Пример #1
0
 public override void OnEnter()
 {
     base.OnEnter();
     fsm.Visiblility(false);
     fsm.finger.DisableControl = true;
     inProcess = false;
 }
Пример #2
0
    public override void OnEnter()
    {
        base.OnEnter();
        fsm.deathEffect.transform.position = fsm.transform.position;
        fsm.deathEffect.gameObject.SetActive(true);
        GameManager.Instance.sound.PlayInGameClip(fsm.deathClip);
        fsm.Visiblility(false);

        timer = 0f;
    }
Пример #3
0
    public override void OnEnter()
    {
        base.OnEnter();
        fsm.transform.position = start;
        fsm.Visiblility(true);
        timer = 0f;

        fsm.anim.SetTrigger("triggerSlice");
    }
Пример #4
0
    public override void UpdateState()
    {
        base.UpdateState();
        if (inBackProcess) //while zooming to new level
        {
            if (GameManager.Instance.cam.State == CameraBehaviourState.Static)
            {
                GameManager.Instance.level.objContainer.gameObject.SetActive(true);
                fsm.TranslateState(this, fsm.intoScene);
                return;
            }
        }
        else if (GameManager.Instance.cam.State == CameraBehaviourState.Static) //zoom to distant is complete
        {
            if (delay < 0.2f)
            {
                delay += Time.deltaTime;
                return;
            }

            fsm.transform.position = Vector3.Lerp(fsm.transform.position, destiny, Time.deltaTime);
            journeyLine.lineRenderComponent.EndPos = fsm.transform.position;
            if (Vector3.Distance(fsm.transform.position, destiny) < 0.2f) //Niba act is complete
            {
                if (!inBackProcess && Input.GetMouseButtonDown(0))        //press to go next level
                {
                    GameManager.Instance.cam.State = CameraBehaviourState.To_InGame;
                    GameManager.Instance.level.OnNewLevelLoad();

                    fsm.transform.position = new Vector3(GameManager.screenWidth / 2f, GameManager.screenWidth / 4f, 0f);
                    GameManager.Instance.journeyLinesContainer.gameObject.SetActive(false);

                    inBackProcess = true;
                    fsm.Visiblility(false);
                    GameManager.Instance.level.objContainer.gameObject.SetActive(false);
                }
            }
        }
    }