// Use this for initialization void Start() { mat = this.GetComponent <Renderer>().material; currentState = en_stateQTE.Sleep; currentResult = en_resultQTE.NoResult; b_isQTEStarted = false; b_isPlayerPressed = false; b_isPlayerPressedBefore = false; }
// Gestion de l'état du QTE void stateQTEHandle() { // SLEEP if (currentState == en_stateQTE.Sleep) { if (b_isQTEStarted) { currentState = en_stateQTE.Start; } } // START if (currentState == en_stateQTE.Start) { mat.color = QTEColor; if (b_isPlayerPressed && !b_isPlayerPressedBefore) { if (f_countdown > 0.0f) { currentState = en_stateQTE.End; currentResult = en_resultQTE.Successuf; } } else if (f_countdown <= 0.0f) { currentState = en_stateQTE.End; } } // END if (currentState == en_stateQTE.End) { if (currentResult == en_resultQTE.NoResult) { currentResult = en_resultQTE.Failure; b_isQTEStarted = false; } } }