/// <summary> /// Change the beard lady state on the beard bar /// </summary> /// <param name="_state"></param> private void ChangeBeardState(BeardState _state) { if (!beardStateFilleBar) { return; } beardStateFilleBar.fillAmount = (float)((int)_state + 1) / ((int)BeardState.VeryVeryLongDude + 1); }
public void GrappleBeard(Transform targetTransform) { if (PlayerState.CurrentBeardState != BeardState.IDLE) { return; } nextState = BeardState.PULLING; ExtendBeard(targetTransform.position); }
public void WhipBeard(Vector2 target) { if (PlayerState.CurrentBeardState != BeardState.IDLE) { return; } nextState = BeardState.RETRACTING; ExtendBeard(target); }
/// <summary> /// Call Every seconds, if the value is greater than the cooldown /// Set the value to zero /// Add 1 to the current beard state /// </summary> private void GrowBeard() { if (currentBeardState == BeardState.VeryLong) { return; } growingBeardValue++; if (growingBeardValue >= growingBeardCooldown) { growingBeardValue = 0; beardDurability = 0; currentBeardState = (BeardState)((int)currentBeardState + 1); if (CharacterAnimator) { CharacterAnimator.SetInteger("BeardState", (int)currentBeardState); } } }
protected override void Awake() { base.Awake(); character = PlayerCharacter.BeardLady; currentBeardState = BeardState.Short; }
/// <summary> /// Set the Beard Lady's beard animator state. /// </summary> /// <param name="_state">State of the beard.</param> public void SetBeardAnim(BeardState _state) { animator.SetFloat("Beard", (int)_state); }