IEnumerator co_FlyAway() { // letterObjectView.DoSmallJump(); onFlying(this); status = LLStatus.Happy; LLController.State = LLAnimationStates.LL_dancing; LLController.DoDancingWin(); //letterObjectView.DoSmallJump(); // Rotate in case not facing the camera StartCoroutine(RotateGO(livingLetter, new Vector3(0, 180, 0), 1f)); yield return(new WaitForSeconds(2f)); // // building anticipation // letterObjectView.Crouching = true; // yield return new WaitForSeconds(1f); // letterObjectView.Crouching = false; // Starting flight LLController.DoHorray(); yield return(new WaitForSeconds(0.75f)); rainbowJet.SetActive(true); //yield return new WaitForSeconds(0.15f); status = LLStatus.Flying; LLController.SetState(LLAnimationStates.LL_still); yield return(new WaitForSeconds(2f)); // Reset(); }
void Update() { letter.HasFear = fear; letter.SetWalkingSpeed(walkSpeed); letter.SetDancingSpeed(danceSpeed); if (doTransition) { doTransition = false; letter.SetState(targetState); } if (doHooray) { doHooray = false; letter.DoHorray(); } if (doAngry) { doAngry = false; letter.DoAngry(); } if (doHighFive) { doHighFive = false; letter.DoHighFive(); } if (onJumpStart) { onJumpStart = false; letter.OnJumpStart(); } if (onJumpMiddle) { onJumpMiddle = false; letter.OnJumpMaximumHeightReached(); } if (onJumpEnd) { onJumpEnd = false; letter.OnJumpEnded(); } if (doSmallJump) { doSmallJump = false; letter.DoSmallJump(); } if (doDanceWin) { doDanceWin = false; letter.DoDancingWin(); } if (doDanceLose) { doDanceLose = false; letter.DoDancingLose(); } if (doTwirl) { doTwirl = false; letter.DoTwirl(() => { Debug.Log("BACK!"); }); } if (doToggleDance) { doToggleDance = false; letter.ToggleDance(); } }