// Functions
        //---------------------------------------
        public void SetIdle(Vector3 readyWorldPos)
        {
            transform.position = readyWorldPos;
            _portrait.Play("Idle");

            _moveStatus = MoveStatus.Idle;

            _isGround  = true;
            _jumpCount = 0;
        }
예제 #2
0
 public void changOne()
 {
     portrait.Play("SayHi");
 }
    void Update()
    {
        //Calculate Touch
        isTouched = false;
        Vector2 touchPosScreen = Vector2.zero;


        if (Input.GetMouseButton(0))
        {
            isTouched      = true;
            touchPosScreen = Input.mousePosition;
        }
        else if (Input.touchCount == 1)
        {
            TouchPhase touchPhase = Input.GetTouch(0).phase;
            if (touchPhase == TouchPhase.Began ||
                touchPhase == TouchPhase.Moved ||
                touchPhase == TouchPhase.Stationary)
            {
                isTouched      = true;
                touchPosScreen = Input.GetTouch(0).position;
            }
        }


        if (isTouched)
        {
            touchPos = targetCamera.ScreenToWorldPoint(new Vector3(touchPosScreen.x, touchPosScreen.y, portrait.transform.position.z));
        }
        else
        {
            isTouchDown = true;
        }


        // Touch Event
        if (isTouched != isTouchedPrevFrame)
        {
            isTouchHead = false;
            isTouchBody = false;

            if (isTouched)
            {
                Ray          touchRay = targetCamera.ScreenPointToRay(new Vector3(touchPosScreen.x, touchPosScreen.y, 1000.0f));
                RaycastHit[] hits     = Physics.RaycastAll(touchRay);
                if (hits != null && hits.Length > 0)
                {
                    for (int i = 0; i < hits.Length; i++)
                    {
                        if (hits[i].collider == bodyArea)
                        {
                            isTouchBody = true;
                            break;
                        }
                        if (hits[i].collider == headArea)
                        {
                            isTouchHead = true;
                            break;
                        }
                    }
                }

                if (isTouchHead)
                {
                    if (isTouchDown)
                    {
                        // Smile!
                        if (!portrait.IsPlaying("Smile"))
                        {
                            portrait.CrossFade("Smile", 0.2f);
                            portrait.CrossFadeQueued("Idle");
                        }
                    }
                }
                else if (isTouchBody)
                {
                    if (isTouchDown)
                    {
                        // Angry
                        if (!portrait.IsPlaying("Angry"))
                        {
                            portrait.Play("Angry");
                            portrait.CrossFadeQueued("Idle", 0.2f);
                        }
                    }
                }
            }
            else
            {
                //Reset "Eye" Timer
                isEyeReturn   = true;
                eyeReturnTime = 0.0f;
            }
        }


        //Eye/Head Control
        if (isTouched)
        {
            Vector2 head2Touch = new Vector2(touchPos.x - headCenter.position.x, touchPos.y - headCenter.position.y);
            Vector2 eyeParam   = new Vector2(Mathf.Clamp(head2Touch.x / eyeAreaMaxSize.x, -1, 1),
                                             Mathf.Clamp(head2Touch.y / eyeAreaMaxSize.y, -1, 1));

            Vector2 headParam = new Vector2(Mathf.Clamp(head2Touch.x / headAreaMaxSize.x, -1, 1),
                                            Mathf.Clamp(head2Touch.y / headAreaMaxSize.y, -1, 1));

            portrait.SetControlParamVector2(controlParamName_EyeDirection, eyeParam);
            portrait.SetControlParamVector2(controlParamName_HeadDirection, headParam);

            lastEyeParam  = eyeParam;
            lastHeadParam = headParam;

            if (!touchParticle.isPlaying)
            {
                touchParticle.Play();
            }

            handGroup.position        = new Vector3(touchPos.x, touchPos.y, handGroup.position.z);
            handMesh_Released.enabled = false;
            handMesh_Pressed.enabled  = true;
        }
        else
        {
            if (touchParticle.isPlaying)
            {
                touchParticle.Stop();
            }

            if (Input.mousePresent)
            {
                Vector2 mousePosW = targetCamera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, portrait.transform.position.z));

                handGroup.position        = new Vector3(mousePosW.x, mousePosW.y, handGroup.position.z);
                handMesh_Released.enabled = true;
                handMesh_Pressed.enabled  = false;
            }
            else
            {
                handMesh_Released.enabled = false;
                handMesh_Pressed.enabled  = false;
            }

            if (isEyeReturn)
            {
                eyeReturnTime += Time.deltaTime;
                if (eyeReturnTime < eyeReturnTimeLength)
                {
                    apControlParam controlParam_Eye  = portrait.GetControlParam(controlParamName_EyeDirection);
                    apControlParam controlParam_Head = portrait.GetControlParam(controlParamName_HeadDirection);

                    float itp = 1.0f - (eyeReturnTime / eyeReturnTimeLength);

                    portrait.SetControlParamVector2(controlParamName_EyeDirection, lastEyeParam * itp + controlParam_Eye.Vector2ValueWithoutEditing * (1 - itp));
                    portrait.SetControlParamVector2(controlParamName_HeadDirection, lastHeadParam * itp + controlParam_Head.Vector2ValueWithoutEditing * (1 - itp));
                }
                else
                {
                    isEyeReturn   = false;
                    eyeReturnTime = 0.0f;
                }
            }
        }

        isTouchedPrevFrame = isTouched;
        if (isTouchDown && isTouched)
        {
            isTouchDown = false;
        }
    }
예제 #4
0
    // Update is called once per frame
    void Update()
    {
        if (isFirstUpdate)
        {
            status             = Status.Normal;
            isTouched          = false;
            isTouchDragLock    = false;
            isTouchedPrevFrame = false;
            touchPos           = Vector3.zero;

            isTouchHead = false;
            isTouchBody = false;

            isTouchDown = false;
            isEyeReturn = false;

            portrait.Play("Idle Normal");

            isFirstUpdate = false;

            Cursor.visible = false;
        }

        isTouched = false;
        Vector2 touchPosScreen = Vector2.zero;


        if (Input.GetMouseButton(0))
        {
            isTouched      = true;
            touchPosScreen = Input.mousePosition;
        }
        else if (Input.touchCount == 1)
        {
            TouchPhase touchPhase = Input.GetTouch(0).phase;
            if (touchPhase == TouchPhase.Began ||
                touchPhase == TouchPhase.Moved ||
                touchPhase == TouchPhase.Stationary)
            {
                isTouched      = true;
                touchPosScreen = Input.GetTouch(0).position;
            }
        }
        //if(isTouched)
        //{
        //	if (isTouchDragLock)
        //	{
        //		isTouched = false;
        //	}
        //}
        //else
        //{
        //	isTouchDragLock = false;
        //}


        if (isTouched)
        {
            touchPos = targetCamera.ScreenToWorldPoint(new Vector3(touchPosScreen.x, touchPosScreen.y, portrait.transform.position.z));
        }
        else
        {
            isTouchDown = true;
        }


        //만약 터치가 바뀌었다면
        //이벤트 발생
        if (isTouched != isTouchedPrevFrame)
        {
            isTouchHead = false;
            isTouchBody = false;

            if (isTouched)
            {
                Ray          touchRay = targetCamera.ScreenPointToRay(new Vector3(touchPosScreen.x, touchPosScreen.y, 1000.0f));
                RaycastHit[] hits     = Physics.RaycastAll(touchRay);
                if (hits != null && hits.Length > 0)
                {
                    for (int i = 0; i < hits.Length; i++)
                    {
                        if (hits[i].collider == bodyArea)
                        {
                            isTouchBody = true;
                            break;
                        }
                        if (hits[i].collider == headArea)
                        {
                            isTouchHead = true;
                            break;
                        }
                    }
                }

                if (isTouchHead)
                {
                    if (isTouchDown)
                    {
                        //좋아합니다.
                        ChangeStatus(Status.Smile);
                        isTouchDragLock = true;
                    }
                }
                else if (isTouchBody)
                {
                    if (isTouchDown)
                    {
                        //싫어합니다.
                        numTouchBody++;
                        if (status == Status.Embarrassed)
                        {
                            ChangeStatus(Status.SetAngry);
                            numTouchBody = 0;
                        }
                        else
                        {
                            if (numTouchBody < 2)
                            {
                                ChangeStatus(Status.Embarrassed);
                                isTouchDragLock = true;
                                numTouchBody++;
                            }
                            else
                            {
                                ChangeStatus(Status.SetAngry);
                                numTouchBody    = 0;
                                isTouchDragLock = true;
                            }
                        }
                    }
                }
                else
                {
                    //바라보기 스테이터스
                    switch (status)
                    {
                    case Status.Normal:
                        //if(isTouchDown)
                        //{
                        //	if(numTouchBody >= 1)
                        //	{
                        //		numTouchBody = 0;
                        //		ChangeStatus(Status.Angry);
                        //	}

                        //}
                        break;

                    case Status.Smile:
                        if (isTouchDown)
                        {
                            ChangeStatus(Status.Normal);
                        }
                        break;

                    case Status.Angry:
                        break;

                    case Status.Embarrassed:
                        //if (isTouchDown)
                        //{
                        //	//ChangeStatus(Status.Angry);
                        //	ChangeStatus(Status.SetAngry);
                        //}
                        break;

                    case Status.SetAngry:
                        break;
                    }
                }
            }
            else
            {
                switch (status)
                {
                case Status.Normal:
                    //case Status.Smile:
                    ChangeStatus(Status.Normal);
                    break;

                case Status.Angry:
                    //case Status.Embarrassed:
                    if (UnityEngine.Random.Range(0, 9) < 3)
                    {
                        ChangeStatus(Status.Normal);
                    }
                    else
                    {
                        ChangeStatus(Status.Angry);
                    }
                    break;
                }

                isEyeReturn   = true;
                eyeReturnTime = 0.0f;
            }
        }


        if (isTouched
            //&& !isTouchHead && !isTouchBody
            )
        {
            Vector2 head2Touch = new Vector2(touchPos.x - headCenter.position.x, touchPos.y - headCenter.position.y);
            Vector2 eyeParam   = new Vector2(Mathf.Clamp(head2Touch.x / eyeAreaMaxSize.x, -1, 1),
                                             Mathf.Clamp(head2Touch.y / eyeAreaMaxSize.y, -1, 1));

            Vector2 headParam = new Vector2(Mathf.Clamp(head2Touch.x / headAreaMaxSize.x, -1, 1),
                                            Mathf.Clamp(head2Touch.y / headAreaMaxSize.y, -1, 1));

            portrait.SetControlParamVector2(controlParamName_EyeDirection, eyeParam);
            portrait.SetControlParamVector2(controlParamName_HeadDirection, headParam);

            lastEyeParam  = eyeParam;
            lastHeadParam = headParam;

            if (!touchParticle.isPlaying)
            {
                touchParticle.Play();
            }

            //touchParticle.transform.position = new Vector3(touchPos.x, touchPos.y, touchParticle.transform.position.z);
            handGroup.position        = new Vector3(touchPos.x, touchPos.y, handGroup.position.z);
            handMesh_Released.enabled = false;
            handMesh_Pressed.enabled  = true;
        }
        else
        {
            if (touchParticle.isPlaying)
            {
                touchParticle.Stop();
            }

            if (Input.mousePresent)
            {
                Vector2 mousePosW = targetCamera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, portrait.transform.position.z));

                handGroup.position        = new Vector3(mousePosW.x, mousePosW.y, handGroup.position.z);
                handMesh_Released.enabled = true;
                handMesh_Pressed.enabled  = false;
            }
            else
            {
                handMesh_Released.enabled = false;
                handMesh_Pressed.enabled  = false;
            }

            if (isEyeReturn)
            {
                eyeReturnTime += Time.deltaTime;
                if (eyeReturnTime < eyeReturnTimeLength)
                {
                    apControlParam controlParam_Eye  = portrait.GetControlParam(controlParamName_EyeDirection);
                    apControlParam controlParam_Head = portrait.GetControlParam(controlParamName_HeadDirection);

                    float itp = 1.0f - (eyeReturnTime / eyeReturnTimeLength);
                    portrait.SetControlParamVector2(controlParamName_EyeDirection, lastEyeParam * itp + controlParam_Eye._vec2_Cur * (1 - itp));
                    portrait.SetControlParamVector2(controlParamName_HeadDirection, lastHeadParam * itp + controlParam_Head._vec2_Cur * (1 - itp));
                }
                else
                {
                    isEyeReturn   = false;
                    eyeReturnTime = 0.0f;
                }
            }
        }

        if (status == Status.Smile)
        {
            smileTime += Time.deltaTime;
            if (smileTime > 5.0f && !isTouched)
            {
                ChangeStatus(Status.Normal);
            }
        }
        else if (status == Status.Embarrassed)
        {
            embarrassedTime += Time.deltaTime;
            if (embarrassedTime > 1.0f)
            {
                portrait.PlayQueued("Idle Normal");

                status          = Status.Normal;
                embarrassedTime = 0.0f;
            }
        }
        else if (status == Status.SetAngry)
        {
            setAngryTime += Time.deltaTime;
            if (setAngryTime > 1.0f)
            {
                portrait.PlayQueued("Idle Angry");

                status       = Status.Angry;
                setAngryTime = 0.0f;
            }
        }

        isTouchedPrevFrame = isTouched;
        if (isTouchDown && isTouched)
        {
            isTouchDown = false;
        }
    }