void Awake() { status = LLStatus.None; letterObjectView = livingLetter.GetComponent <LetterObjectView>(); startingPosition = transform.position; startingRotation = letterObjectView.transform.rotation; }
public void Reset(bool stopCO = true) { if (stopCO) { StopAllCoroutines(); } rainbowJet.SetActive(false); if (ScannerConfiguration.Instance.gameActive) { status = LLStatus.None; letterObjectView.Falling = false; letterObjectView.SetState(LLAnimationStates.LL_still); gotSuitcase = false; letterObjectView.transform.rotation = startingRotation; transform.position = startingPosition; fallOffX = fallOffPoint.position.x; midPointX = midPoint.position.x; passedMidPoint = false; turnAngle = facingCamera ? 180 : 0; gameObject.SetActive(true); gameObject.GetComponent <SphereCollider>().enabled = true; // enable feet collider bodyCollider.enabled = false; // disable body collider } }
IEnumerator co_FlyAway() { // letterObjectView.DoSmallJump(); onFlying(this); status = LLStatus.Happy; letterObjectView.DoSmallJump(); // Rotate in case not facing the camera StartCoroutine(RotateGO(livingLetter, new Vector3(0, 180, 0), 1f)); yield return(new WaitForSeconds(1f)); // // building anticipation // letterObjectView.Crouching = true; // yield return new WaitForSeconds(1f); // letterObjectView.Crouching = false; // Starting flight letterObjectView.DoHorray(); yield return(new WaitForSeconds(0.75f)); status = LLStatus.Flying; rainbowJet.SetActive(true); letterObjectView.SetState(LLAnimationStates.LL_still); yield return(new WaitForSeconds(2f)); // Reset(); }
void Awake() { status = LLStatus.None; LLController = livingLetter.GetComponent <LivingLetterController>(); startingPosition = transform.position; startingRotation = LLController.transform.rotation; }
IEnumerator co_FallOff() { gotSuitcase = false; status = LLStatus.None; onStartFallOff(this); LLController.SetState(LLAnimationStates.LL_idle); LLController.DoSmallJump(); StartCoroutine(RotateGO(livingLetter, new Vector3(90, 90, 0), 1f)); yield return(new WaitForSeconds(0.25f)); AudioManager.I.PlaySound(Sfx.LetterSad); yield return(new WaitForSeconds(0.25f)); LLController.Falling = true; status = LLStatus.Falling; yield return(new WaitForSeconds(0.1f)); LLController.Poof(); showLLMesh(false); yield return(new WaitForSeconds(0.9f)); onFallOff(this); }
void OnTriggerEnter(Collider other) { if (status == LLStatus.Sliding) { if (other.tag == ScannerGame.TAG_BELT) { // transform.parent = other.transform; status = LLStatus.StandingOnBelt; gameObject.GetComponent <SphereCollider>().enabled = false; // disable feet collider bodyCollider.enabled = true; // enable body collider letterObjectView.Falling = false; StartCoroutine(RotateGO(livingLetter, new Vector3(0, turnAngle, 0), 1f)); StartCoroutine(AnimateLL()); } } }
IEnumerator co_FallOff() { gotSuitcase = false; status = LLStatus.None; onStartFallOff(this); letterObjectView.SetState(LLAnimationStates.LL_idle); letterObjectView.DoSmallJump(); StartCoroutine(RotateGO(livingLetter, new Vector3(90, 90, 0), 1f)); yield return(new WaitForSeconds(0.5f)); letterObjectView.Falling = true; status = LLStatus.Falling; yield return(new WaitForSeconds(1f)); onFallOff(this); // Reset(); }
IEnumerator co_Lost() { if (status == LLStatus.StandingOnBelt) { status = LLStatus.Sad; letterObjectView.DoAngry(); yield return(new WaitForSeconds(1.5f)); } Debug.Log(status); if (status != LLStatus.Flying || status != LLStatus.Falling || status != LLStatus.None) { letterObjectView.Poof(); yield return(new WaitForSeconds(0.2f)); } else { yield return(new WaitForSeconds(2f)); } transform.position = new Vector3(-100, -100, -100); // Move offscreen }
public void StartSliding() { letterObjectView.Falling = true; status = LLStatus.Sliding; }
public void StartSliding() { LLController.Falling = true; status = LLStatus.Sliding; }