/// <summary> /// Constructor /// </summary> /// <param name="initialState">The first state.</param> public FiniteStateMachine(IState initialState, IStateMachineEntity owner) { currentState = initialState; this.owner = owner; currentState.Enter(owner); }
public override void Enter(IStateMachineEntity entity) { GameManager.Instance.GameActive = false; GameManager.Instance.GameTimerActive = false; GameManager.Instance.GameCanvas.GetComponent <GameCanvas>().DeathGroup.SetActive(true); }
public override void Enter(IStateMachineEntity entity) { GameManager.Instance.GameActive = true; GameManager.Instance.GameTimerActive = false; GameManager.Instance.GameCanvas.SetActive(true); GameManager.Instance.ControlsGroup.SetActive(true); }
public override void Enter(IStateMachineEntity entity) { GameManager.Instance.GameCanvas.gameObject.SetActive(true); GameManager.Instance.GameCanvas.ShowPreGameUI(true); GameManager.Instance.PhoneCanvas.GameplayBackground.SetActive(true); GameManager.Instance.PhoneCanvas.TerminalWindowText.gameObject.SetActive(false); GameManager.Instance.PhoneCanvas.TerminalWindowText.ClearText(); }
public override void Update(IStateMachineEntity entity) { base.Update(entity); GameCamera camera = (GameCamera)entity; camera.transform.position += -camera.transform.forward * MoveSpeed; }
/// <summary> /// Update /// </summary> public override void Update(IStateMachineEntity entity) { HandleInput((GameCamera)entity); // Keep the camera socket on the shooter synced with the camera, // so this shooter's last view position is saved between modes. m_shooter.CameraSocket.transform.rotation = ((GameCamera)entity).transform.rotation; }
public override void Update(IStateMachineEntity entity) { // Click to replay the game. if (Input.GetMouseButtonDown(0)) { UnityEngine.SceneManagement.SceneManager.LoadScene("Game"); } }
public override void Update(IStateMachineEntity entity) { GameManager.Instance.PlayerCamera.ShowStartingPlatform(); if (Input.GetButtonDown("Jump") || Input.GetKeyDown(KeyCode.Space)) { GameManager.Instance.StartGame(); } }
public override void Update(IStateMachineEntity entity) { GameManager.Instance.PlayerCamera.LookAtSnowball(); if (Input.GetButtonDown("Jump") || Input.GetKeyDown(KeyCode.Space)) { GameManager.Instance.ResetGame(); } }
public override void Update(IStateMachineEntity entity) { GameManager.Instance.PlayerCamera.FollowSnowball(); if (GameManager.Instance.GameTimerActive) { GameManager.Instance.GameTimer += Time.deltaTime; } }
public override void Enter(IStateMachineEntity entity) { GameManager.Instance.GameActive = false; GameManager.Instance.MenuWorldSpaceCanvas.SetActive(true); GameManager.Instance.MenuWorldSpaceCamera.SetActive(true); GameManager.Instance.MenuScreenSpaceCanvas.SetActive(true); GameManager.Instance.GameCanvas.SetActive(false); }
/// <summary> /// Follow it /// </summary> /// <param name="entity"></param> public override void Update(IStateMachineEntity entity) { GameCamera camera = (GameCamera)entity; camera.transform.rotation = Quaternion.LookRotation(m_bullet.transform.position - camera.transform.position); Vector3 targetBulletPosition = m_bullet.transform.position + (m_bullet.transform.right * FollowDistanceZ) + (m_bullet.transform.up * FollowDistanceY) + (m_bullet.transform.forward * FollowDistanceX); camera.transform.position = targetBulletPosition;// (targetBulletPosition - camera.transform.position) * FollowSpeed; camera.transform.SetParent(m_bullet.transform, true); }
/// <summary> /// When exiting first person mode. /// </summary> /// <param name="entity"></param> public override void Exit(IStateMachineEntity entity) { m_shooter = null; Cursor.lockState = CursorLockMode.None; Cursor.visible = true; // Hide the First Person Canvas. GameManager.Instance.GameCanvas.FirstPersonCanvas.gameObject.SetActive(false); }
public override void Enter(IStateMachineEntity entity) { if (GameManager.Instance.CurrentLevel < GameManager.Instance.MaxLevel) { GameManager.Instance.GameCanvas.ShowVictoryUI(true); } else { GameManager.Instance.GameCanvas.ShowTotalVictoryUI(true); } }
public override void Enter(IStateMachineEntity entity) { rotationY = 0; Cursor.lockState = CursorLockMode.Confined; Cursor.visible = false; #if UNITY_WEBGL sensitivityX = webGL_sensitivityX; sensitivityY = webGL_sensitivityY; #endif }
/// <summary> /// Follow it /// </summary> /// <param name="entity"></param> public override void Update(IStateMachineEntity entity) { GameCamera camera = (GameCamera)entity; //Vector3 targetPosition = m_grenade.transform.position + new Vector3(FollowDistanceX, FollowDistanceY, FollowDistanceZ); //camera.transform.position = Vector3.Lerp(camera.transform.position, targetPosition, 10 * Time.deltaTime);//(targetPosition - camera.transform.position).normalized * FollowSpeed; //camera.transform.LookAt(m_grenade.transform); Vector3 targetPosition = m_teamNumber == 0 ? m_grenade.transform.position + new Vector3(FollowDistanceX, FollowDistanceY, FollowDistanceZ) : m_grenade.transform.position + new Vector3(-FollowDistanceX, FollowDistanceY, -FollowDistanceZ); camera.transform.position = targetPosition;// (targetBulletPosition - camera.transform.position) * FollowSpeed; camera.transform.SetParent(m_grenade.transform, true); camera.transform.rotation = Quaternion.LookRotation(m_grenade.transform.position - camera.transform.position); }
public override void Enter(IStateMachineEntity entity) { GameManager.Instance.GameCanvas.gameObject.SetActive(true); GameManager.Instance.GameCanvas.ShowGameUI(true); GameManager.Instance.PhoneCanvas.TerminalWindowText.gameObject.SetActive(true); }
public virtual void Enter(IStateMachineEntity entity) { }
public virtual void Update(IStateMachineEntity entity) { }
public override void Exit(IStateMachineEntity entity) { GameManager.Instance.GameCanvas.gameObject.SetActive(false); GameManager.Instance.GameCanvas.ShowVictoryUI(false); GameManager.Instance.PhoneCanvas.GameplayBackground.SetActive(false); }
public override void Enter(IStateMachineEntity entity) { GameManager.Instance.PhoneCanvas.ChatScreen.SetActive(true); }
public override void Update(IStateMachineEntity entity) { }
public override void Exit(IStateMachineEntity entity) { GameManager.Instance.PhoneCanvas.HomeScreen.gameObject.SetActive(false); }
public override void Exit(IStateMachineEntity entity) { GameManager.Instance.GameCanvas.ShowPreGameUI(false); }
/// <summary> /// Update /// </summary> public override void Update(IStateMachineEntity entity) { // Handle Third Person input. HandleInput((GameCamera)entity); }
public override void Exit(IStateMachineEntity entity) { }
public override void Enter(IStateMachineEntity entity) { GameManager.Instance.GameCanvas.ShowGameOverUI(true); }
public override void Enter(IStateMachineEntity entity) { GameManager.Instance.GameCanvas.VictoryCanvas.SetActive(true); }
public override void Exit(IStateMachineEntity entity) { GameCamera camera = (GameCamera)entity; camera.transform.parent = null; }