/// <summary>
 /// Change the beard lady state on the beard bar
 /// </summary>
 /// <param name="_state"></param>
 private void ChangeBeardState(BeardState _state)
 {
     if (!beardStateFilleBar)
     {
         return;
     }
     beardStateFilleBar.fillAmount = (float)((int)_state + 1) / ((int)BeardState.VeryVeryLongDude + 1);
 }
 public void GrappleBeard(Transform targetTransform)
 {
     if (PlayerState.CurrentBeardState != BeardState.IDLE)
     {
         return;
     }
     nextState = BeardState.PULLING;
     ExtendBeard(targetTransform.position);
 }
 public void WhipBeard(Vector2 target)
 {
     if (PlayerState.CurrentBeardState != BeardState.IDLE)
     {
         return;
     }
     nextState = BeardState.RETRACTING;
     ExtendBeard(target);
 }
Exemplo n.º 4
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    /// <summary>
    /// Call Every seconds, if the value is greater than the cooldown
    /// Set the value to zero
    /// Add 1 to the current beard state
    /// </summary>
    private void GrowBeard()
    {
        if (currentBeardState == BeardState.VeryLong)
        {
            return;
        }

        growingBeardValue++;

        if (growingBeardValue >= growingBeardCooldown)
        {
            growingBeardValue = 0;
            beardDurability   = 0;
            currentBeardState = (BeardState)((int)currentBeardState + 1);
            if (CharacterAnimator)
            {
                CharacterAnimator.SetInteger("BeardState", (int)currentBeardState);
            }
        }
    }
Exemplo n.º 5
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 protected override void Awake()
 {
     base.Awake();
     character         = PlayerCharacter.BeardLady;
     currentBeardState = BeardState.Short;
 }
Exemplo n.º 6
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 /// <summary>
 /// Set the Beard Lady's beard animator state.
 /// </summary>
 /// <param name="_state">State of the beard.</param>
 public void SetBeardAnim(BeardState _state)
 {
     animator.SetFloat("Beard", (int)_state);
 }