private void StartAnimation(TurbineState state) { IsInfoShown = false; TurbineAnimationType animationType; switch (state) { case TurbineState.Default: { animationType = TurbineAnimationType.None; break; } case TurbineState.Cut: { animationType = TurbineAnimationType.Cutoff; break; } case TurbineState.Exploded: { animationType = TurbineAnimationType.Move; break; } default: throw new ArgumentOutOfRangeException(nameof(state), state, null); } SceneControllerTurbine.Instance.StartAnimations(animationType); }
public static bool Initialize() { string JSONAggregate = Resources.Load <TextAsset>("States").text; string[] objects = JSONAggregate.Split('#'); lowFireState = JsonUtility.FromJson <TurbineState>(objects[0]); highFireState = JsonUtility.FromJson <TurbineState>(objects[1]); saboteurState = JsonUtility.FromJson <TurbineState>(objects[2]); brokenState = JsonUtility.FromJson <TurbineState>(objects[3]); dirtyState = JsonUtility.FromJson <TurbineState>(objects[4]); occupiedState = JsonUtility.FromJson <TurbineState>(objects[5]); tutorialLowFireState = JsonUtility.FromJson <TurbineState>(objects[6]); turbineCooldownState = JsonUtility.FromJson <TurbineState>(objects[7]); Debug.Log(lowFireState.name); Debug.Log(highFireState.name); Debug.Log(saboteurState.name); Debug.Log(brokenState.name); Debug.Log(dirtyState.name); Debug.Log(occupiedState.name); Debug.Log(tutorialLowFireState.name); Debug.Log(turbineCooldownState.name); return(true); }
public void OnStateChange(TurbineState oldState, TurbineState newState) { Clear(); if (newState == null) { calledHelp = false; } else if (newState != null && !calledHelp) { if (newState.name == TurbineStateManager.saboteurState.name) { OnPolice(); } else if (newState.name == TurbineStateManager.occupiedState.name) { OnPolice(); } else if (newState.name == TurbineStateManager.brokenState.name) { OnRepair(); } else if (newState.name == TurbineStateManager.lowFireState.name) { OnFiremen(); } else if (newState.name == TurbineStateManager.highFireState.name) { OnFiremen(); } else if (newState.name == TurbineStateManager.dirtyState.name) { OnCleanup(); } } }
public void OnStateChange(TurbineState oldState, TurbineState newState) { if (oldState != null && oldState.name != TurbineStateManager.turbineCooldownState.name) { if (oldState.name == TurbineStateManager.brokenState.name) { Break(false); } else if (oldState.name == TurbineStateManager.lowFireState.name) { LowFire(false); } else if (oldState.name == TurbineStateManager.highFireState.name) { HighFire(false); } else if (oldState.name == TurbineStateManager.dirtyState.name) { Dirty(false); } else if (oldState.name == TurbineStateManager.occupiedState.name) { GetComponentInChildren <Saboteur>().EndAnimation(); } } if (newState != null && newState.name != TurbineStateManager.turbineCooldownState.name) { if (newState.name == TurbineStateManager.saboteurState.name) { GetComponentInChildren <Saboteur> ().StartAnimation(); } else if (newState.name == TurbineStateManager.brokenState.name) { Break(true); } else if (newState.name == TurbineStateManager.lowFireState.name) { LowFire(true); } else if (newState.name == TurbineStateManager.highFireState.name) { HighFire(true); } else if (newState.name == TurbineStateManager.dirtyState.name) { Dirty(true); } } if (newState != null && newState.name == TurbineStateManager.turbineCooldownState.name && oldState.name != TurbineStateManager.turbineCooldownState.name) { Sparkles(true); if (oldState.name == TurbineStateManager.saboteurState.name) { GetComponentInChildren <Saboteur>().EndAnimation(); } } }
public static void CreateTemplate() { lowFireState = new TurbineState(); string str = JsonUtility.ToJson(lowFireState, true) + "\n#\n" + JsonUtility.ToJson(lowFireState, true) + "\n#\n" + JsonUtility.ToJson(lowFireState, true) + "\n#\n" + JsonUtility.ToJson(lowFireState, true) + "\n#\n" + JsonUtility.ToJson(lowFireState, true); System.IO.File.WriteAllText(@"C:\Users\Giulio Robecchi\Desktop\States.txt", str); }
public void ActivateAltarEvent( object sender ){ GameObject currentTurbineSwitch = ( GameObject )sender; if( currentTurbineSwitch.name == "_firstPillar" ) { currentTurbineState = TurbineState.firstTurbineActive; } else if( currentTurbineSwitch.name == "_secondPillar" ){ currentTurbineState = TurbineState.secondTurbineActive; } else { currentTurbineState = TurbineState.bothTurbinesActive; } if( turbineSwitchFirstInteraction ) { turbineSwitchFirstInteraction = false; AddTextToPlayersDialogue( "It appears to be some sort of release switch." ); } else { ToggleTurbineSwitch( currentTurbineSwitch ); } }
/// <summary> /// Returns a copy of this instance, with the specificed owner. /// forceThrough forces state, ignoring pause and other states. /// </summary> /// <param name="pOwner">The owner of the new instance.</param> public TurbineState Copy(TurbineObject pOwner, bool forceThrough = false) { if (!forceThrough && TutorialProgression.Instance.ProgressPause) { Debug.Log("no forced through, blocked by pause."); return(null); } else if (!forceThrough && pOwner.state.value != null) { Debug.Log("no forced through, blocked by null."); return(null); } else { Debug.Log("not blocked"); TurbineState ts = new TurbineState(); ts.name = this.name; ts.timer = this.timer; ts._efficiencyMultiplyer = this._efficiencyMultiplyer; ts.negativeEffect = this.negativeEffect; ts.timed = this.timed; ts.endOnTap = this.endOnTap; ts.endOnWind = this.endOnWind; ts.winzoneDependent = this.winzoneDependent; ts.setsOnHighFire = this.setsOnHighFire; ts.breaksTurbine = this.breaksTurbine; ts.dirtiesTurbine = this.dirtiesTurbine; ts.setsOccupied = this.setsOccupied; ts.endOnCleanup = this.endOnCleanup; ts.endOnFiremen = this.endOnFiremen; ts.endOnPolice = this.endOnPolice; ts.endOnRepair = this.endOnRepair; ts.isCooldown = this.isCooldown; ts.SetOwner(pOwner); Debug.Log("[State] State " + name + " started at " + Time.time); return(ts); } }
public void OnDirtEnd(TurbineState oldState, TurbineState newState) { dirtyWasfought = (newState == null || newState.name == TurbineStateManager.turbineCooldownState.name); }
public void OnBrokenEnd(TurbineState oldState, TurbineState newState) { brokenWasFixed = (newState == null || newState.name == TurbineStateManager.turbineCooldownState.name); }
public void OnFireEnd(TurbineState oldState, TurbineState newState) { fireWasFought = (newState == null || newState.name == TurbineStateManager.turbineCooldownState.name); Debug.Log(fireWasFought); }
// Called by statechanges. Change Bools of cleared goals public void OnSaboteurEnd(TurbineState oldState, TurbineState newState) { saboteurWasFought = (newState == null || newState.name == TurbineStateManager.turbineCooldownState.name); }