private void  Update()
        {
            FadeInOutUtil.UpdateState();
            m_ControlPanel.UpdateState();
            if (m_ControlPanel.IsInteractionDone())
            {
                //交互完毕,可以转到“核心开始冷却”场景了
                coolDown();
                gameObject.GetComponent <NetSyncController>().RPC(this, "coolDown");
            }

            //TryInitPlayerScale();
        }
示例#2
0
        // Update is called once per frame
        void Update()
        {
            FadeInOutUtil.UpdateState();
            switch (state)
            {
            // 场景的初始状态
            case Room1State.Initing:
                InitAllGameObject();
                subtitlesToDisplay  = subtitleInitToDisplay;
                Key1WorldPosition   = key1.transform.position;
                Key2WorldPosition   = key2.transform.position;
                CropseWorldPosition = corpse.transform.position;
                IDCardWorldPosition = IDCard.transform.position;
                //StartCoroutine(EnemyCreateRountine());
                state = Room1State.FindingKey1;

                break;

            // 玩家正在找第一个钥匙
            case Room1State.FindingKey1:

                break;

            // 玩家正在找第二个钥匙
            case Room1State.FindingKey2:

                break;

            // 玩家正准备尝试开最后一个门
            case Room1State.TryingToOpenRoom:

                break;

            // 玩家正在找必需品
            case Room1State.FindingNeeded:
                subtitlesToDisplay = subtitleOpenDoorFalseToDisplay;
                break;

            // 玩家正在找ID卡
            case Room1State.FindingIDCard:

                break;

            // 玩家正在逃离房间
            case Room1State.EscapingRoom:
                subtitlesToDisplay = subtitleEscapingToDisplay;
                break;
            }
        }
        // Update is called once per frame
        void Update()
        {
            m_Time = m_TimeLineDirector.time;
            FadeInOutUtil.UpdateState();

            switch (m_CamState)
            {
            case CameraState.ROAMING:
                Update_Roaming();
                break;

            case CameraState.THIRD_PERSON:
                Update_ThirdPerson();
                break;

            case CameraState.LOOKING_AT_KUN:
                Update_LookingAtKun();
                break;

            case CameraState.VIDEO:
                Update_Video();
                break;
            }
        }
示例#4
0
 void Update()
 {
     FadeInOutUtil.UpdateState();
 }