IEnumerator changeBeatState() { while(true) { beatAccum = 0f; heartState = HeartState.contractSamll; SoundManager.getInstance().playHeartUpBeat(); yield return null; beatAccum = 0f; heartState = HeartState.pulseWait; yield return null; beatAccum = 0f; heartState = HeartState.expandFromSmall; yield return null; beatAccum = 0f; heartState = HeartState.pulseWait; yield return null; beatAccum = 0f; SoundManager.getInstance().playHeartDownBeat(); heartState = HeartState.contractLarge; yield return null; beatAccum = 0f; heartState = HeartState.pulseWait; yield return null; beatAccum = 0f; heartState = HeartState.expandFromLarge; yield return null; beatAccum = 0f; heartState = HeartState.periodWait; yield return null; } }
private void AddHearts(HeartState heartState, uint count = 1) { string imageName = string.Empty; if (heartState == HeartState.Empty) { imageName = "ui_heart_empty"; } else if (heartState == HeartState.Half) { imageName = "ui_heart_half"; } else if (heartState == HeartState.Full) { imageName = "ui_heart_full"; } Vector2u imageSize = ImageManager.Get(imageName).Size; for (int i = 0; i < count; i++) { Vector2f heartPosition = new Vector2f(Position.X + (imageSize.X * Config.TextureScale.X * hearts.Count), Position.Y); hearts.Add(new DisplayComponent(imageName, heartPosition)); } }
public void SetHeart(HeartState state) { switch (state) { case HeartState.Full: fullHeart.SetActive(true); halfHeart.SetActive(false); EmptyHeart.SetActive(false); currentState = HeartState.Full; PlayFillAnimation(); prevState = HeartState.Full; break; case HeartState.Half: halfHeart.SetActive(true); fullHeart.SetActive(false); EmptyHeart.SetActive(false); currentState = HeartState.Half; PlayFillAnimation(); prevState = HeartState.Half; break; case HeartState.Empty: EmptyHeart.SetActive(true); fullHeart.SetActive(false); halfHeart.SetActive(false); currentState = HeartState.Empty; prevState = HeartState.Empty; break; } }
public async void StartHeartbeat() { if (_heartState == HeartState.Collapsed) { await heartImage.ScaleTo (1.1, 700, Easing.BounceOut); _heartState = HeartState.Expanded; } else { await heartImage.ScaleTo (1.0, 700); _heartState = HeartState.Collapsed; } StartHeartbeat (); }
// Use this for initialization void Start() { eventDispatcher = EventDispatcher.Instance; BeatEvent = new UnityEvent(); BeatEvent.AddListener(OnBeat); eventDispatcher.RegisterBeatListener(ref BeatEvent); PreBeatEvent = new UnityEvent(); PreBeatEvent.AddListener(OnPreBeat); eventDispatcher.RegisterBeatListener(ref PreBeatEvent); state = HeartState.still; }
// Update is called once per frame void Update() { if (state == HeartState.expanding) { transform.localScale = new Vector3(transform.localScale.x + animSpeed, transform.localScale.y + animSpeed, 1); if (transform.localScale.y >= maxScale) { state = HeartState.retracting; } } if (state == HeartState.retracting) { transform.localScale = new Vector3(transform.localScale.x - animSpeed, transform.localScale.y - animSpeed, 1); if (transform.localScale.y <= minScale) { state = HeartState.still; } } }
public void FillHeart(Heart anotherHeart) { this.HeartId = anotherHeart.HeartId; this.CreationDate = anotherHeart.CreationDate; this.RelativeUrl = anotherHeart.RelativeUrl; this.ParentHeartId = anotherHeart.ParentHeartId; this.BreadcrumbsTitle = anotherHeart.BreadcrumbsTitle; this.Noindex = anotherHeart.Noindex; this.Title = anotherHeart.Title; this.MetaDescription = anotherHeart.MetaDescription; this.MetaKeywords = anotherHeart.MetaKeywords; this.Styles = anotherHeart.Styles; this.Scripts = anotherHeart.Scripts; this.Layout = anotherHeart.Layout; this.AdditionalHeaders = anotherHeart.AdditionalHeaders; this.CanonicalUrl = anotherHeart.CanonicalUrl; this.Type = anotherHeart.Type; this.Options = anotherHeart.Options.ToDictionary(x => x.Key, x => x.Value); this.State = anotherHeart.State; }
/// <summary> /// Switches the sprite for the selected heart to the given state /// </summary> /// <param name="heart">GameObject to switch sprite on</param> /// <param name="state">The state; either full;half;empty</param> private void switchHeartSprite(GameObject heart, HeartState state) { try { Image currentSprite = heart.GetComponent <Image>(); switch (state) { case HeartState.Full: if (currentSprite != null && currentSprite.sprite != spriteHeartFull) { currentSprite.sprite = spriteHeartFull; } break; case HeartState.Half: if (currentSprite != null && currentSprite.sprite != spriteHeartHalf) { currentSprite.sprite = spriteHeartHalf; } break; case HeartState.Empty: if (currentSprite != null && currentSprite.sprite != spriteHeartEmpty) { currentSprite.sprite = spriteHeartEmpty; } break; default: Debug.Log("Invalid state entered"); break; } } catch (Exception e) { Console.WriteLine("Unable to update sprite"); throw; } }
void OnPreBeat() { state = HeartState.expanding; transform.localScale = new Vector3(minScale, minScale, 1); }
void OnBeat() { state = HeartState.retracting; //transform.localPosition = new Vector3(0, maxHeight, -5); }
public void SetState(HeartState state) { this.state = state; }
public void lifeUpdate(HeartState heartState) { this.heartState = heartState; lifeUpdate(); }
private void newGame() { heartState = HeartState.FULL; }