コード例 #1
0
 void Awake()
 {
     currentMood = GameEnums.MoodStates.Neutral;
     PlayCurrentMoodAnimation();
     defaultMaterial = bodyRenderer.materials[1];
     dancerState     = GetComponent <DancerState>();
 }
コード例 #2
0
    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();
    }
コード例 #3
0
    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);
    }
コード例 #4
0
    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);
        }
    }
コード例 #5
0
    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);
        }
    }