/** * Draws the proper animated image to match whether we are breathing or not. */ void OnGUI() { if (flapScript.isEpiglotisOpen() == true) // if the epiglottis is open, we're not breathing { if (timePassed < animationDelay1) // check to see which frame to draw { // draw the first frame if the time is animationDelay1 or less GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), notBreathing[0]); } else if (timePassed > animationDelay1 && timePassed < animationDelay2) { // draw the second frame if the tie is animationDelay2 or less but more than animationDelay1 GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), notBreathing[1]); } else if (timePassed > animationDelay2 && timePassed < animationDelay3) { // draw the second frame if the tie is animationDelay2 or less but more than animationDelay1 GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), notBreathing[2]); } else if (timePassed > animationDelay3 && timePassed < animationDelay4) { // draw the second frame if the tie is animationDelay2 or less but more than animationDelay1 GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), notBreathing[3]); } else if (timePassed > animationDelay4) { // if the time is greather than animationDelay2, start back counting from 0 timePassed = 0f; } } else // otherwise the epiglottis is closed, so we're breathing { if (timePassed < animationDelay1) // check to see which frame to draw { // draw the first frame if the time is animationDelay1 or less GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), breathing[0]); } else if (timePassed > animationDelay1 && timePassed < animationDelay2) { // draw the second frame if the tie is animationDelay2 or less but more than animationDelay1 GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), breathing[1]); } else if (timePassed > animationDelay2 && timePassed < animationDelay3) { // draw the second frame if the tie is animationDelay2 or less but more than animationDelay1 GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), breathing[2]); } else if (timePassed > animationDelay3 && timePassed < animationDelay4) { // draw the second frame if the tie is animationDelay2 or less but more than animationDelay1 GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), breathing[3]); } else if (timePassed > animationDelay4) { // if the time is greather than animationDelay2, start back counting from 0 timePassed = 0f; } } }
void Update() { if (epiglottisObject.isEpiglotisOpen()) { Epiglottis.SetActive(false); EpiglottisClosed.SetActive(true); Uvula.SetActive(false); UvulaClosed.SetActive(true); } else { Epiglottis.SetActive(true); EpiglottisClosed.SetActive(false); Uvula.SetActive(true); UvulaClosed.SetActive(false); } }
/** * Update is called once per frame * Finds out if flap is open or not and updates oxygen percentage accordingly */ void Update() { previousPercent = percent; if (config.debugActive) // check if we are using debugger values or reading from the script { depletionRate = config.oxygenDeplete; // if necessary get the depletion rate set in the debugger gainRate = config.oxygenGain; // if necessary get the gain rate set in the debugger } if (flap.isEpiglotisOpen() || flap.isCough()) // check if the flap is open or a cough is happening { percent -= depletionRate * Time.deltaTime; // if either is the case the oxygen should decrease } else { percent += gainRate * Time.deltaTime; // otherwise the oxygen should gain } percent = Mathf.Clamp(percent, 0, 1f); // clamp the value between 0 and 1 so the bar doesn't over or under flow if (percent > 0.5 && previousPercent < 0.5) { YayPopup = true; timer = Time.time; AhahaPopup = false; } if (percent < 0.5 && previousPercent > 0.5) { AhahaPopup = true; timer = Time.time; YayPopup = false; } if (YayPopup && Time.time - timer > 2.0f) { YayPopup = false; } if (AhahaPopup && Time.time - timer > 2.0f) { AhahaPopup = false; } }
/** * Update is called once per frame * Checks for updated values from the debugger. Checks for coughs and coordinates food movement with cough actions. */ void Update() { //Debug.Log ("Food Time scale:" + Time.timeScale + ", x:" + transform.position.x + ", y:" + transform.position.y); // check if we are using the debugger for values, and if we are the food speed is taken from the debugger // rather than from the script if (debugConfig != null && debugConfig.debugActive) { foodSpeed = debugConfig.foodSpeed; } Quaternion q = transform.rotation; if (flap.isCough()) // if a cough is currently occuring { b.enabled = false; // reverse the path and set the "corrected" forward path position based on this reversed path transform.position = Spline.MoveOnPath(iTweenPath.GetPathReversed("Path"), transform.position, ref reversePosition, coughSpeed, 100, EasingType.Linear, false, false); pathPosition = 1f - reversePosition; if (reversePosition > .99f) // check if food near the mouth opening "fell out" of the mouth // if it did then we destroy this food and don't allow it to come back { // track stats PlayerPrefs.SetInt("MouthStats_foodLost", PlayerPrefs.GetInt("MouthStats_foodLost") + 1); PlayerPrefs.Save(); // needs to be called to write playerprefs data to disk Destroy(gameObject); // destroy the food that fell out } } else // if a cough is not occuring { if (!flap.isEpiglotisOpen()) { b.enabled = true; } // move the food down the normal path and set the "corrected" reverse path position based on this transform.position = Spline.MoveOnPath(iTweenPath.GetPath("Path"), transform.position, ref pathPosition, ref q, foodSpeed, 100, EasingType.Linear, false, false); reversePosition = 1f - pathPosition; } quaternion.Value = q; transform.rotation = quaternion; }
// Update is called once per frame void Update () { elapsed = Time.time - startTime; swipeCount = flap.getSwipeCounts(); int foodCounts = flap.getFoodLength(); if (notPaused) { if (elapsed >= 15 && swipeCount <= 0 && foodCounts >= 2) { // Debug.Log ("popupstatus is 1"); swipePopupStatus = 1; swipingDown.SetActive (true); swipingUp.SetActive (false); Time.timeScale = 0; } else if (flap.isEpiglotisOpen () && swipeCount <= 1 && elapsed >= 5) { if (swipePopupStatus == 1) { startTime = Time.time; swipePopupStatus = 0; // Debug.Log ("popupstatus is 0"); swipingDown.SetActive (false); swipingUp.SetActive (false); if (!ego.getGameOver ()) Time.timeScale = 1; } else { swipePopupStatus = 2; // Debug.Log ("popupstatus is 2"); swipingDown.SetActive (false); swipingUp.SetActive (true); Time.timeScale = 0; } } else { swipePopupStatus = 0; // Debug.Log ("popupstatus is 0"); swipingDown.SetActive (false); swipingUp.SetActive (false); if (!ego.getGameOver ()) Time.timeScale = 1; } } }