//STATE GESTION______________________________________________________________________________ public override void Enter() { SetToPosition(); curMat = manager.GetRenderer().material = manager.GetMaterial(false); manager.transform.LookAt(Vector3.left); manager.Enable(true); curMat.SetFloat("_DissolveAmount", curTransparency); }
//STATE GESTION______________________________________________________________________________ public override void Enter() { curMat = manager.GetMaterial(false); // manager.ActiveParticle(false); manager.GetRenderer().material = curMat; curMat.SetFloat("_DissolveAmount", 0f); curMat.SetFloat("_DissolveWidth", 0.05f); manager.ActiveHairParticle(false); }
//STATE GESTION______________________________________________________________________________ public override void Enter() { player = EventManager.Instance.GetPlayer().GetComponent <PlayerManager>(); SetToPosition(); Camera.main.GetComponent <CameraManager>().SetDialogueCamera(manager.gameObject); player.transform.LookAt(manager.transform.position); manager.transform.LookAt(player.transform.position); playerPrevState = player.GetCurrentState(); player.ChangeState(new PlayerWaitState(player, player.GetCurrentState())); curMat = manager.GetRenderer().material = manager.GetMaterial(false); manager.Enable(true); curMat.SetFloat("_DissolveAmount", curTransparency); }