector - animator.transform.position;
        Debug.Log(direction);
        finishedRotating = false;
    }
    // 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)
    {
        witchLogic = animator.GetComponent <WitchLogic>();

        //witchLogic.playSound(witchLogic.patrollingSound);

        patrolPositions  = getRandomPositions(animator.transform);
        randomIndex      = Random.Range(0, numOfPositions - 1);
        waitScript       = animator.GetComponent <PatrolWait>();
        counter          = 0;
        isPausing        = true;
        finishedRotating = false;
        waitScript.DoCoroutine(this); //pause

        direction = patrolPositions[randomIndex] - animator.transform.position;
    }
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        waitScript = animator.GetComponent <CaptureWait>();
        witchLogic = animator.GetComponent <WitchLogic>();

        targetPlayer = witchLogic.getTargetPlayer();
        targetPlayer.GetComponent <PlayerLogic>().gotCaught(); // make player disabled


        originalFruitDropTime = fruitDropTime;
        originalFruitLossRate = fruitLossRate;

        //goal = targetPlayer.GetComponent<PlayerLogic>().getFruitCounter() * 5;

        goal = getGoal(targetPlayer.GetComponent <PlayerLogic>().getFruitCounter());

        dropTimer = fruitDropTime;

        gameManager = witchLogic.getGameManager();

        Debug.Log("Witch Capture behaviour");
    }
 // 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)
 {
     witchLogic   = animator.GetComponent <WitchLogic>();
     targetPlayer = witchLogic.getTargetPlayer();
 }