Exemplo n.º 1
0
 public void Jump()       // 점프 함수
 {
     if (r_GM.isPlaying)  // 현재 게임중이라면
     {
         if (jumpCnt > 0) // 점프 횟수가 남아 있다면
         {
             // 점프
             sound[0].PlayScheduled(0);
             m_rigid.velocity = Vector2.zero;
             m_rigid.AddForce(new Vector2(0, jump));
             m_animator.PlayInFixedTime("Jump", 0, 0);
             jumpCnt--;
         }
     }
 }
Exemplo n.º 2
0
 public void OnCollisionStay(Collision collisionInfo)
 {
     if (collisionInfo.collider.name == "Player")
     {
         if (!CheckPointFlame.activeSelf)
         {
             if (GameMechanics.TourchLightStatus == true)
             {
                 Popup.GetComponent <Text> ().text = "PRESS <color=#EC2027>E</color> USE THE TORCH";
                 if (Input.GetKeyDown(KeyCode.E))
                 {
                     UseTorchAnimation.PlayInFixedTime("UseIgnitedTorch", -1, 0f);
                     CheckPointFlame.SetActive(true);
                 }
             }
             else if (GameMechanics.TourchLightStatus == false)
             {
                 if (GameMechanics.numberTorches == 0)
                 {
                     Popup.GetComponent <Text> ().text = "YOU NEED A TORCH TOO IGNITE";
                 }
                 else if (GameMechanics.numberTorches > 0)
                 {
                     Popup.GetComponent <Text> ().text = "THE TORCH IS NOT IGNITED";
                 }
             }
         }
         if (CheckPointFlame.activeSelf)
         {
             if (GameMechanics.TourchLightStatus == false)
             {
                 if (GameMechanics.numberTorches == 0)
                 {
                     Popup.GetComponent <Text> ().text = "YOU NEED A TORCH";
                 }
                 else if (GameMechanics.numberTorches > 0)
                 {
                     Popup.GetComponent <Text> ().text = "PRESS <color=#EC2027>E</color> TO IGNITE TORCH";
                     if (Input.GetKeyDown(KeyCode.E))
                     {
                         //This also triggers an event
                         UseTorchAnimation.PlayInFixedTime("IgniteTorch");
                     }
                 }
             }
         }
     }
 }
Exemplo n.º 3
0
    private void AdjustCC(bool bCheck, CROWD_CONTROL_TYPE type)
    {
        if ((cc_state & CROWD_CONTROL_TYPE.SLOW) == CROWD_CONTROL_TYPE.SLOW)
        {
            creep_anim.SetBool("cc_Slow", bCheck);
            speedFactor = bCheck ? 0.5f : 1.0f;
            creep_anim.SetFloat("SpeedFactor", speedFactor);
        }

        if ((cc_state & CROWD_CONTROL_TYPE.ROOT) == CROWD_CONTROL_TYPE.ROOT)
        {
            creep_anim.SetBool("cc_Root", bCheck);
            creep_anim.SetBool("isMovable", !bCheck);
        }

        if ((cc_state & CROWD_CONTROL_TYPE.STUN) == CROWD_CONTROL_TYPE.STUN)
        {
            creep_anim.SetBool("cc_Stun", bCheck);
            creep_anim.SetBool("isMovable", !bCheck);

            if (bCheck)
            {
                creep_anim.PlayInFixedTime("Get_hit", 0, 0.1f);
                creep_anim.StopPlayback();
            }
        }
    }
Exemplo n.º 4
0
    /// <summary>
    /// Function that moves the character.
    /// </summary>
    void Moving()
    {
        //Parameters for Moving the character
        float horizontal = Input.GetAxisRaw("Horizontal");
        float vertical   = Input.GetAxisRaw("Vertical");

        direction = new Vector3(horizontal, 0f, vertical).normalized;

        // If WASD or Arrow keys are pressed
        if (direction.magnitude >= 0.1f)
        {
            // Move the character
            anim.enabled = true;
            float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg;
            float angle       = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
            transform.rotation = Quaternion.Euler(0f, angle, 0f);
            Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
            controller.Move(moveDir.normalized * speed * Time.deltaTime);

            // Checks if the player is in contact with the ground.
            if (isGrounded)
            {
                PV.RPC("setWalking", RpcTarget.All, true);
                anim.SetBool("isWalking", true);
            }
        }
        else
        {
            PV.RPC("setWalking", RpcTarget.All, false);
            anim.SetBool("isWalking", false);
            anim.PlayInFixedTime("Move", -1, freeze);
        }
    }
Exemplo n.º 5
0
    void Hit()
    {
        rabbitRB.velocity = new Vector3(rabbitRB.velocity.x, 0, 0);
        rabbitRB.AddForce(new Vector3(0, 25, 0), ForceMode.Impulse);

        anim.PlayInFixedTime("rabbit_hit");

        if (StaticVars.time >= secondsToLose)
        {
            StaticVars.time -= secondsToLose;
        }
        else
        {
            StaticVars.time = 0;
        }

        Instantiate(Prefabs.loseSeconds, rabbitRB.transform.position, Quaternion.identity);

        StaticVars.starBarCount = 0;
        uiBar.UpdateBar();


        isInvincible = true;
        anim.SetBool("isInvincible", isInvincible);
        StartCoroutine(InvincibleFrames());
    }
Exemplo n.º 6
0
    private void OnGUI()
    {
        // 过渡
        if (GUI.Button(new Rect(0, 0, 100, 50), "CrossFade"))
        {
            animator.CrossFade("Shake", time);
        }

        // https://docs.unity3d.com/ScriptReference/Animator.PlayInFixedTime.html 不是很懂,也没试出什么效果
        if (GUI.Button(new Rect(0, 100, 100, 50), "PlayInFixedTime"))
        {
            animator.PlayInFixedTime("Shake", 0, time);
        }

        // 直接播放
        if (GUI.Button(new Rect(0, 200, 100, 50), "Play"))
        {
            animator.Play("Shake");
        }

        // 延时播放
        if (GUI.Button(new Rect(0, 300, 100, 50), "DelayPlayAnim"))
        {
            DelayPlayAnim("Shake", time);
        }

        // 恢复播放旋转动作
        if (GUI.Button(new Rect(0, 400, 100, 50), "Reset"))
        {
            animator.Play("Roate");
        }
    }
Exemplo n.º 7
0
 void Start()
 {
     this._animator       = this.gameObject.GetComponent <Animator>();
     this._animator.speed = animSpeed;
     _animator.PlayInFixedTime(0);
     StartCoroutine(Walk());
 }
    void Update()
    {
        _animator.SetFloat(SpeedParameterHash, 5.0f);

        #region Input
        //Shoot
        if (Input.GetKeyDown(KeyCode.Space))
        {
            _animator.PlayInFixedTime
                (ShootStateHash, 1, 0f);
        }
        //Walk
        if (Input.GetKeyDown(KeyCode.LeftShift))
        {
            _animator.CrossFade
                (WalkStateHash, 1f, 0, 0.1f);
            //(Hash, NormalizedTransitionDuration, Layer, NormalizedTimeOffset)
        }
        #endregion

        #region Dubug
        //Animator
        if (_animator.IsInTransition(0) || _animator.IsInTransition(1))
        {
            Debug.Log("Animator is in Transition!");
        }
        #endregion
    }
Exemplo n.º 9
0
    }     //fin metodo

    public void OnButtonReleased(VirtualButtonAbstractBehaviour vb)
    {
        if (ControlTarget.tocar == true)
        {
            Li_animacion.PlayInFixedTime("Li_Idle");
        }
    }
Exemplo n.º 10
0
    private void PlayAnimByFrame(Animator anim, int frames)
    {
        int   framesPerSecond = 60;
        float onceFrameTime   = 1f / framesPerSecond;

        anim.PlayInFixedTime("Clip1", 0, frames * onceFrameTime);
    }
Exemplo n.º 11
0
        /// <summary>
        /// Shoot a bullet
        /// </summary>
        void Shoot()
        {
            if (disabledBullets.Count <= 0)
            {
                if (Bullets == null)
                {
                    Bullets = new GameObject("bullets");
                }
                GameObject bulletInstance = Instantiate(BulletPrefab, objectGun.position, objectGun.rotation, Bullets.transform);
                Bullet     component      = bulletInstance.GetComponent <Bullet>();
                component.speed     = equipedGun.speed;
                component.deathTime = equipedGun.deathTime;
                component.starter   = this;
                activeBullets.Add(bulletInstance);
            }
            else
            {
                GameObject bullet = disabledBullets[0];
                bullet.transform.position = objectGun.position;
                bullet.transform.rotation = objectGun.rotation;
                Bullet component = bullet.GetComponent <Bullet>();
                component.speed     = equipedGun.speed;
                component.deathTime = equipedGun.deathTime;
                bullet.SetActive(true);
                activeBullets.Add(bullet);
                disabledBullets.Remove(bullet);
            }

            anim.PlayInFixedTime(equipedGun.clip.name, -1, 0);
        }
        // Token: 0x06002B22 RID: 11042 RVA: 0x000B5C50 File Offset: 0x000B3E50
        public override void OnExit()
        {
            if (base.characterBody && !this.outer.destroying && this.endEffectPrefab)
            {
                EffectManager.SpawnEffect(this.endEffectPrefab, new EffectData
                {
                    origin = base.characterBody.corePosition
                }, false);
            }
            Util.PlaySound(BurrowDash.endSoundString, base.gameObject);
            base.gameObject.layer = LayerIndex.defaultLayer.intVal;
            base.characterMotor.Motor.RebuildCollidableLayers();
            HurtBoxGroup component = this.modelTransform.GetComponent <HurtBoxGroup>();
            int          hurtBoxesDeactivatorCounter = component.hurtBoxesDeactivatorCounter;

            component.hurtBoxesDeactivatorCounter = hurtBoxesDeactivatorCounter - 1;
            base.characterBody.hideCrosshair      = false;
            if (this.burrowLoopEffectInstance)
            {
                EntityState.Destroy(this.burrowLoopEffectInstance);
            }
            Animator modelAnimator = base.GetModelAnimator();
            int      layerIndex    = modelAnimator.GetLayerIndex("Impact");

            if (layerIndex >= 0)
            {
                modelAnimator.SetLayerWeight(layerIndex, 2f);
                modelAnimator.PlayInFixedTime("LightImpact", layerIndex, 0f);
            }
            base.OnExit();
        }
        // Token: 0x0600068A RID: 1674 RVA: 0x0001F2C0 File Offset: 0x0001D4C0
        public override void OnEnter()
        {
            base.OnEnter();
            this.duration = FireArrowOld.baseDuration / this.attackSpeedStat;
            Ray aimRay = base.GetAimRay();

            base.StartAimMode(aimRay, 2f, false);
            string muzzleName = "Muzzle";

            if (FireArrowOld.effectPrefab)
            {
                EffectManager.instance.SimpleMuzzleFlash(FireArrowOld.effectPrefab, base.gameObject, muzzleName, false);
            }
            Animator modelAnimator = base.GetModelAnimator();

            if (modelAnimator)
            {
                int layerIndex = modelAnimator.GetLayerIndex("Gesture");
                modelAnimator.SetFloat("FireArrow.playbackRate", this.attackSpeedStat);
                modelAnimator.PlayInFixedTime("FireArrow", layerIndex, 0f);
                modelAnimator.Update(0f);
                if (base.hasAuthority)
                {
                    ProjectileManager.instance.FireProjectile(FireArrowOld.projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(aimRay.direction), base.gameObject, this.damageStat * FireArrowOld.damageCoefficient, FireArrowOld.force, Util.CheckRoll(this.critStat, base.characterBody.master), DamageColorIndex.Default, null, -1f);
                }
            }
        }
Exemplo n.º 14
0
    void Update()
    {
        if (!workDone)
        {
            timeToStart += Time.deltaTime;
            lion.PlayInFixedTime("Li_Attack");
            // No realizamos la acción hasta que no pase el tiempo 'TiempoAntesDeAccion'
            if (timeToStart >= TiempoAntesDeAccion)
            {
                lion.Play("Li_Idle");

                workDone = true;
            }
        }
        else
        {
            timeToEnd += Time.deltaTime;

            //No avanzamos al siguiente hito hasta que no pase el tiempo 'TiempoDespuesDeAccion'
            if (timeToEnd >= TiempoDespuesDeAccion)
            {
                // Se inicializa el script
                Start();
                lion.Play("Li_Walk");
                // Indicamos que se puede pasar el siguiente hito
                Li.GetComponentInParent <ComportamientoPatron>().CanGoToNextMilestone = true;
            }
        }
    }
Exemplo n.º 15
0
    /// <summary>
    /// 从头开始播放一个动画
    /// </summary>
    /// <param name="obj"></param>
    void Play(string gameObjectPath)
    {
        GameObject obj = GameObject.Find(gameObjectPath);

        if (obj == null)
        {
            Debug.LogWarning("动画控制器未找到游戏物体 路径:" + gameObjectPath);
            return;
        }

        Animator animator = obj.GetComponent <Animator>();

        if (animator == null)
        {
            Debug.LogWarning("动画控制器未找到动画组件 路径:" + gameObjectPath);
            return;
        }

        AnimatorClipInfo[] acInfos = animator.GetCurrentAnimatorClipInfo(0);
        if (acInfos == null || acInfos.Length < 1)
        {
            Debug.LogWarning("动画控制器缺少剪辑 路径:" + gameObjectPath);
            return;
        }
        animator.enabled = true;//启用组件
        string clipName = acInfos[0].clip.name;

        animator.PlayInFixedTime(clipName);//开始播放
    }
    /**
     * FUNCTION NAME: OnUpdate
     * DESCRIPTION  : Checks state of animator being listend to.
     * INPUTS       : None
     * OUTPUTS      : None
     **/
    override protected void OnUpdate()
    {
        if (!m_bActive)
        {
            return;
        }

        if (m_cAnimator == null)
        {
            return;
        }

        if (m_cAnimator.GetCurrentAnimatorStateInfo(0).normalizedTime < 1.0f)
        {
            m_bHasFired = false;
        }

        if (m_cAnimator.GetCurrentAnimatorStateInfo(0).normalizedTime >= 1.0f && !m_bHasFired)
        {
            DispatchAnimationCycleEvent();

            if (m_cAnimator.GetCurrentAnimatorClipInfo(0)[0].clip.isLooping)
            {
                m_cAnimator.PlayInFixedTime(0, -1, m_cAnimator.GetCurrentAnimatorStateInfo(0).normalizedTime - 1.0f);
            }
            else
            {
                m_bHasFired = true;
            }
        }
    }
Exemplo n.º 17
0
        //Still Broken as hell
        public void RunChestAnimation(EntityStates.Barrel.Opening self)
        {
            EntityState chestState = self.outer.GetComponent <EntityState>();

            ModelLocator modelLocator = self.outer.GetComponent <ModelLocator>();

            //protected void PlayAnimation(string layerName, string animationStateName, string playbackRateParam, float duration)
            //"Body", "Opening", "Opening.playbackRate", Opening.duration

            //Get Animator of the chest
            Animator modelAnimator = modelLocator.modelTransform.GetComponent <Animator>();

            if (modelAnimator)
            {
                //Play Animation
                int layerIndex = modelAnimator.GetLayerIndex("Body");
                modelAnimator.SetFloat("Opening.playbackRate", 1f);
                modelAnimator.PlayInFixedTime("Opening", layerIndex, 0f);
                modelAnimator.Update(0f);
                float length = modelAnimator.GetCurrentAnimatorStateInfo(layerIndex).length;
                modelAnimator.SetFloat("Opening.playbackRate", length / 1f);
            }

            if (chestState.sfxLocator)
            {
                Util.PlaySound(chestState.sfxLocator.openSound, base.gameObject);
            }
        }
Exemplo n.º 18
0
    // Setting furniture animation state

    public void SetPIAnimationState(string PI_name, string state, GameObject obj = null)
    {
        //	Debug.Log ("SetPIAnimationState " + PI_name + state);


        if (name_PI_map.ContainsKey(PI_name))
        {
            PhysicalInteractable physicalInteractable = name_PI_map [PI_name];

            if (obj == null)
            {
                obj = PI_gameObjectMap [physicalInteractable];
            }

            Animator animator = obj.GetComponent <Animator> ();

            ChangeCurrentGraphicState(physicalInteractable, state);

            animator.PlayInFixedTime(state);
            Utilities.SetPISortingOrder(physicalInteractable, obj);
        }
        else
        {
            Debug.LogError("I don't have this title name " + PI_name);
        }
    }
Exemplo n.º 19
0
    // Update is called once per frame
    void Update()
    {
        if (useSlider == false)
        {
            animProgress = animDuration - ((endTime - gameTime.time) * animProgPerSec);
        }

        animator.PlayInFixedTime(animStateName, -1, (float)animProgress);

        if (animProgress > animDuration)
        {
            animProgress = animDuration;
        }
        else if (animProgress < 0.0f)
        {
            animProgress = 0.0f;
        }

        if (changeTitleAtStartTime && gameTime.time > startTime)
        {
            string newTitle = animName + "\n <size=12>" + animDescription + "</size>";
            GameObject.Find("TitleText").GetComponent <titleTextController>().updateTitle("FadeOutIn", newTitle);
            changeTitleAtStartTime = false;
        }
    }
Exemplo n.º 20
0
    IEnumerator FirstSpin()
    {
        blocker.SetActive(true);
        animHit.Play("DropHit");
        yield return(new WaitForSeconds(1.0f));

        arrow.SetActive(true);
        animHit.Play("HitStop");
        yield return(new WaitForSeconds(.95f));

        animHit.Play(animationNum.ToString());
        yield return(new WaitForSeconds(1f));

        if (animationNum == 12)
        {
            animHit.PlayInFixedTime("CritWheel", 0, 0f);
        }
        piece.hitDone = true;
        if (animationsCalled > 1)
        {
            StartCoroutine(SecondSpin());
        }
        else
        {
            ResetWheels();
        }
    }
Exemplo n.º 21
0
    // ------- GRAPHIC STATE ------- //


    public void ChangeInteractableCurrentGraphicState(string state, PhysicalInteractable interactable)
    {
        foreach (GraphicState graphicState in interactable.graphicStates)
        {
            Debug.Log(graphicState.graphicStateName + "=>" + state);
            if (graphicState.graphicStateName == state)
            {
                Debug.Log("found state");

                // clean previous graphic state

                EditorRoomManager.instance.room.ChangePIInTiles(interactable, graphicState);
                interactable.currentGraphicState = graphicState;

                // go to animation state

                GameObject obj      = GetPhysicalInteractableGameObject(interactable);
                Animator   animator = obj.GetComponent <Animator> ();
                animator.PlayInFixedTime(state);

                EventsHandler.Invoke_cb_tileLayoutChanged();
                return;
            }
        }

        Debug.LogError("I shouldn't be here.");
    }
Exemplo n.º 22
0
 void OnCollisionEnter2D(Collision2D other)
 {
     if (other.gameObject.tag == "Player" && !GetComponent <EnemyHealthControl>().tookDamage)
     {
         anim.PlayInFixedTime("Atk", 0, 1.0f);
     }
 }
Exemplo n.º 23
0
 private void ChangeCurrentStateRPC(int stateHash, float enterServerTime, byte[] paramBytes)
 {
     if (HasAuthority)
     {
         return;
     }
     if (stateHash == _animator.GetCurrentAnimatorStateInfo(0).fullPathHash)
     {
         _animator.PlayInFixedTime(0, 0, Server.Time - enterServerTime);
     }
     else
     {
         _animator.PlayInFixedTime(stateHash, 0, Server.Time - enterServerTime);
     }
     DeserializeParameters(paramBytes);
 }
Exemplo n.º 24
0
 void HologramAppear()
 {
     characters [currentCharacter].SetActive(true);
     ChangeCharacter(characters [currentCharacter].name);
     anim.PlayInFixedTime("in");
     print(StaticVars.characterP1);
 }
Exemplo n.º 25
0
 /// <summary>
 /// Plays a state.
 /// </summary>
 public void PlayInFixedTime(int hash, int layer, float fixedTime)
 {
     if (_animator.HasState(layer, hash))
     {
         _animator.PlayInFixedTime(hash, layer, fixedTime);
         _unsynchronizedLayerStates.Add(layer);
     }
 }
Exemplo n.º 26
0
        private IEnumerator PlayAniAndWait(string animName)
        {
            _animator.PlayInFixedTime(animName, -1, 0.0f);

            yield return(null);

            yield return(new WaitForSeconds(_animator.GetCurrentAnimatorStateInfo(0).length));
        }
Exemplo n.º 27
0
 void Start()
 {
     /*Scene loadLevel = SceneManager.GetActiveScene ();
      * SceneManager.LoadScene (loadLevel.buildIndex);*/
     Continue.gameObject.SetActive(false);
     IntroAnimation = GetComponent <Animator> ();
     IntroAnimation.PlayInFixedTime("IntroCameraAnimation", -1, 0f);
 }
Exemplo n.º 28
0
    private IEnumerator DelayThenPlay()
    {
        yield return(new WaitForSeconds(2f));

        anim.enabled = true;
        c.enabled    = true;
        anim.PlayInFixedTime("BossUI_Defeated", -1, 0);
    }
        private void PlayAnimation(string layerName, string animationStateName)
        {
            int layerIndex = modelAnimator.GetLayerIndex(layerName);

            modelAnimator.speed = 1f;
            modelAnimator.Update(0f);
            modelAnimator.PlayInFixedTime(animationStateName, layerIndex, 0f);
        }
Exemplo n.º 30
0
 /// <summary>
 /// 非预览播放状态下,通过滑杆来播放当前动画帧
 /// </summary>
 private void manualUpdate(NFAnimaStateType stateType, float time)
 {
     if (mAnimator != null && stateType != NFAnimaStateType.NONE)
     {
         mAnimator.PlayInFixedTime(stateType.ToString(), -1, time);
         mAnimator.Update(0f);
     }
 }
Exemplo n.º 31
0
    public void OnButtonPressed(VirtualButtonAbstractBehaviour vb)
    {
        if (ControlTarget.tocar == true)
        {

            Li_animacion = Li.GetComponent<Animator>();

            //frente del leon(en la imagen target las patas del dibujo)
            if (vb.VirtualButtonName == "VB3_3" || vb.VirtualButtonName == "VB4_3")
            {
                //de fernte
                Li.transform.rotation = Quaternion.LookRotation((giroFrente.transform.position - Li.transform.position));
                if(enfadado == false)
                {
                    Li_animacion.Play("Li_Drink");
                    if(ControlTarget.currentFelicidad +1 == 100)
                    {
                        ControlTarget.currentFelicidad = 100;
                    }
                    else
                    {
                        ControlTarget.currentFelicidad += 1;
                    }
                }
                else
                {
                    Li_animacion.PlayInFixedTime("Li_Attack");
                }

            }
            //espalda del leon(en la imagen target arriba de la figura)
            if (vb.VirtualButtonName == "VB2_3" || vb.VirtualButtonName == "VB1_3")
            {
                //de fernte
                Li.transform.rotation = Quaternion.LookRotation((giroAtras.transform.position - Li.transform.position));
                if(enfadado == false)
                {
                    Li_animacion.Play("Li_Drink");
                    if(ControlTarget.currentFelicidad +1 == 100)
                    {
                        ControlTarget.currentFelicidad = 100;
                    }
                    else
                    {
                        ControlTarget.currentFelicidad += 1;
                    }
                }
                else
                {
                    Li_animacion.PlayInFixedTime("Li_Attack");
                }

            }

            //izquierda del leon
            if(vb.VirtualButtonName == "VB1_1" || vb.VirtualButtonName == "VB1_2" ||
               vb.VirtualButtonName == "VB4_2" || vb.VirtualButtonName == "VB4_1")
            {
                //nos giramos
                Li.transform.rotation = Quaternion.LookRotation((giroIzquierda.transform.position - Li.transform.position));
                //comprobamos el animo del leon y hacemos una animacion respecto a como este
                if(enfadado == false)
                {
                    Li_animacion.Play("Li_Drink");
                    if(ControlTarget.currentFelicidad +1 == 100)
                    {
                        ControlTarget.currentFelicidad = 100;
                    }
                    else
                    {
                        ControlTarget.currentFelicidad += 1;
                    }
                }
                else
                {
                    Li_animacion.PlayInFixedTime("Li_Attack");
                }

            }
            //derecha del leon
            if (vb.VirtualButtonName == "VB2_1" || vb.VirtualButtonName == "VB2_2" ||
                vb.VirtualButtonName == "VB3_1" || vb.VirtualButtonName == "VB3_2")
            {
                Li.transform.rotation = Quaternion.LookRotation((giroDerecha.transform.position - Li.transform.position));
                //comprobamos el animo del leon y hacemos una animacion respecto a como este
                if(enfadado == false)
                {
                    Li_animacion.Play("Li_Drink");
                    if(ControlTarget.currentFelicidad +1 == 100)
                    {
                        ControlTarget.currentFelicidad = 100;
                    }
                    else
                    {
                        ControlTarget.currentFelicidad += 1;
                    }
                }
                else
                {
                    Li_animacion.PlayInFixedTime("Li_Attack");
                }
            }
        }//fin if
    }