//STATE GESTION______________________________________________________________________________ public override void Enter() { SetToPosition(); curMat = manager.GetRenderer().material = manager.GetMaterial(false); manager.transform.LookAt(Vector3.left); manager.Enable(true); curMat.SetFloat("_DissolveAmount", curTransparency); }
//STATE GESTION______________________________________________________________________________ public override void Enter() { player = EventManager.Instance.GetPlayer().GetComponent <PlayerManager>(); SetToPosition(); Camera.main.GetComponent <CameraManager>().SetDialogueCamera(manager.gameObject); player.transform.LookAt(manager.transform.position); manager.transform.LookAt(player.transform.position); playerPrevState = player.GetCurrentState(); player.ChangeState(new PlayerWaitState(player, player.GetCurrentState())); curMat = manager.GetRenderer().material = manager.GetMaterial(false); manager.Enable(true); curMat.SetFloat("_DissolveAmount", curTransparency); }
public override void Execute() { if (curTransparency >= 0.55f) { curTransparency = 0.6f; manager.GetRenderer().material = manager.GetMaterial(true); manager.ActiveParticle(false); manager.Enable(false); manager.ChangeState(new StrangerWaitState(manager)); } else { curTransparency += (Time.deltaTime * 0.2f); curMat.SetFloat("_DissolveAmount", curTransparency); } }
//STATE GESTION______________________________________________________________________________ public override void Enter() { manager.Enable(false); manager.DisableHairParticle(); }