void Move() { if (DrawAnimatorState.GetDrawState().Equals(Enums.GAME_STATE.Move) && isMoving) { transform.position += Vector3.left * movementSpeed * Time.deltaTime; } else { Enums.GAME_STATE state = DrawAnimatorState.GetDrawState(); isMoving = false; if (state.Equals(Enums.GAME_STATE.Wait)) { return; } transform.localScale = new Vector3(Mathf.Abs(transform.localScale.x), transform.localScale.y, transform.localScale.z); if (state.Equals(Enums.GAME_STATE.Fail) || state.Equals(Enums.GAME_STATE.Foul)) { anim.SetBool(Enums.GAME_STATE.Pass.ToString(), true); } else { anim.SetBool(Enums.GAME_STATE.Fail.ToString(), true); } } }
//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) { if (!user_drawn) { state = Enums.GAME_STATE.Wait; } }
public void SetResult(Enums.GAME_STATE state) { int strikes = LevelManager.instance.strikes.Count; sprite.enabled = true; switch (state) { case Enums.GAME_STATE.Pass: sprite.sprite = passFoulFail [0]; anim.SetTrigger("toUI_pass"); LevelManager.instance.AddScore(); break; case Enums.GAME_STATE.Foul: sprite.sprite = passFoulFail [1]; anim.SetTrigger("toUI_" + strikes); LevelManager.instance.strikes.Add(state.Equals(Enums.GAME_STATE.Foul)); break; case Enums.GAME_STATE.Fail: sprite.sprite = passFoulFail [2]; anim.SetTrigger("toUI_" + strikes); LevelManager.instance.strikes.Add(state.Equals(Enums.GAME_STATE.Foul)); break; } ; Invoke("LoadNextLevel", LevelManager.instance.loadTime); }
void DrawAction() { user_drawn = true; transform.localScale = new Vector3(-Mathf.Abs(transform.localScale.x), transform.localScale.y, transform.localScale.z); Enums.GAME_STATE state = DrawAnimatorState.UserInput(); anim.SetBool(state.ToString(), true); Invoke("ResetScene", LevelManager.instance.loadTime); GameObject.FindObjectOfType <GameStateResult> ().SetResult(state); }
public static Enums.GAME_STATE UserInput() { user_drawn = true; if (state.Equals(Enums.GAME_STATE.Wait)) { state = Enums.GAME_STATE.Pass; } else if (state.Equals(Enums.GAME_STATE.Move)) { state = Enums.GAME_STATE.Foul; } return(state); }
public static void ResetAnimator() { state = Enums.GAME_STATE.Move; user_drawn = false; }
void LevelComplete(Enums.GAME_STATE state) { levelComplete = true; GameObject.FindObjectOfType <GameStateResult> ().SetResult(state); }
void OnTapReceive(OnTap e) { bool lRight = e.isRight; switch (state) { case Enums.GAME_STATE.MENU: EventsManager.Instance.Raise(new OnSFXPlay(Enums.TYPE_SFX.TAP_RIGHT)); state = Enums.GAME_STATE.SELECTION; EventsManager.Instance.Raise(new OnGameStateChanged()); return; case Enums.GAME_STATE.SELECTION: if (lRight) { EventsManager.Instance.Raise(new OnSFXPlay(Enums.TYPE_SFX.TAP_RIGHT)); _drum.SetDifficultyLevel(true); _bamboo.DisplayBamboo(true); _currentLevel = Instantiate(_hardLevel); _hardMode = true; } else { print("ez mode"); EventsManager.Instance.Raise(new OnSFXPlay(Enums.TYPE_SFX.TAP_LEFT)); _drum.SetDifficultyLevel(false); _bamboo.DisplayBamboo(false); _currentLevel = Instantiate(_easyLevel); _hardMode = false; } state = Enums.GAME_STATE.GAME; EventsManager.Instance.Raise(new OnGameStateChanged()); return; case Enums.GAME_STATE.GAME: CheckCorrectTap(lRight); return; case Enums.GAME_STATE.END: if (lRight) { EventsManager.Instance.Raise(new OnSFXPlay(Enums.TYPE_SFX.TAP_RIGHT)); state = Enums.GAME_STATE.MENU; } else { EventsManager.Instance.Raise(new OnSFXPlay(Enums.TYPE_SFX.TAP_LEFT)); state = Enums.GAME_STATE.GAME; if (_hardMode) { _currentLevel = Instantiate(_hardLevel); } else { _currentLevel = Instantiate(_easyLevel); } } ResetScore(); EventsManager.Instance.Raise(new OnGameStateChanged()); return; } }
void OnEndGame(OnEndGame e) { state = Enums.GAME_STATE.END; EventsManager.Instance.Raise(new OnGameStateChanged()); Destroy(_currentLevel); }