コード例 #1
0
 public void setTalking()
 {
     currentScene = sceneState.talking;
     setted       = true;
     count        = 0;
     //Debug.Log ("call the function");
 }
コード例 #2
0
 void camEnabled()
 {
     if (wait() <= 4.4)
     {
         currentState    = sceneState.standUp;
         cam [0].enabled = true;
         cam [1].enabled = false;
         cam [2].enabled = false;
         cam [3].enabled = false;
     }
     else if (wait() <= 25)
     {
         currentState    = sceneState.walk;
         cam [0].enabled = false;
         cam [1].enabled = true;
         cam [2].enabled = false;
         cam [3].enabled = false;
     }
     else if (wait() <= 70)
     {
         currentState    = sceneState.sitDown;
         cam [0].enabled = false;
         cam [1].enabled = false;
         cam [2].enabled = true;
         cam [3].enabled = false;
     }
     else
     {
         currentState    = sceneState.fireplace;
         cam [0].enabled = false;
         cam [1].enabled = false;
         cam [2].enabled = false;
         cam [3].enabled = true;
     }
 }
コード例 #3
0
 void sceneSet()
 {
     if (wait() <= 14)
     {
         currentScene    = sceneState.laying;
         cam [0].enabled = true;
         cam [1].enabled = false;
         cam [2].enabled = false;
         cam [3].enabled = false;
     }
     else if (wait() <= 37)
     {
         currentScene    = sceneState.crying;
         cam [0].enabled = false;
         cam [1].enabled = true;
         cam [2].enabled = false;
         cam [3].enabled = false;
     }
     else if (setted == false)
     {
         cam [0].enabled = false;
         cam [1].enabled = false;
         cam [2].enabled = true;
         isHide          = true;
         cam [3].enabled = false;
         currentScene    = sceneState.walking;
     }
 }
コード例 #4
0
    //private GameObject Granny1Ref;
    //private GraController GraControllerRef;

    //private GameObject Granny2Ref;
    //private GrannController GrannControllerRef;

    void Start()
    {
        anim = GetComponent <Animator> ();
        anim.SetBool("standUp", false);
        anim.SetBool("isWalk", false);
        anim.SetBool("isIdle", false);
        currentState = sceneState.standUp;
        title.text   = "";
        buttonStart.SetActive(false);
        music.isFade = false;
        //Granny1Ref = GameObject.Find ("Granny1");
        //GraControllerRef = Granny1Ref.GetComponent<GraController> ();

        //Granny2Ref = GameObject.Find ("Granny2");
        //GrannControllerRef = Granny2Ref.GetComponent<GrannController> ();
    }
コード例 #5
0
 public void returnTalk()
 {
     currentScene = sceneState.talking;
 }
コード例 #6
0
 public void setDepature()
 {
     currentScene = sceneState.departure;
 }
コード例 #7
0
 public void setGameOver()
 {
     currentScene = sceneState.gameover;
 }
コード例 #8
0
    // Update is called once per frame
    void OnGUI()
    {
        bool       loadNextScene = false;
        sceneState nextState     = sceneState.SCENESTATE_EMPTY;
        int        yPos          = 100;
        int        height        = 30;
        int        width         = 150;

        if (GUI.Button(new Rect(10, yPos += height, width, height), "ResetCar"))
        {
            GameObject.FindObjectOfType <extCarMotionController>().CalibrateCar();
            ControllerInfo += "Resetting CarPosition";
        }

        if (GUI.Button(new Rect(10, yPos += height, width, height), "Callibrate Seat"))
        {
            GameObject.FindObjectOfType <seatCallibration>().reCallibrate();
            ControllerInfo += "Callibrating Seat";
        }
        if (GUI.Button(new Rect(10, yPos += height, width, height), "findGPSPosition"))
        {
            GameObject.FindObjectOfType <extCarMotionController>().estimateCarPositionWithGPS = true;
            ControllerInfo += "find GPS Position";
        }



        if (GUI.Button(new Rect(10, yPos += height, width, height), "Change to: " + Normal))
        {
            loadNextScene = true;
            nextState     = sceneState.SCENESTATE_NORMAL;
        }

        if (GUI.Button(new Rect(10, yPos += height, width, height), "Change to: " + Condition1))
        {
            loadNextScene = true;
            nextState     = sceneState.SCENESTATE_CON1;
        }

        if (GUI.Button(new Rect(10, yPos += height, width, height), "Change to: " + Condition2))
        {
            loadNextScene = true;
            nextState     = sceneState.SCENESTATE_CON2;
        }
        if (updController.forward)
        {
            if (GUI.Button(new Rect(10, yPos += height, width, height), "Go Backwards"))
            {
                updController.forward = false;
            }
        }
        else
        {
            if (GUI.Button(new Rect(10, yPos += height, width, height), "Go Forwards"))
            {
                updController.forward = true;
            }
        }
        if (GUI.Button(new Rect(10, yPos += height, width, height), "Control Speed"))
        {
            overWriteSpeed = !overWriteSpeed;
            if (overWriteSpeed)
            {
                speedValue = (float)updController.speed;
            }
        }
        if (overWriteSpeed)
        {
            GUIStyle style = new GUIStyle();
            style.alignment = TextAnchor.MiddleCenter;
            style.fontSize  = 16;

            GUI.Label(new Rect(10, yPos += height, width, height), (speedValue * 3.6f).ToString("F2") + "km/h", style);
            speedValue          = GUI.HorizontalSlider(new Rect(10, yPos += height, width, height), speedValue, 0.0F, 22.0F);
            updController.speed = (double)speedValue;
        }

        if (GUI.Button(new Rect(10, yPos += height, width, height), "Open Door"))
        {
            GameObject.FindObjectOfType <interactingObjectDoor>().openDoor();
        }
        if (GUI.Button(new Rect(10, yPos += height, width, height), "Close Door"))
        {
            GameObject.FindObjectOfType <interactingObjectDoor>().closeDoor();
        }
        if (GUI.Button(new Rect(10, yPos += height, width, height), "Reset Door"))
        {
            GameObject.FindObjectOfType <interactingObjectDoor>().resetDoor();
        }

        if (loadNextScene)
        {
            // first we unload

            switch (currentState)
            {
            case sceneState.SCENESTATE_EMPTY:
                break;

            case sceneState.SCENESTATE_NORMAL:
                SceneManager.UnloadSceneAsync(Normal);
                break;

            case sceneState.SCENESTATE_CON1:
                SceneManager.UnloadSceneAsync(Condition1);
                break;

            case sceneState.SCENESTATE_CON2:
                SceneManager.UnloadSceneAsync(Condition2);
                break;
            }


            log_message sceneUpdateMessage = new log_message();
            sceneUpdateMessage.origin    = transform.name;
            sceneUpdateMessage.time      = Time.time;
            sceneUpdateMessage.valueName = "loadScene";
            AsyncOperation currentOpperation;
            switch (nextState) // then we load the next one
            {
            case sceneState.SCENESTATE_EMPTY:
                sceneUpdateMessage.value = 0;
                sceneFinishedLoading();
                break;

            case sceneState.SCENESTATE_NORMAL:
                sceneUpdateMessage.value = 1;
                currentOpperation        = SceneManager.LoadSceneAsync(Normal, LoadSceneMode.Additive);
                coroutine = reportFinished(currentOpperation);
                StartCoroutine(coroutine);
                break;

            case sceneState.SCENESTATE_CON1:
                sceneUpdateMessage.value = 2;
                currentOpperation        = SceneManager.LoadSceneAsync(Condition1, LoadSceneMode.Additive);
                coroutine = reportFinished(currentOpperation);
                StartCoroutine(coroutine);
                break;

            case sceneState.SCENESTATE_CON2:
                sceneUpdateMessage.value = 3;
                currentOpperation        = SceneManager.LoadSceneAsync(Condition2, LoadSceneMode.Additive);
                coroutine = reportFinished(currentOpperation);
                StartCoroutine(coroutine);
                break;
            }
            transform.GetComponent <logger>().LogMessage(sceneUpdateMessage);
            // last step is remebering our new state
            currentState = nextState;
        }
    }
コード例 #9
0
 void Start()
 {
     currentState   = sceneState.SCENESTATE_EMPTY;
     ControllerInfo = "";
     updController  = GameObject.FindObjectOfType <UDPReceive>();
 }
コード例 #10
0
    // Update is called once per frame
    void Update()
    {
        switch (currentScene)
        {
        case sceneState.heal:
            cam [0].enabled = true;
            cam [1].enabled = false;
            anna1.SetActive(true);
            anna2.SetActive(false);
            anna3.SetActive(false);
            anna4.SetActive(false);
            granny.SetActive(true);
            effect.SetActive(true);
            cam3.SetActive(false);
            timer += Time.deltaTime;
            if (timer <= 17)
            {
                granny.GetComponent <Animator> ().SetBool("isHeal", true);
                if (timer <= 8.5)
                {
                    textD.text = "Granny healed the girl with magic.";
                }
                else
                {
                    textD.text = "Then, they lived a happy life together.";
                }
            }
            else
            {
                timer        = 0;
                currentScene = sceneState.run;
            }
            break;

        case sceneState.run:
            textD.text      = "";
            timer          += Time.deltaTime;
            cam [0].enabled = false;
            cam [1].enabled = true;
            cam [1].GetComponent <Animator> ().SetBool("isMove", true);
            anna1.SetActive(false);
            anna2.SetActive(true);
            anna4.SetActive(false);
            granny.SetActive(false);
            effect.SetActive(false);
            cam3.SetActive(false);
            if (timer <= 15)
            {
                anna3.SetActive(false);
            }
            else if (timer <= 30)
            {
                anna3.SetActive(true);
            }
            else
            {
                timer        = 0;
                currentScene = sceneState.end;
            }
            break;

        case sceneState.end:
            timer          += Time.deltaTime;
            cam [0].enabled = false;
            cam [1].enabled = false;
            cam3.SetActive(true);
            anna1.SetActive(false);
            anna2.SetActive(false);
            anna4.SetActive(false);
            granny.SetActive(false);
            effect.SetActive(false);
            anna4.SetActive(true);
            if (timer >= 20)
            {
                nextScene();
            }
            break;
        }
    }
コード例 #11
0
 public void PlayNextScenario(Scenario scenario)
 {
     Buttons.Instance.ChangeStatusUI(false);
     SwipingObject.Instance.ReturnCameraToDefaultPosition();
     Dialogues.Instance.PlayTransission();
     StopAllAnimations();
     currentSceneState = sceneState.transission;
     curScenario = scenario;
     base.GetData(scenario.groups, AnimationScenarioEnd);
     CallWorkWithScenario();
     currStage++;
     ChameleonController.Instance.ChangeColorChamiDuringTransission(currStage);
     StoryDrawer.Instance.LoadText();
 }