public override void OnEnter(object context) { Player owner = context as Player; owner.DirectionCtrl.Active = true; CameraBreatheAnim.Instance.Enable = true; EffectManager.ChangeRolePackageParticle(true); ChangeFuelBuringSpeed(); }
public override void OnEnter(object context) { Player owner = context as Player; owner.DirectionCtrl.Active = false; owner.MyRelandHandler.Active = false; owner.MyDetachHandler.Handler.gameObject.SetActive(false); EffectManager.ChangeRolePackageParticle(false); ChangeFuelBuringSpeed(); }
public override void OnEnter(object context) { CameraManager.Instance.FollowController.CurrUpdateType = AbstractTargetFollower.UpdateType.LateUpdate; CameraManager.Instance.FollowController.MoveSpeed = 3f; CameraManager.Instance.StartCoroutine(CameraManager.Instance.ChangeCameraFov(55f, 1.2f)); CameraBreatheAnim.Instance.Enable = true; EffectManager.ChangeRolePackageParticle(true); ChangeFuelBuringSpeed(); }
public override void OnEnter(object target) { Player owner = target as Player; CameraManager.Instance.FollowTarget(owner.transform); owner.DirectionCtrl.Active = true; owner.MyDetachHandler.Handler.gameObject.SetActive(true); owner.MyDetachHandler.Active = true; owner.MyDetachHandler.Handler.transform.SetAsLastSibling(); owner.MyPushHandler.Active = false; LevelGenerator.Instance.CurrentWreckage.SetColliderActive(false); owner.PushSpeed = 0f; owner.CurrentRole.PlayAnimation(Role.AnimState.Ready_To_Standard); ExploreController.Instance.PickUp.OnPlayerLanded(); ExploreController.Instance.CurrentPlayer.DirectionCtrl.Reset(); CameraManager.Instance.transform.position = ExploreController.Instance.CurrentPlayer.transform.position; CameraManager.Instance.FollowController.transform.localRotation = ExploreController.Instance.CurrentPlayer.transform.rotation; CameraManager.Instance.StartCoroutine(CameraManager.Instance.ChangeCameraFov(60f, 1.2f)); EffectManager.ChangeRolePackageParticle(true); ChangeBuringSpeed(); }
public override void OnEnter(object context) { EffectManager.ChangeRolePackageParticle(false); }