Пример #1
0
 public void MoveToElevator()
 {
     if (_isAngry)
     {
         _isAngry = false;
         _warningCanvas.SetActive(false);
         _animator.EndAngry();
         _transformRoot.DORotate(new Vector3(0, 90, 0), 1.19f, RotateMode.Fast).OnComplete(() => {
             _animator.Walk();
             if (!_reachedWaitPos)
             {
                 return;
             }
             _moveToElevator = true;
         });
     }
     else
     {
         _animator.Walk();
         if (!_reachedWaitPos)
         {
             return;
         }
         _moveToElevator = true;
     }
 }
Пример #2
0
 private void CheckElevator()
 {
     //_animator.Idle();
     _reachedWaitPos = true;
     if (_elevator.IsStopedOnTheFloor(_currentFloor.Index))
     {
         _animator.Walk();
     }
 }
Пример #3
0
    public override void Spawn(FloorData currentFloor, FloorData desiredFloor, ElevatorController elevator, Material material, GameManager gm)
    {
        gm.OnElevatorStoped      += ElevatorStoped;
        gm.OnFloorChanged        += ElevatorMoved;
        gm.OnFailedToGetPosition += HandleCrowdedFloor;

        _gameManager = gm;

        _elevator                     = elevator;
        _currentFloor                 = currentFloor;
        DesiredFloor                  = desiredFloor;
        MeshRenderer.material         = material;
        _meshRendererRagDoll.material = material;
        _animator                     = GetComponent <UserAnimator>();
        _rigidbody                    = GetComponent <Rigidbody>();
        _uiColorChanger               = FindObjectOfType <UICcolorsChanger>();

        _myWaitPosition = currentFloor.WaitPos;
        _animator.Walk();
        MoveToWaitPos(_myWaitPosition);
    }