// Start is called before the first frame update void Start() { player = FindObjectOfType <PlayerBehavior>(); gc = FindObjectOfType <GameController>(); if (gc.round == 0) { currentHomie = homies[0]; } else { currentHomie = homies[Random.Range(0, homies.Length)]; } currentHomie = Instantiate(currentHomie); // creating copy so we don't directly affect object in project currentHomie.ChooseRandomAction(); currentHomie.GetRandIntimidateTime(); anim = GetComponent <Animator>(); anim.runtimeAnimatorController = currentHomie.myAnim; }
// Update is called once per frame void Update() { actionTimer += Time.deltaTime; if (!gc.gameEnd) { // behavior for trying to kiss and stuff if (actionTimer >= currentHomie.intimidateTime && !canKiss) //intimidate { canKiss = intimidateIndicator.canDoAction(); if (canKiss) { switch (currentHomie.myAction) { case (Homie.Action.lookAway): SlowDownIndicators(); anim.Play("lookAway"); gc.ShowNewText(currentHomie._name + " looked away! Your side has slowed down."); break; case (Homie.Action.wink): FreezeIndicators(); gc.ShowNewText(currentHomie._name + " winked at you! Your side has been frozen."); anim.Play("wink"); break; case (Homie.Action.smirk): SpeedUpIndicators(); gc.ShowNewText(currentHomie._name + " smirked at you! Your side has sped up."); anim.Play("smirk"); break; } } else { switch (currentHomie.myAction) { case (Homie.Action.lookAway): anim.Play("lookAwayFail"); gc.ShowNewText(currentHomie._name + " started looking around the room"); break; case (Homie.Action.wink): anim.Play("winkFail"); gc.ShowNewText(currentHomie._name + " tried to flirt with you and failed."); break; case (Homie.Action.smirk): anim.Play("smirkFail"); gc.ShowNewText(currentHomie._name + " smiled nervously at you"); break; } currentHomie.GetRandIntimidateTime(); } actionTimer = 0f; } if (actionTimer >= currentHomie.kissTime && canKiss) // kith { if (kissIndicator.canDoAction()) { gc.ShowNewText(currentHomie._name + " kissed YOU goodnight ;)"); anim.Play("kiss"); gc.RestartMatch(true); gc.gameEnd = true; } else { anim.Play("kissFail"); gc.ShowNewText(currentHomie._name + " tried to give you a smooch and missed!"); } currentHomie.GetRandKissTime(); actionTimer = 0f; } /// behavior end } }