void Awake() { currentMood = GameEnums.MoodStates.Neutral; PlayCurrentMoodAnimation(); defaultMaterial = bodyRenderer.materials[1]; dancerState = GetComponent <DancerState>(); }
void SetMoodFromInt(int numericMood) { float waitValue = Random.value; string playMoodSound = ""; if (numericMood < (int)GameEnums.MoodStates.RageQuit) { numericMood = (int)GameEnums.MoodStates.RageQuit; } else if (numericMood > (int)GameEnums.MoodStates.OnFire) { numericMood = (int)GameEnums.MoodStates.OnFire; } if ((int)currentMood > numericMood) { StartCoroutine(WaitAndEmitParticle(waitValue, hateParticle)); if (numericMood > (int)GameEnums.MoodStates.RageQuit) { playMoodSound = "sfx_awww"; } } else if ((int)currentMood < numericMood) { StartCoroutine(WaitAndEmitParticle(waitValue, likeParticle)); // The yeah sound should only play when not oging to OnFire if (numericMood < (int)GameEnums.MoodStates.OnFire) { playMoodSound = "sfx_yeah"; } } currentMood = (GameEnums.MoodStates)numericMood; if (currentMood == GameEnums.MoodStates.RageQuit) { if (!DancerManager.dancerManagerRef.tutorialActive) { Leave(); } else { currentMood = GameEnums.MoodStates.Bored; } } StartCoroutine(WaitAndPlayAnimation(0, playMoodSound)); }
public void SetSilenceMood(int numericMood) { float waitValue = Random.value; if (numericMood < (int)GameEnums.MoodStates.RageQuit) { numericMood = (int)GameEnums.MoodStates.RageQuit; } else if (numericMood > (int)GameEnums.MoodStates.OnFire) { numericMood = (int)GameEnums.MoodStates.OnFire; } currentMood = (GameEnums.MoodStates)numericMood; if (currentMood == GameEnums.MoodStates.RageQuit) { Leave(); } silenceParticle.Emit(1); StartCoroutine(WaitAndPlayAnimation(waitValue, "")); }
void PlayAnimation(GameEnums.MoodStates moodState) { if (moodState == GameEnums.MoodStates.Bored) { PlayBoredAnimation(); } else if (moodState == GameEnums.MoodStates.Neutral) { PlayNeutralAnimation(); } else if (moodState == GameEnums.MoodStates.HavingFun) { PlayHavingFunAnimation(); ChangeBodyMaterial(defaultMaterial); } else if (moodState == GameEnums.MoodStates.OnFire) { PlayOnFireAnimation(); ChangeBodyMaterial(onFireMaterial); } }