void InitializeStates() { var eyeConstraints = GetComponentsInChildren <SkeletonUtilityEyeConstraint>(); var idleAnimator = new IdleAnimationController(_stableAnimationTrack, _skeletonAnimation, Parameters, _audioSource); var walkAnimator = new SingleAnimationStateController(_stableAnimationTrack, _skeletonAnimation, Parameters, Parameters.StandardWalkAnimation, canFlipSprite: true, isSidewaysAnimation: true); var chaseConsumableAnimator = new ChaseConsumableAnimationController(_stableAnimationTrack, _skeletonAnimation, Parameters, eyeConstraints); var cuddleAnimator = new CuddleAnimationController(_stableAnimationTrack, _skeletonAnimation, Parameters, _audioSource); var drawingAnimator = new DrawLetterAnimationController(_stableAnimationTrack, _skeletonAnimation, Parameters, _audioSource); _stateMachine.AddState(StableAnimationState.Idle, idleAnimator); _stateMachine.AddState(StableAnimationState.Walk, walkAnimator); _stateMachine.AddState(StableAnimationState.ChaseConsumable, chaseConsumableAnimator); _stateMachine.AddState(StableAnimationState.Cuddling, cuddleAnimator); _stateMachine.AddState(StableAnimationState.Drawing, drawingAnimator); }
public void StartActivity(DrawLetterAnimationController drawingAnimations, LetterPrefabReference requestedLetter, int maxAttempts, int sensitivity) { var canvas = InstantiateCanvas(Position.x, _root); var sprite = canvas.transform.GetChild(0); _requestedLetter = requestedLetter; _maxAttempts = maxAttempts; _attemptCounter = canvas.GetComponentInChildren <AttemptCounter>(); _gestureScript = new Gesture(_root, sensitivity); _drawletterAnimations = drawingAnimations; _gestureScript.LettersToMatch = new Letter[] { requestedLetter.Letter }; _ressi.TouchInteractions.OverrideInputChain(_gestureScript); _gestureScript.OnGestureComplete += ValidateDrawing; _canvasTrigger.StartCoroutine(WaitForCanvasAppearance(sprite)); }