public override void Update(Context c, ConditionScriptable conditionScriptable) { for (int i = 0; i < conditionScriptable.conditions.Count; i++) { if (conditionScriptable.conditions[i].name == "OnExit" && conditionScriptable.conditions[i].isRaised) { c.ChangeState(new ExitState()); conditionScriptable.Toggle("OnExit"); } if (conditionScriptable.conditions[i].name == "OnGameStart" && conditionScriptable.conditions[i].isRaised) { timer -= Time.deltaTime; if (isRaised == false) { FadeUtility.FadeOut(3); } isRaised = true; if (timer < 0) { c.ChangeState(new GameStartState()); conditionScriptable.Toggle("OnGameStart"); SceneManager.LoadScene("0.main"); } } } }
public override void Update(Context c, ConditionScriptable conditionScriptable) { for (int i = 0; i < conditionScriptable.conditions.Count; i++) { if (conditionScriptable.conditions[i].name == "OnGameEnd" && conditionScriptable.conditions[i].isRaised) { timer -= Time.deltaTime; Debug.Log(timer); if (!fading) { FadeUtility.FadeOut(3); fading = true; } if (timer < 0) { c.ChangeState(new GameEndState()); conditionScriptable.Toggle("OnGameEnd"); SceneManager.LoadScene("2.End"); } } } }
void Update() { if (_neck.isCollidingWithPlayer) { if (!alreadyFadedIn) { FadeUtility.BloodFadeIn(1); } alreadyFadedIn = true; _npcIsDead = true; OnNPCDead.Raise(); } if (_leftShoulder.IsGrabbed && _rightShoulder.IsGrabbed) { OnActivateRagdoll.Raise(); RagdollIsActive = true; } if (RagdollIsActive) { avgHandPos = (left.Value.transform.position + right.Value.transform.position) / 2; ragdollHanger.transform.position = avgHandPos; } if (_npcIsDead) { bloodFadeTimer -= Time.deltaTime; timer -= Time.deltaTime; if (timer < 0) { OnGameEnd.Raise(); } if (bloodFadeTimer < 0) { if (!alreadyFadedOut) { FadeUtility.BloodFadeOut(1); } alreadyFadedOut = true; } } }
void Update() { LogoTimer -= Time.deltaTime; if (LogoTimer < 0 && !isRaised) { isRaised = true; FadeUtility.FadeOut(3); } if (isRaised) { timer -= Time.deltaTime; if (timer < 0 && !isRaised2) { isRaised2 = true; OnExit.Raise(); } } }
public override void OnEnter() { GameObject.Instantiate(Resources.Load("Prefabs/Player"), new Vector3(0, 0, 0), Quaternion.identity); FadeUtility.FadeIn(3); }
void Start() { Instantiate(PlayerPrefab, new Vector3(0, 0, 0), Quaternion.identity); FadeUtility.FadeIn(3); }