public void TrigegrInteraction() { if (!DoorWindow.GetComponent <Animation>().isPlaying) { Debug.Log("Interactive object"); switch (m_state) { case eInteractiveState.Active: DoorWindow.GetComponent <Animation>().Play("Close"); m_state = eInteractiveState.Inactive; sonido.clip = CloseSound; sonido.Play(); break; case eInteractiveState.Inactive: DoorWindow.GetComponent <Animation>().Play("Open"); m_state = eInteractiveState.Active; sonido.clip = OpenSound; sonido.Play(); break; default: break; } } }
/// <summary> /// Metoda inicjalizująca. /// </summary> void Start() { m_State = eInteractiveState.Inactive; m_AnimNames = new string[anim.GetClipCount()]; int index = 0; foreach (AnimationState anim in anim) { m_AnimNames[index] = anim.name; index++; } }
/// <summary> /// Metoda inicjalizująca. /// </summary> void Start() { render = gameObject.GetComponent <Renderer>(); m_State = eInteractiveState.Inactive; m_AnimNames = new string[anim.GetClipCount()]; int index = 0; foreach (AnimationState anim in anim) { m_AnimNames[index] = anim.name; index++; } }
public void TriggerInteraction() { if (!GetComponent <Animation>().isPlaying) { switch (state) { case eInteractiveState.Active: GetComponent <Animation>().Play("GateClose"); state = eInteractiveState.InActive; break; case eInteractiveState.InActive: GetComponent <Animation>().Play("GateOpen"); state = eInteractiveState.Active; break; default: break; } } }
/// <summary> /// Metoda obsługująca działanie z triggerem. Odpowiada ona za uruchamianie animacji otwarcia/zamknięcia szuflady. /// </summary> public void TriggerInteraction() { if (!anim.isPlaying) { switch (m_State) { case eInteractiveState.Active: anim.Play(m_AnimNames[1]); m_State = eInteractiveState.Inactive; break; case eInteractiveState.Inactive: anim.Play(m_AnimNames[0]); m_State = eInteractiveState.Active; break; default: break; } } }
public void TriggerInteraction() { if (!GetComponent <Animation>().isPlaying) { Debug.Log("Interactive object"); switch (m_State) { case eInteractiveState.Active: GetComponent <Animation>().Play(m_AnimNames[1]); m_State = eInteractiveState.Inactive; break; case eInteractiveState.Inactive: GetComponent <Animation>().Play(m_AnimNames[0]); m_State = eInteractiveState.Active; break; default: break; } } }
public void TrigegrInteraction() { if (!GetComponent <Animation>().isPlaying) { Debug.Log("Interactive object"); switch (m_state) { case eInteractiveState.Active: GetComponent <Animation>().Play("Close"); m_state = eInteractiveState.Inactive; break; case eInteractiveState.Inactive: GetComponent <Animation>().Play("Open"); m_state = eInteractiveState.Active; break; default: break; } } }
void Start() { m_state = eInteractiveState.Inactive; sonido = GetComponent <AudioSource>(); }
// Start is called before the first frame update void Start() { state = eInteractiveState.InActive; }
void Start() { m_state = eInteractiveState.Inactive; }