private void RUN_PRESNAP() { if (mPreState == PRESNAP_STATE.SREADYTOSNAP) { if (Input.GetKeyDown(KeyCode.Space)) { EXIT_PRESNAP(); ENTER_LIVE(); } // Now here's where we show the play art. if (Input.GetKeyDown(KeyCode.T)) { // Go to high snap state. cRouteDrawer.FShowRouteGraphics(); FindObjectOfType <CAM_PlayShowing>().FActivate(); mPreState = PRESNAP_STATE.SHIGHCAM; } } else if (mPreState == PRESNAP_STATE.SHIGHCAM) { if (Input.GetKeyDown(KeyCode.T)) { cRouteDrawer.FStopShowingRoutes(); FindObjectOfType <CAM_PlayShowing>().FDeactivate(); mPreState = PRESNAP_STATE.SREADYTOSNAP; } } }
private void ENTER_PRESNAP() { mState = STATE.S_PRESNAP; mPreState = PRESNAP_STATE.SREADYTOSNAP; mUI.rPreSnapCanvas.gameObject.SetActive(true); rPC.mState = PC_Controller.PC_STATE.SPRE_SNAP; Vector3 vPCPos = rSnap.transform.position; vPCPos.z -= 5f; vPCPos.y = 1f; rPC.transform.position = vPCPos; foreach (RP_Receiver rec in rRecs) { rec.transform.position = FGetRecStartingSpot(rec.mTag, rSnap.transform.position); foreach (DATA_ORoute rt in mSet.mRoutes) { if (rt.mOwner == rec.mTag) { rec.FSetUpRoute(rt); } } rec.FENTER_PRE_SNAP(); } foreach (RP_Hoop hoop in rHoops) { hoop.transform.position = FGetRingStartingSpot(hoop.mWRTag, rSnap.transform.position); // hoop.transform.LookAt(rPocket.transform.position); } }
// ----------------------------- PRESNAP STATES private void RUN_SnapReady() { if (Input.GetKeyDown(KeyCode.Space)) { FindObjectOfType <PC_Controller>().mState = PC_Controller.PC_STATE.SACTIVE; PRAC_Ath[] athletes = FindObjectsOfType <PRAC_Ath>(); for (int i = 0; i < athletes.Length; i++) { athletes[i].mState = PRAC_Ath.PRAC_ATH_STATE.SDOING_JOB; } // For now so it's not there when we run. Going to change this soon. cShowDefence.FStopShowingPlayArt(); mState = PRAC_STATE.SPLAY_RUNNING; } // We also need the camera to go to the higher perspective. if (Input.GetKeyDown(KeyCode.T)) { cShowDefence.FStopShowingPlayArt(); cShowDefence.FShowAllPlayRoles(IO_PlayList.FLOAD_PLAY_BY_NAME(rPracUI.mOffensivePlayName.text), IO_DefPlays.FLOAD_PLAY_BY_NAME(rPracUI.mDefensivePlayName.text), rSnapSpot); FindObjectOfType <CAM_PlayShowing>().FActivate(); mPreSnapState = PRESNAP_STATE.SHIGHCAM; } }
void RUN_HighCam() { if (Input.GetKeyDown(KeyCode.T)) { cShowPreSnapGFX.FStopShowingPlayArt(); FindObjectOfType <CAM_PlayShowing>().FDeactivate(); mPreSnapState = PRESNAP_STATE.SREADYTOSNAP; } }
private void RUN_FinishedPicking() { // I guess this is where I transfer state? mState = PRAC_STATE.SPRE_SNAP; mPreSnapState = PRESNAP_STATE.SREADYTOSNAP; rPracUI.FRUN_Presnap(); FindObjectOfType <PC_Controller>().mState = PC_Controller.PC_STATE.SPRE_SNAP; // We wait until they click a play in the UI. cPlaySetter.FSetUpPlay(rPracUI.mOffensivePlayName.text, rPracUI.mDefensivePlayName.text, rSnapSpot); }
void RUN_SnapReady() { if (Input.GetKeyDown(KeyCode.Space)) { FExit(); TDC_EventManager.FBroadcast(TDC_GE.GE_BallSnapped); cLive.FEnter(); } // We also need the camera to go to the higher perspective. if (Input.GetKeyDown(KeyCode.T)) { cShowPreSnapGFX.FStopShowingPlayArt(); cShowPreSnapGFX.FShowOffensivePlay(IO_OffensivePlays.FLoadPlay(cMan.mPlay), cMan.rSnapSpot); FindObjectOfType <CAM_PlayShowing>().FActivate(); mPreSnapState = PRESNAP_STATE.SHIGHCAM; } }
void Start() { cPlaySetter = GetComponent <PRAC_SetUpPlay>(); cShowDefence = GetComponent <PRAC_ShowDefense>(); mState = PRAC_STATE.SPOST_PLAY; mPreSnapState = PRESNAP_STATE.SREADYTOSNAP; mPickPlayState = PICKPLAY_STATE.SOFFENSE; IO_PlayList.FLOAD_PLAYS(); IO_DefPlays.FLOAD_PLAYS(); IO_ZoneList.FLOAD_ZONES(); IO_RouteList.FLOAD_ROUTES(); PRS_AssignMan.FLOAD_PRIORITIES(); // Won't affect the build, but will affect the editor. IO_Settings.FLOAD_SETTINGS(); // IO_RouteList.FCONVERT_TO_TEXT_FILES(); // IO_PlayList.FCONVERT_TO_TEXT_FILES(); // IO_DefPlays.FCONVERT_TO_TEXT_FILES(); // IO_ZoneList.FCONVERT_TO_TEXT_FILES(); MN_PauseScreen.SetActive(false); }