private void Start() { this._numLeaves = 0; if (GameObject.FindWithTag("NumLeaves")) { this._numLeavesText = GameObject.FindWithTag("NumLeaves").GetComponent <UnityEngine.UI.Text>(); } this._currentFatigue = this.maxFatigue; this._currentHydration = this.maxHydration; this._currentTemperature = this.maxTemperature; this._rb2D = this.GetComponent <Rigidbody2D>(); this.normalFatigue = new NormalPlayer(this); this.tiredFatigue = new TiredPlayer(this); this.exhaustedFatigue = new ExhaustedPlayer(this); this.fatigueState = this.normalFatigue; this.oldFatigueState = this.fatigueState; this.playerDeath = new PlayerDeath(this); this._rigidBody = this.GetComponent <Rigidbody2D>(); this._facingRight = true; this.skeletonAnimation.state.SetAnimation(0, "Idle", true); this._isGrounded = this._lastIsGrounded = false; this._hydrationFX = false; this._tempFX = false; this._fxMan = this.GetComponent <EffectsManager>(); }
public void DetermineFatigueState(bool negativeEffect) { if (this.fatigueState != this.playerDeath) { if (this._currentFatigue > this.tiredFatigueRangeHigh) { this.fatigueState = this.normalFatigue; } else if (this._currentFatigue > this.tiredFatigueRangeLow) { this.fatigueState = this.tiredFatigue; } else { this.fatigueState = this.exhaustedFatigue; } if (this.oldFatigueState != this.fatigueState && !this._jumping) { this.SetIHaveChangedState(true); this.oldFatigueState = this.fatigueState; if (negativeEffect) { AudioManager.Instance.PlaySound("FatigueDown", AudioType.SFX); } else { AudioManager.Instance.PlaySound("FatigueUp", AudioType.SFX); } } } }
public void PlayerDeathSequence() { this.fatigueState = this.playerDeath; this.playerDeath.Enter(); StartCoroutine("WaitForDeath"); }