Пример #1
0
    public void SetFaceState(int stateNum)
    {
        switch (stateNum)
        {
        case 0:
            this.state = faceStates.CONFUSED;
            break;

        case 1:
            this.state = faceStates.CHEER;
            break;

        default:
            break;
        }
        cycleCounter = wait;
    }
Пример #2
0
    void Update()
    {
        switch (state)
        {
        case faceStates.HAPPY:
            if (sr.sprite != happyFace)
            {
                sr.sprite = happyFace;
            }
            break;

        case faceStates.CONFUSED:
            if (sr.sprite != confusedFace)
            {
                sr.sprite = confusedFace;
            }
            if (cycleCounter > 0)
            {
                cycleCounter--;
            }
            else
            {
                state = faceStates.HAPPY;
            }
            break;

        case faceStates.CHEER:
            if (sr.sprite != cheerFace)
            {
                sr.sprite = cheerFace;
            }
            if (cycleCounter > 0)
            {
                cycleCounter--;
            }
            else
            {
                state = faceStates.HAPPY;
            }
            break;

        default:
            break;
        }
    }
Пример #3
0
	void MoveDownAction()
	{
		if(facing == faceStates.FACEUP)
		{
			hitBox.transform.Rotate((Vector3.forward * 180),Space.World);
		}
		if(facing == faceStates.FACERIGHT)
		{
			hitBox.transform.Rotate((Vector3.forward * -90),Space.World);
		}
		if(facing == faceStates.FACELEFT)
		{
			hitBox.transform.Rotate((Vector3.forward * 90),Space.World);
		}
		facing =faceStates.FACEDOWN;
	}
Пример #4
0
	void MoveUpAction()
	{
		if(facing == faceStates.FACEDOWN)
		{
			hitBox.transform.Rotate((Vector3.forward * 180),Space.World);
			frontWall();
			//Instantiate(brick, hitBox.transform.position+(transform.forward*22), Quaternion.identity);
		}
		if(facing == faceStates.FACERIGHT)
		{
			hitBox.transform.Rotate((Vector3.forward * 90),Space.World);
			frontWall();
			//Instantiate(brick, hitBox.transform.position+(transform.up*2), Quaternion.identity);
		}
		if(facing == faceStates.FACELEFT)
		{
			hitBox.transform.Rotate((Vector3.forward * -90),Space.World);
			frontWall();
			//Instantiate(brick, hitBox.transform.position+(transform.forward*222), Quaternion.identity);
		}
		facing =faceStates.FACEUP;
	}
Пример #5
0
	void MoveLeftAction()
	{
		if(facing == faceStates.FACEDOWN)
		{
			hitBox.transform.Rotate((Vector3.forward * -90),Space.World);
		}
		if(facing == faceStates.FACERIGHT)
		{
			hitBox.transform.Rotate((Vector3.forward * 180),Space.World);
			//Instantiate(brick_left, hitBox.transform.position+(transform.right*(-3)), brick_left.transform.rotation);
		}
		if(facing == faceStates.FACEUP)
		{
			hitBox.transform.Rotate((Vector3.forward * 90),Space.World);
		}
		facing =faceStates.FACELEFT;
	}
Пример #6
0
 // Use this for initialization
 void Start()
 {
     state        = faceStates.HAPPY;
     sr           = this.GetComponent <SpriteRenderer>();
     cycleCounter = 0;
 }