// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { gV = animator.GetComponent <globalVars>(); looker = gV.interactionCanvas.GetComponent <Looker>(); roboBehaviour = animator.GetComponent <RoboBehaviour>(); gV.feedback = true; animator.ResetTrigger("originReached"); animator.ResetTrigger("statesCorrect"); animator.ResetTrigger("targetReached"); animator.ResetTrigger("noHelpNeeded"); animator.ResetTrigger("finished"); animator.ResetTrigger("feedback"); animator.ResetTrigger("unhappy"); animator.ResetTrigger("findObject"); looker.StartFeedbackDialog(); float happyValue = 1f; SeeEmotion seeEmotion = roboBehaviour.GetGazedBy().GetComponentInParent <SeeEmotion>(); if (seeEmotion != null) { seeEmotion.emotions.TryGetValue(Emotion.Happy, out happyValue); if (happyValue < gV.happyThreshold) { gV.asked = false; gV.feedback = false; } } animator.SetTrigger("finished"); }
// Use this for initialization void Start () { gv = GameObject.Find ("main").GetComponent<globalVars> (); //Make object selected //gv = GameObject.Find ("main").GetComponent<globalVars> (); gv.selectedObject = this.gameObject; //Assign clip from sound bank based on dropdown selection mainSource = GetComponent<AudioSource> (); mainSource.clip = gv.getSound (gv.soundOptions.value); //Scale setup bc = GetComponent<BoxCollider2D> (); clipSize = mainSource.clip.length; this.transform.localScale = new Vector3 (clipSize, 1, 1); //bc.size = new Vector2 (clipSize, 1); //set parent to life side //parent = gameObject.transform.parent.gameObject; //parent.transform.position = this.transform.position; //parent.transform.position = new Vector3 (this.transform.position.x-(clipSize/2), this.transform.position.y, this.transform.position.z); //Add self to master list List<AudioSource> a = (List<AudioSource>)gv.allGroups["Master"]; a.Add (mainSource); //handleSnap (); //Set default values startTime = 0; endTime = mainSource.clip.length; //Setup guide line Debug.Log ("Scale" + this.transform.localScale.x / 2); //guideLine.SetPosition (0, new Vector3 (this.transform.localScale.x/2, 10, 0)); //guideLine.SetPosition (1, new Vector3 (this.transform.localScale.x/2, -10, 0)); //Previous group settings & master settings updateSoundSettings (true); //What happens if an effect has already been added //will need to check current settings }
// Use this for initialization void Start() { //Get Player's Material for updating animation playerMaterial = GetComponent <MeshRenderer>(); globalVariables = GameObject.Find("globals").GetComponent <globalVars>(); speed = publicFPS / publicBPS; // Frame Rate divided by number of beats in one second divided by the number of images per animation currentImage = 0; timer = 0; //playingAnimation = false; AnimationStill[0] = Black; AnimationStill[1] = White; AnimationStill[2] = Black; AnimationStill[3] = White; AnimationDeath[0] = Black; AnimationDeath[1] = Red; AnimationDeath[2] = Black; AnimationDeath[3] = Red; AnimationJ[0] = Red; AnimationJ[1] = Green; AnimationJ[2] = Blue; AnimationJ[3] = Yellow; AnimationK[0] = Green; AnimationK[1] = Red; AnimationK[2] = Yellow; AnimationK[3] = Blue; AnimationL[0] = Blue; AnimationL[1] = Yellow; AnimationL[2] = Green; AnimationL[3] = Red; AnimationSemi[0] = Yellow; AnimationSemi[1] = Blue; AnimationSemi[2] = Red; AnimationSemi[3] = Green; AnimationDefault = AnimationStill; }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { roboBehaviour = animator.GetComponent <RoboBehaviour>(); gV = animator.GetComponent <globalVars>(); animator.ResetTrigger("originReached"); animator.ResetTrigger("statesCorrect"); animator.ResetTrigger("targetReached"); animator.ResetTrigger("noHelpNeeded"); animator.ResetTrigger("finished"); animator.ResetTrigger("feedback"); animator.ResetTrigger("unhappy"); animator.ResetTrigger("findObject"); if (gV.asked) { gV.asked = false; gV.feedback = false; roboBehaviour.SetGaze(null); } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { gV = animator.GetComponent <globalVars>(); agent = animator.GetComponent <NavMeshAgent>(); looker = gV.interactionCanvas.GetComponent <Looker>(); animator.ResetTrigger("originReached"); animator.ResetTrigger("statesCorrect"); animator.ResetTrigger("targetReached"); animator.ResetTrigger("noHelpNeeded"); animator.ResetTrigger("finished"); animator.ResetTrigger("feedback"); animator.ResetTrigger("unhappy"); animator.ResetTrigger("findObject"); gV.helpPanel.SetActive(true); gV.feedbackPanel.SetActive(false); gV.searchingObjPanel.SetActive(false); waitingForSecs = 0f; looker.StartHelpDialog(); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { navMeshAgent = animator.GetComponent <NavMeshAgent>(); roboBehaviour = animator.GetComponent <RoboBehaviour>(); gV = animator.GetComponent <globalVars>(); animator.ResetTrigger("originReached"); animator.ResetTrigger("statesCorrect"); animator.ResetTrigger("targetReached"); animator.ResetTrigger("noHelpNeeded"); animator.ResetTrigger("finished"); animator.ResetTrigger("feedback"); animator.ResetTrigger("unhappy"); animator.ResetTrigger("findObject"); Vector3 follow = gV.destination; if (follow != null) { var position = follow; Vector3 directionVector = position - animator.transform.position; navMeshAgent.SetDestination(position - (directionVector.normalized * roboBehaviour.stopBefore)); } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { gV = animator.GetComponent <globalVars>(); looker = gV.interactionCanvas.GetComponent <Looker>();; animator.ResetTrigger("originReached"); animator.ResetTrigger("statesCorrect"); animator.ResetTrigger("targetReached"); animator.ResetTrigger("noHelpNeeded"); animator.ResetTrigger("finished"); animator.ResetTrigger("feedback"); animator.ResetTrigger("unhappy"); animator.ResetTrigger("findObject"); gV.interactionCanvas.gameObject.SetActive(true); gV.helpPanel.SetActive(false); gV.searchingObjPanel.SetActive(false); gV.feedbackPanel.SetActive(false); //Emotion Check fehlt noch if (!gV.asked) { animator.SetTrigger("unhappy"); } else if (gV.asked && !gV.feedback) { looker.StartArrivalDialog(); animator.SetTrigger("feedback"); } else if (gV.asked && gV.feedback) { animator.SetTrigger("noHelpNeeded"); gV.destination = gV.roboOrigin; } }
// Use this for initialization void Start() { globalVars = GameObject.Find("globals").GetComponent <globalVars>(); if (j) { tName = "jAttack"; letter = KeyCode.J; } else if (k) { tName = "kAttack"; letter = KeyCode.K; } else if (l) { tName = "lAttack"; letter = KeyCode.L; } else if (sc) { tName = "scAttack"; letter = KeyCode.Semicolon; } }