Exemplo n.º 1
0
    public void settoolState(int state, int tool)
    {
        tool_state temp = (tool_state)state;

        currentState = temp;

        setFlyintTool(tool);
    }
Exemplo n.º 2
0
    void OnTriggerEnter(Collider collider)
    {
        //Debug.Log (this.tag);
        if (currentState == tool_state.ONGround && collider.name == "dwarf_07")
        {
            GameObject.FindWithTag("hammer_in_hand").GetComponent <MeshRenderer> ().enabled = false;
            GameObject.FindWithTag("axe_in_hand").GetComponent <MeshRenderer> ().enabled    = false;
            GameObject.FindWithTag("Tail").GetComponent <MeshRenderer> ().enabled           = false;

            Debug.Log("shoun on gound");
            if (this.tag == "hammer_in_gound")
            {
                var gameobj1 = GameObject.FindWithTag("Partical_sys1");

                var partical = gameobj1.transform.GetComponent <ParticleSystem> ();
                partical.enableEmission = false;
                var gameObj2 = GameObject.FindWithTag("hammer_in_hand");
                gameObj2.GetComponent <MeshRenderer> ().enabled = true;
                //	GameObject.FindWithTag ("hammer_in_gound").SetActive (false);
                disappear();
                playerstate.setToolState((int)playerStateLinster.enum_tool_state.Hammer);
                GameObject.FindWithTag("Tail").GetComponent <MeshRenderer> ().enabled = false;
            }
            else if (this.tag == "axe_in_gound")
            {
                var gameobj1 = GameObject.FindWithTag("Partical_sys2");
                var partical = gameobj1.transform.GetComponent <ParticleSystem> ();
                partical.enableEmission = false;
                var gameObj2 = GameObject.FindWithTag("axe_in_hand");
                gameObj2.GetComponent <MeshRenderer> ().enabled = true;
                //GameObject.FindWithTag ("axe_in_gound").SetActive (false);
                disappear();
                playerstate.setToolState((int)playerStateLinster.enum_tool_state.Axe);
                GameObject.FindWithTag("Tail").GetComponent <MeshRenderer> ().enabled = true;
            }
            currentState = tool_state.Unvisible;
        }

        if (currentState == tool_state.Flying)
        {
            if (collider.name == "skeleton_archer")
            {
                rolepropertyitem.subXue();
            }
            if (collider.name == "bruce")
            {
                bossstate.subxue();
            }
        }
    }
Exemplo n.º 3
0
 // Update is called once per frame
 void Update()
 {
     //Debug.Log (currentState);
     if (currentState == tool_state.PreFlying)
     {
         display();
         if (activeTool == FlyingTool.hammer)
         {
             GameObject.FindWithTag("hammer_in_hand").SetActive(true);
             GameObject.FindWithTag("Partical_sys1").transform.GetComponent <ParticleSystem>().enableEmission = true;
         }
         else if (activeTool == FlyingTool.axe)
         {
             GameObject.FindWithTag("axe_in_hand").SetActive(true);
             GameObject.FindWithTag("Partical_sys2").GetComponent <ParticleSystem>().enableEmission = true;
         }
         RaycastHit hitt = scriptobj.GetComponent <otherInput> ().hitt;
         startPos    = player.position;
         endPos      = hitt.point;
         startPos.y += (float)0.3;
         endPos.y   += (float)0.3;
         this.transform.position = startPos;
         this.transform.LookAt(endPos);
         currentState = tool_state.Flying;
     }
     else if (currentState == tool_state.Flying)
     {
         Debug.Log("should flying");
         transform.position = Vector3.Slerp(transform.position, endPos, Time.deltaTime * 2);
         //transform.Translate(transform.forward *(float)0.01);
         //transform.position =Vector3.MoveTowards(startPos, endPos, (float)10 * Time.deltaTime);
         if (Vector3.Distance(this.transform.position, endPos) < 0.1)
         {
             //	transform.position =endPos;
             //transform.position +=transform.forward *(float)0.2;
             currentState = tool_state.ONGround;
             // GameObject.FindWithTag ("Partical_sys2").GetComponent<ParticleSystem>().enableEmission=true;
             //transform.GetComponent<ParticleSystem>().enableEmission =true;
         }
     }
 }