void Awake() { mat = GetComponent<Renderer>().material; idleState = new IdleState(this); moveState = new MoveState(this); talkState = new TalkState(this); loveState = new LoveState(this); currentState = moveState; }
void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.tag == "Player") { Blorp blorp = other.GetComponent <Blorp>(); if (age > 18 && lovetime <= 0 && !loving && blorp.age > 18 && blorp.lovetime <= 0 && !blorp.loving) { actualState = new LoveState(this); } } }
private void Start() { animator = GetComponent <Animator>(); stateOfLove = LoveState.Light; damageGot = 0; int i = 0; immuneDamage = false; foreach (Transform child in transform) { if (i < 3) { particleEffects[i] = child.gameObject; } i++; } }
private LoveState determineLoveState(int lp) { LoveState state = LoveState.Invalid; if (lp < 15) { state = LoveState.Neutral; } else if (lp < 30) { state = LoveState.Friendly; } else if (lp < 40) { state = LoveState.Like; } else if (lp >= 40) { state = LoveState.Love; } return(state); }