public void Play() { GameObject.Find("Logo").SetActive(false); m_panelMenu.SetActive(false); splineController.FollowSpline(); StartCoroutine(ShowCustomization()); }
public void ButtonOnClick(int index) { if (firstTransition) { currPos = GameObject.Find("Main Camera").transform.position; currRot = GameObject.Find("Main Camera").transform.rotation; GameObject currSplineRoot = new GameObject(); GameObject firstNode = new GameObject(); firstNode.name = "1"; firstNode.transform.position = currPos; firstNode.transform.rotation = currRot; firstNode.transform.parent = currSplineRoot.transform; GameObject targetNode = new GameObject(); targetNode.name = "3"; targetNode.transform.position = data[index].pos; targetNode.transform.rotation = data[index].rot; targetNode.transform.parent = currSplineRoot.transform; topNode.name = "2"; topNode.transform.parent = currSplineRoot.transform; splineController.SplineRoot = currSplineRoot; //splineInterpolator.Reset(); splineController.Duration = 3; splineController.WrapMode = eWrapMode.ONCE; splineController.FollowSpline(); } }
// Update is called once per frame void Update() { if (!startedAI && state.inProgress) { rigidBody.constraints = RigidbodyConstraints.None; splineController.FollowSpline(); startedAI = true; } }
IEnumerator MoveCameraAfterDialogueEnd() { while (GameScheduler.instance.dialogue.in_dialogue) { yield return(new WaitForSeconds(GameScheduler.dt)); } // Start camera travelling splineController.FollowSpline(); splineController2.FollowSpline(); }
void Update() { counter += Time.deltaTime; if (counter > 75f) { counter = 0; splineController.FollowSpline(); } if (waitAnyKey) { if (Input.anyKey /* || Input.GetButtonDown("Fire1") || Input.GetButtonDown("Jump") || Input.GetButtonDown("Fire2") || Input.GetButtonDown("Exit")*/) { waitAnyKey = false; m_panelAnyKey.SetActive(false); m_panelMenu.SetActive(true); } } }
// Begin called at start of action public override void Begin(NarrativeEvent newEvent) { base.Begin(newEvent); // Setup reference to spline controller splineController = Camera.main.GetComponent <SplineController>(); // Setup reference to force look at forceLookAt = Camera.main.GetComponent <ForceLookAt>(); //instantiatedRoot_ = Instantiate(splineRoot_); // set time it will take the spline movement to complete one whole movement // Default is 5 seconds splineController.Duration = movementTime_; // set wrapping of the spline // LOOP repeats, ONCE moves through the spline once // Make sure that looping splines autoclose or there will be a noticeable gap if (loopingMovement_) { splineController.WrapMode = eWrapMode.LOOP; splineController.AutoClose = true; } else { splineController.WrapMode = eWrapMode.ONCE; splineController.AutoClose = false; } // Set look at variables if required forceLookAt.active = lookAtActive_; forceLookAt.target = forcedLookAtPosition_; // set spline root and start movement splineController.FollowSpline(splineRoot_); }
void JumpLogic() { switch (States) { case JumpStates.NOTSTARTED: if (DistBetween(player.position, WaypointList[0].position) < 2) //check distance between player and waypoint { Debug.Log("Near"); if (CheckWaypoint(currentWayPoint)) //if facing? { Debug.Log("facing and near"); if (GamepadManager.buttonADown) //if player jumps? { Debug.Log("Jumped"); SplineJump(0); //moves the spline root to the correct positons splineScript.FollowSpline(); //makes the spline move currentWayPoint++; //sets to ext waypoint freezeMovement = true; //then you freeze moveScript.charStates = MovementController.States.sequencedjump; // and set its state States = JumpStates.STARTING; } } } break; case JumpStates.STARTING: if (DistBetween(player.position, WaypointList[currentWayPoint].position) < 5) { if (CheckWaypoint(currentWayPoint)) { if (GamepadManager.buttonADown) { SplineJump(currentWayPoint); splineScript.FollowSpline(); currentWayPoint++; } } } if ((currentWayPoint + 2) == WaypointList.Count) { States = JumpStates.ENDING; } break; case JumpStates.JUMPING: break; case JumpStates.ENDING: if (DistBetween(player.position, WaypointList[currentWayPoint].position) < 5) { if (CheckWaypoint(currentWayPoint)) { if (GamepadManager.buttonADown) { SplineJump(currentWayPoint); splineScript.FollowSpline(); freezeMovement = false; //then you unfreeze currentWayPoint = 0; States = JumpStates.NOTSTARTED; // moveScript.charStates = MovementController.States.sequencedjump; // and set its state // currentWayPoint++; } } } break; } }
// Update is called once per frame void Update() { if (state == 0) { if (!splineIsRunning) { // otherScript.setSplineObject (SplineRootGroup [0], SplineRootDurationGroup[0]); otherScript.FollowSpline(); print(otherScript.SplineRoot); myAnimator.SetFloat("VSpeed", 1.0f); bunnyHopInstructions.Play(); splineIsRunning = true; timePast = Time.realtimeSinceStartup; } else { if (Time.realtimeSinceStartup - timePast >= 6) { (referenceToBuzz.GetComponent <FirstPersonController>()).intialMovement = false; } if (Time.realtimeSinceStartup - timePast >= SplineRootDurationGroup[0]) { splineIsRunning = false; timePast = 0; comeHereAudio.Play(); state = 1; } } } else if (state == 1) { //this.setPosition Make sure he doesn't sink myAnimator.SetFloat("VSpeed", 0.0f); Vector3 playerPosition = player.transform.position; Vector3 otherPosition = transform.position; otherPosition.y = playerPosition.y; var targetRotation = Quaternion.LookRotation(playerPosition - otherPosition); transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, turnSpeed * Time.deltaTime); //Just for Testing // if (!splineIsRunning) { // splineIsRunning = true; // timePast = Time.realtimeSinceStartup; // // } else { // if(Time.realtimeSinceStartup - timePast >= SplineRootDurationGroup[0]){ // splineIsRunning = false; // timePast = 0; // state = 2; // } // } //////////// } else if (state == 2) { if (!splineIsRunning) { otherScript.setSplineObject(SplineRootGroup [1], SplineRootDurationGroup[1]); otherScript.FollowSpline(); print(otherScript.SplineRoot); myAnimator.SetFloat("VSpeed", 1.0f); splineIsRunning = true; timePast = Time.realtimeSinceStartup; } else { if (Time.realtimeSinceStartup - timePast >= SplineRootDurationGroup[1]) { splineIsRunning = false; timePast = 0; comeHereAudio.Play(); state = 3; } } } else if (state == 3) { //this.setPosition Make sure he doesn't sink myAnimator.SetFloat("VSpeed", 0.0f); Vector3 playerPosition = player.transform.position; Vector3 otherPosition = transform.position; otherPosition.y = playerPosition.y; var targetRotation = Quaternion.LookRotation(playerPosition - otherPosition); transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, turnSpeed * Time.deltaTime); //Just for Testing // if (!splineIsRunning) { // splineIsRunning = true; // timePast = Time.realtimeSinceStartup; // // } else { // if(Time.realtimeSinceStartup - timePast >= SplineRootDurationGroup[0]){ // splineIsRunning = false; // timePast = 0; // state = 2; // } // } //////////// } else if (state == 4) { if (!splineIsRunning) { otherScript.setSplineObject(SplineRootGroup [2], SplineRootDurationGroup[2]); otherScript.FollowSpline(); print(otherScript.SplineRoot); myAnimator.SetFloat("VSpeed", 1.0f); splineIsRunning = true; timePast = Time.realtimeSinceStartup; } else { if (Time.realtimeSinceStartup - timePast >= SplineRootDurationGroup[2]) { splineIsRunning = false; timePast = 0; state = 5; } } } else if (state == 5) { //this.setPosition Make sure he doesn't sink myAnimator.SetFloat("VSpeed", 0.0f); Vector3 playerPosition = player.transform.position; Vector3 otherPosition = transform.position; otherPosition.y = playerPosition.y; var targetRotation = Quaternion.LookRotation(playerPosition - otherPosition); transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, turnSpeed * Time.deltaTime); if (!audioPlayed) { enoughRocksAudio.Play(); placeFlagAudio.Play(180810); audioPlayed = true; } //Just for Testing // if (!splineIsRunning) { // splineIsRunning = true; // timePast = Time.realtimeSinceStartup; // // } else { // if(Time.realtimeSinceStartup - timePast >= SplineRootDurationGroup[0]){ // splineIsRunning = false; // timePast = 0; // state = 2; // } // } //////////// } // else if(state == 6){ // if (!splineIsRunning) { // // otherScript.setSplineObject (SplineRootGroup [3], SplineRootDurationGroup[3]); // otherScript.FollowSpline (); // print (otherScript.SplineRoot); // myAnimator.SetFloat ("VSpeed", 1.0f); // // splineIsRunning = true; // timePast = Time.realtimeSinceStartup; // // } else { // if(Time.realtimeSinceStartup - timePast >= SplineRootDurationGroup[3]){ // splineIsRunning = false; // timePast = 0; // state = 7; // } // } // } else if(state == 7){ // //this.setPosition Make sure he doesn't sink // myAnimator.SetFloat ("VSpeed", 0.0f); // // var targetRotation = Quaternion.LookRotation(player.transform.position - transform.position); // transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, turnSpeed * Time.deltaTime); // // //Just for Testing //// if (!splineIsRunning) { //// splineIsRunning = true; //// timePast = Time.realtimeSinceStartup; //// //// } else { //// if(Time.realtimeSinceStartup - timePast >= SplineRootDurationGroup[0]){ //// splineIsRunning = false; //// timePast = 0; //// state = 2; //// } //// } // //////////// // } }