public void TransitionToState(SO_State nextState) { if (nextState != defaultState) { currentState = nextState; OnExistState(); } }
public void TransitionToState(SO_State nextState) { if (nextState != remainState) { currentState = nextState; OnExitState(); } }
public void PlayCurrentState(SO_State input) { //Debug.Log("[Sound Manager] : Şarkım Başladı"); _audioSource.clip = input.stateSound; _audioSource.Play(); canListen = true; }
private void InformFinished() { if (currentStateAnswer) { if (seconStatus == 0 || firstStatus == 0 || thirdStatus == 0) { currentState = firstState; firstStatus = 5; seconStatus = 5; thirdStatus = 5; soundManager.PlayCurrentState(currentState); } else { currentState = currentState.positiveNextState; soundManager.PlayCurrentState(currentState); } } else { if (seconStatus == 0 || firstStatus == 0 || thirdStatus == 0) { currentState = firstState; firstStatus = 5; seconStatus = 5; thirdStatus = 5; soundManager.PlayCurrentState(currentState); //Debug.Log("0 landı No dedim"); //Debug.Log(firstStatus); //Debug.Log(seconStatus); //Debug.Log(thirdStatus); } else { //Debug.Log("No dedim"); //Debug.Log(firstStatus); //Debug.Log(seconStatus); //Debug.Log(thirdStatus); currentState = currentState.negativeNextState; soundManager.PlayCurrentState(currentState); } } }
private void SoundFinished() { //Debug.Log("Game Manager : Sound Bitti"); if (currentState.stateType == StateType.OnlySound) { //Debug.Log("[Game Manager] :[Only Sound] Yes Dedim"); currentState = currentState.positiveNextState; soundManager.PlayCurrentState(currentState); } else if (currentState.stateType == StateType.AnswerSound) { //Debug.Log("[Game Manager] :[Answer] Input Açtım"); StartInput(); } if (currentState.checkPoint) { firstState.positiveNextState = currentState; } }
public void InformUser(SO_State input, bool isPositive) { indexAudio = 0; myAudioList.Clear(); if (isPositive) { if (input.canInformGoldPos) { myAudioList.Add(goldPositive); } if (input.canInformGoldNeg) { myAudioList.Add(goldNegative); } if (input.canInformArmyPos) { myAudioList.Add(armyPositive); } if (input.canInformArmyNeg) { myAudioList.Add(armyNegative); } if (input.canInformPopulationPos) { myAudioList.Add(populationPositive); } if (input.canInformPopulationNeg) { myAudioList.Add(populationNegative); } //Debug.Log(myAudioList.Count); if (myAudioList.Count != 0) { PlayMyAudioList(); } else { informFinished?.Invoke(); } } else { if (input.canInformGoldPos1) { myAudioList.Add(goldPositive); } if (input.canInformGoldNeg1) { myAudioList.Add(goldNegative); } if (input.canInformArmyPos1) { myAudioList.Add(armyPositive); } if (input.canInformArmyNeg1) { myAudioList.Add(armyNegative); } if (input.canInformPopulationPos1) { myAudioList.Add(populationPositive); } if (input.canInformPopulationNeg1) { myAudioList.Add(populationNegative); } //Debug.Log(myAudioList.Count); if (myAudioList.Count != 0) { PlayMyAudioList(); } else { informFinished?.Invoke(); } } }