// set the targetPos so that the man will be moving towards it // mainly invoked by PathFinder public void MoveTo(Vector3 pos, float tol, CrowdState s) { isMoving = true; targetPos = pos; targetPosTol = tol; SwitchState(s); }
void Start() { head = transform.Find("Head"); body = transform.Find("Body"); armLeft = transform.Find("ArmLeft"); hand = armLeft.Find("Hand"); armRight = transform.Find("ArmRight"); mood = transform.Find("ThoughtBubble").Find("MoodIndicator"); headSprites = Resources.LoadAll <Sprite>(headFile); bodySprites = Resources.LoadAll <Sprite>(bodyFile); moodSprites = Resources.LoadAll <Sprite>(moodFile); handObjectSprites = Resources.LoadAll <Sprite>("Crowd objects"); head.GetComponent <SpriteRenderer>().sprite = headSprites[0]; body.GetComponent <SpriteRenderer>().sprite = bodySprites[1]; mood.GetComponent <SpriteRenderer>().sprite = moodSprites[(int)currentMood + 1]; int randObj = UnityEngine.Random.Range(0, handObjectSprites.Length /* * 2*/); if (randObj < handObjectSprites.Length) { hand.GetComponent <SpriteRenderer>().sprite = handObjectSprites[randObj]; } orgHandPos = hand.position; orgRotation = hand.rotation.z; crowdState = CrowdState.WAITING; }
internal void startAction() { crowdState = CrowdStateMachine.CrowdState.ACTION; if (target == null) { target = BattleController.idols[UnityEngine.Random.Range(0, BattleController.idols.Count - 1)]; } }
public List <CrowdFunDingInfo> List(int Page, int Limit, CrowdState Type) { var data = ct.Set <CrowdFunDingInfo>() .Include("MerchantBasicInfo.IndustryInfo") .Where(x => x.CrowdState == Type) .OrderBy(x => x.CreateDate); this.TotalCount = data.Count(); return(data.Skip((Page - 1) * Limit).Take(Limit).ToList()); }
public ActionResult List(int Page = 1, int Limit = 6, CrowdState Type = CrowdState.Crowding) { dal.IsOrderDesc = true; dal.IsThenDesc = true; var data = dal.List(Page, Limit, Type); ViewBag.CrowdState = Type; ViewBag.Page = Page; ViewBag.Count = dal.TotalCount; return(View(data)); }
public void SwitchState(CrowdState s) { if (state != s) { if (state != CrowdState.CONFUSED) { lastState = state; } state = s; stateCoolingDown = DataSet.magicNumber; } }