// function to fire event........ // return current state.... public GhostState fireEvent(int trigerEventt) { // code to handle the ChasePac State // Convert into Enum value GhostEvent trigerEvent = (GhostEvent)trigerEventt; if (State.Equals(GhostState.ChasePac)) { switch (trigerEvent) { case GhostEvent.MoveRandom: State = GhostState.ChasePac; return(State); case GhostEvent.EatPacMan: State = GhostState.ChasePac; return(State); case GhostEvent.PacManEatSuperTab: State = GhostState.Sacredghost; return(State); default: inValid = true; return(State); } } // code to handle the Sacred ghost state else if (State.Equals(GhostState.Sacredghost)) { switch (trigerEvent) { case GhostEvent.PacEatScaredGhost: State = GhostState.EyeState; return(State); case GhostEvent.SuperPacManTimeOut: State = GhostState.ChasePac; return(State); default: inValid = true; return(State); } } // code to handle the Eye state else { switch (trigerEvent) { case GhostEvent.MoveToIntialState: State = GhostState.ChasePac; return(State); default: inValid = true; return(State); } } }
public void TriggerEvent() { if (!hasBeenTriggered) { switch (eventToTrigger.eventType) { case EventType.Sound: SoundEvent soundEvent = (SoundEvent)eventToTrigger; audioSource.PlayOneShot(soundEvent.audioClip, soundEvent.volumeSetting); break; case EventType.Animation: AnimationEvent animationEvent = (AnimationEvent)eventToTrigger; animatedObject.GetComponent <Animator>().SetTrigger(animationEvent.parameterToTrigger); break; case EventType.Debug: Debug.Log("Event Triggered"); break; case EventType.GhostEvent: GhostEvent ghostEvent = (GhostEvent)eventToTrigger; switch (ghostEvent.thisGhostEvent) { case GhostEventType.ActivateGhost: ghost.OnFirstActivateGhost(); break; } break; } hasBeenTriggered = true; } }
private List <Player> playerlist; // players be found // Use this for initialization void Start() { Found = false; playerlist = new List <Player>(); currentRouteIndex = 2; particle.SetActive(false); me = LevelEventManager.Instance.GetComponent <GhostEvent>(); transform.LookAt(me.MigratePoints[currentRouteIndex].position); }