Пример #1
0
    IEnumerator Start()
    {
        sound       = GetComponent <GolenSoundController>();
        anim        = gameObject.GetComponent <Animator>();
        golen_atack = GetComponent <Golen_atack>();
        sound.playRoarSound(false);
        yield return(new WaitForSeconds(2f));

        anim.SetTrigger("Walk");
        sound.playWalkSound(true);
        is_alive = true;
        GetComponent <GolenMoviment>().enabled = true;
    }
Пример #2
0
    //public bool is_start_magic = false;
    IEnumerator Start()
    {
        atk_scope_anim = GetComponent <Animation>();
        sound          = GetComponent <GolenSoundController>();
        player         = GameObject.FindGameObjectWithTag("player_damage").GetComponent <PlayerDamage>();

        while (true)
        {
            if (currentGesture == "CLOSE")
            {
                //  Debug.Log("Starting Magic");
                sound.playRoarSound(false);
                StartCoroutine(StartMagic());
                hand_magic_atack.SetActive(true);
                yield return(new WaitForSeconds(5f));

                hand_magic_atack.SetActive(false);
                StopCoroutine(StartMagic());
                sound.stopRoarSound(false);
                // Debug.Log("Ending_Magic");
            }

            /*
             * if (currentGesture == "THUMB")
             * {
             *   Debug.Log("Starting Defense");
             *   hand_magic_defense.SetActive(true);
             *   StartCoroutine(StartDefense());
             *   yield return new WaitForSeconds(5f);
             *   hand_magic_defense.SetActive(false);
             *   StopCoroutine(StartDefense());
             *   Debug.Log("Ending_Defense");
             * }
             */
            stateMachine = currentGesture;
            yield return(new WaitForSeconds(.2F));
        }
        IEnumerator StartMagic()
        {
            while (true)
            {
                string secont_gesture = currentGesture;
                if (secont_gesture == "OPEN")
                {
                    hand_magic_atack.SetActive(false);
                    sound.stopRoarSound(false);
                    sound.playAtackSound(false);
                    //Debug.Log("Shooting");
                    Instantiate_Prefab(fireball, right_scope.transform.position);
                    // Debug.Log("BOLA DE FOGO, METEOOOORO");
                    //yield return new WaitForSeconds(.5f);
                    break;
                }



                if (secont_gesture == "LOVE")
                {
                    hand_magic_atack.SetActive(false);
                    defense_fire.SetActive(true);
                    sound.stopRoarSound(false);
                    sound.playAtackSound(false);
                    yield return(new WaitForSeconds(2f));

                    defense_fire.SetActive(false);
                    break;
                }


                yield return(new WaitForSeconds(.1f));
            }
        }
    }