// // // // // // // // // // // // // // // // / private void gameOver() { Debug.Log("GAME OVER"); GetComponent <Animator> ().enabled = true; animator.SetBool("isGameOver", true); targetRotationX = 0; targetRotationY = 0; leftHand.transform.position = inposLeftHand; rigthHand.transform.position = inposRigthHand; leftleg.transform.position = inposLeftleg; rigthLeg.transform.position = inposRigthLeg; for (int i = 0; i < players.Length; i++) { poseController playerPose = players[i].GetComponent <poseController> (); if (!playerPose.isGameOver) { playerPose.gameOver(); playerPose.win(); } else { playerPose.lose(); } } }
public void checkPlayersPose() { bool playerPass = false; for (int i = 0; i < players.Length; i++) { bool playerBodyPass = checkBody(players [i]); bool playerHeadPass = checkHead(players [i]); if (playerBodyPass && playerHeadPass) { poseController currentPlayer = players [i].GetComponent <poseController> (); if (currentPlayer.npc) { currentPlayer.resetPositionsButtons(); } playerPass = true; players [i].GetComponent <poseController> ().animator.SetBool("rigthPose", true); players [i].GetComponent <poseController> ().animator.enabled = true; } else if (!players [i].GetComponent <poseController> ().isGameOver) { players [i].GetComponent <poseController> ().animator.SetBool("wrongPose", true); players [i].GetComponent <poseController> ().gameOver(); contGameOver++; } } StartCoroutine(timeFeedback(playerPass)); }
private void setNpcPose() //NPC MEXE O CORPO { for (int i = 0; i < players.Length; i++) { poseController playerPose = players[i].GetComponent <poseController> (); if (playerPose.npc && !playerPose.isGameOver) { playerPose.setNPCControler(sortButtons, new Vector2(targetRotationX, targetRotationY), currentLevel); } } }
public IEnumerator timeFeedback(bool _pass) { yield return(new WaitForSeconds(3)); for (int i = 0; i < players.Length; i++) { poseController pose = players [i].GetComponent <poseController> (); pose.animator.SetBool("rigthPose", false); pose.animator.SetBool("wrongPose", false); if (!pose.isGameOver) { pose.animator.enabled = false; } } if (contGameOver >= 3) { gameOver(); } if (_pass && contGameOver < 3) { danceAgain(); } }