void Stage0() { DancerManager.dancerManagerRef.tutorialActive = true; DancerManager.dancerManagerRef.SpawnDancerAtDestiny(new Vector3(0.5f, 1, 5.5f), initialCustomerPrefab); moodInitialCustomer = DancerManager.dancerManagerRef.dancers[0].GetComponent <DancerMood>(); StartCoroutine(Stage1()); }
void CheckEnterDanceArea() { if (manager.IsDancerInsideDancingArea(transform)) { stateName = GameEnums.DancerStateNames.MoodActive; DancerMood dancerMoodComponent = GetComponent <DancerMood>(); dancerMoodComponent.enabled = true; } }
public void TooSoonChange(GameEnums.MusicColor musicColor) { foreach (GameObject dancer in dancers) { DancerMood dancerMoodComp = dancer.GetComponent <DancerMood>(); if (dancerMoodComp.enabled) { dancerMoodComp.TooSoonChange(musicColor); } } }
public void LeaveDancer(GameObject dancer) { Vector3 dancerExit = GetDancerExit(); DancerState dancerStateComp = dancer.GetComponent <DancerState>(); dancerStateComp.SetState(GameEnums.DancerStateNames.Leaving); dancerStateComp.MoveToDestination(dancerExit); DancerMood dancerMoodComp = dancer.GetComponent <DancerMood>(); dancerMoodComp.PlayWalkAnimation(); }
public void PerfectChange(GameEnums.MusicColor musicColor) { // Add screen shake here foreach (GameObject dancer in dancers) { DancerMood dancerMoodComp = dancer.GetComponent <DancerMood>(); if (dancerMoodComp.enabled) { dancerMoodComp.MusicChanged(musicColor); } } }
void CheckDistanceToDanceSpot() { Vector3 groundPosition = new Vector3(transform.position.x, 0f, transform.position.z); float distance = Vector3.Distance(groundPosition, destination); if (Mathf.Abs(distance) < 0.5f) { stateName = GameEnums.DancerStateNames.Dancing; GetComponent <NavMeshAgent>().isStopped = true; DancerMood dancerMoodComp = GetComponent <DancerMood>(); dancerMoodComp.enabled = true; dancerMoodComp.StopWalkAnimation(); RotateToDJ(); } }
public void SpawnDancerAtDestiny(Vector3 position, GameObject dancerPrefab) { GameObject dancer = Instantiate(dancerPrefab, position, Quaternion.identity); DancerState dancerStateComp = dancer.GetComponent <DancerState>(); dancerStateComp.SetState(GameEnums.DancerStateNames.Dancing); dancerStateComp.manager = this; DancerMood dancerMoodComp = dancer.GetComponent <DancerMood>(); dancerMoodComp.manager = this; dancerMoodComp.enabled = true; dancers.Add(dancer); }
void SilencePenalty() { if (dancersOnFire > 0) { AudioManager.audioManagerRef.PlaySound("sfx_nooo"); } dancersOnFire = 0; foreach (GameObject dancer in dancers) { DancerMood dancerMoodComp = dancer.GetComponent <DancerMood>(); if (dancerMoodComp.enabled) { dancerMoodComp.SilencePenalty(); } } }
public void TooLateChange() { if (dancersOnFire > 0) { AudioManager.audioManagerRef.PlaySound("sfx_nooo"); } dancersOnFire = 0; foreach (GameObject dancer in dancers) { DancerMood dancerMoodComp = dancer.GetComponent <DancerMood>(); if (dancerMoodComp.enabled) { dancerMoodComp.TooLateChange(); } } }
public void SpawnDancerAtDestiny() { if (dancers.Count < MAX_DANCERS) { Vector3 dancerDestination = GetDancingSpot(); GameObject randomDancer = GetRandomDancer(); GameObject dancer = Instantiate(randomDancer, dancerDestination, Quaternion.identity); DancerState dancerStateComp = dancer.GetComponent <DancerState>(); dancerStateComp.SetState(GameEnums.DancerStateNames.Dancing); dancerStateComp.manager = this; DancerMood dancerMoodComp = dancer.GetComponent <DancerMood>(); dancerMoodComp.manager = this; dancerMoodComp.enabled = true; dancers.Add(dancer); } }
public void SpawnDancer() { if (dancers.Count < MAX_DANCERS) { Vector3 dancerEntrance = GetDancerEntrance(); Vector3 dancerDestination = GetDancingSpot(); GameObject randomDancer = GetRandomDancer(); GameObject dancer = Instantiate(randomDancer, dancerEntrance, Quaternion.identity); DancerState dancerStateComp = dancer.GetComponent <DancerState>(); dancerStateComp.SetState(GameEnums.DancerStateNames.Created); dancerStateComp.MoveToDestination(dancerDestination); dancerStateComp.manager = this; DancerMood dancerMoodComp = dancer.GetComponent <DancerMood>(); dancerMoodComp.manager = this; dancerMoodComp.PlayWalkAnimation(); dancers.Add(dancer); } }
void CheckWinCondition() { if (dancersOnFire < MAX_DANCERS - 5) { currentOnFireTime = 0.0f; } else { currentOnFireTime += Time.deltaTime; if (currentOnFireTime >= timeToWin) { foreach (GameObject dancer in dancers) { DancerMood dancerMoodComp = dancer.GetComponent <DancerMood>(); dancerMoodComp.enabled = false; } Initiate.Fade("WinScene", Color.black, 2.0f); enabled = false; } } }