public void changeState(BeaverState state) { m_currentState = state; resetImage(); switch (m_currentState) { case BeaverState.Running: m_idleSprite.SetActive(true); break; case BeaverState.HangOnTree: m_eatSprite.SetActive(true); break; case BeaverState.Smashed: m_smashSprite.SetActive(true); //Debug.Log("ISSAMSH"); m_smashSprite.GetComponentInChildren <ParticleSystem>().Play(); m_timeSmashStateBegin = Time.time; this.gameObject.GetComponent <BoxCollider2D>().enabled = false; break; case BeaverState.Flying: m_ejectSprite.SetActive(true); m_BeaversAnimations.Play(); m_timeFlyStateBegin = Time.time; this.gameObject.GetComponent <BoxCollider2D>().enabled = false; break; default: m_idleSprite.SetActive(true); break; } }
public void changeState(BeaverState state) { m_currentState = state; resetImage (); switch (m_currentState) { case BeaverState.Running: m_idleSprite.SetActive (true); break; case BeaverState.HangOnTree: m_eatSprite.SetActive (true); break; case BeaverState.Smashed: m_smashSprite.SetActive (true); //Debug.Log("ISSAMSH"); m_smashSprite.GetComponentInChildren<ParticleSystem>().Play(); m_timeSmashStateBegin = Time.time; this.gameObject.GetComponent<BoxCollider2D>().enabled = false; break; case BeaverState.Flying: m_ejectSprite.SetActive (true); m_BeaversAnimations.Play(); m_timeFlyStateBegin = Time.time; this.gameObject.GetComponent<BoxCollider2D>().enabled = false; break; default: m_idleSprite.SetActive(true); break; } }
void Start() { myRigidbody = GetComponent <Rigidbody2D>(); currentState = BeaverState.swim; anim = GetComponent <Animator>(); anim.SetBool("moving", true); }
public void Initialize(treeManager treeManager) { m_treeManager = treeManager; m_currentState = BeaverState.Running; m_beaverSpeedRunning = new Vector3(UnityEngine.Random.Range(this.transform.lossyScale.x / 40, this.transform.lossyScale.x / 20) * 1.6f, 0f, 0f); m_decalageHangOnTree = new Vector3(UnityEngine.Random.Range(-1.0f, 0.5f), UnityEngine.Random.Range(-0.3f, 0.3f), 0f); m_endAnimationScript.endFlyingAnimationAction += endFlyingAnimationListener; }
public void Initialize(treeManager treeManager) { m_treeManager = treeManager; m_currentState= BeaverState.Running; m_beaverSpeedRunning = new Vector3(UnityEngine.Random.Range(this.transform.lossyScale.x/40,this.transform.lossyScale.x/20)*1.6f,0f,0f); m_decalageHangOnTree = new Vector3 (UnityEngine.Random.Range (-1.0f, 0.5f), UnityEngine.Random.Range (-0.3f, 0.3f), 0f); m_endAnimationScript.endFlyingAnimationAction += endFlyingAnimationListener; }