示例#1
0
 public void ActFunction(PoopStoryAct e)
 {
     if (e.DoorState == Door.opening0)
     {
         _internalState = Chain.loose;
     }
 }
示例#2
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    public void ActFunction(PoopStoryAct e)
    {
        switch (e.PoopMonsterState)
        {
        case PoopMonster.A:
            break;

        case PoopMonster.B:
            break;

        case PoopMonster.C:
            break;

        case PoopMonster.D:
            break;

        case PoopMonster.E:
            break;

        case PoopMonster.F:
            Vector3 tempMonsterPos = transform.position;
            tempMonsterPos.z   = -0.7f;
            transform.position = tempMonsterPos;
            break;
        }
        _priorState = e.PoopMonsterState;
    }
示例#3
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    public void ActFunction(PoopStoryAct e)
    {
        _girlAnimator.SetBool("isAtDoor", false);
        _girlAnimator.SetBool("isShadowTalk", false);
        switch (e.GirlState)
        {
        case Girl.atBlank:
//            Debug.Log ("Girl At Blank");
            _girlAnimator.SetBool("isAtDoor", false);
            _girlAnimator.SetBool("isShadowTalk", false);
            break;

        case Girl.atDoor:
            _girlAnimator.SetBool("isShadowTalk", false);
            _girlAnimator.SetBool("isAtDoor", true);

//            Debug.Log ("Girl is at door");
            //condition to allow door
            //snap girl into position
            break;

        case Girl.atShadow:
//            Debug.Log ("Girl is at Shadow");
            _girlAnimator.SetBool("isAtDoor", false);
            _girlAnimator.SetBool("isShadowTalk", true);

            break;
        }
        _priorState = e.GirlState;
    }
示例#4
0
 public void ActFunction(PoopStoryAct e)
 {
     Debug.Log(e.DoorState);
     if (e.DoorState == Door.opening0)
     {
         _available  = true;
         bc2.enabled = true;
         chain_Anim.Play("break");
     }
 }
示例#5
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    public void ActFunction(PoopStoryAct e)
    {
        if (e.DoorState == Door.closed)
        {
            //which prefab?
            GameObject shadowPrefab;
            if (_shadowCnt % 2 == 0)
            {
                shadowPrefab = shadowPrefab_left;
            }
            else
            {
                shadowPrefab = shadowPrefab_right;
            }

            if (_shadowCnt < (_maxShadow))
            {
                _audioSource.Play();
                GameObject newShadow = (GameObject)Instantiate(shadowPrefab,
                                                               new Vector3(_spawnPos[_shadowCnt].x,
                                                                           _spawnPos[_shadowCnt].y,
                                                                           _spawnPos[_shadowCnt].z),
                                                               Quaternion.identity);
                newShadow.transform.parent = transform;

                _actShade = newShadow.GetComponent <Actor_Shadow> ();
                _actShade.shadowSpawnComponent();
                _actShade.AssignID(_shadowCnt);
                _shadowCnt++;
            }
        }
        else if (e.DoorState == Door.opened)
        {
            if (_shadowCnt > _shadowDeath)
            {
                _ending.EndingReveal(1);
                //ENDING
            }
            else if (_shadowCnt == _shadowDeath)
            {
                _ending.EndingReveal(3);
            }
        }
        else if (e.DoorState == Door.locked0)
        {
            if (_maxShadow == _shadowCnt)
            {
                _ending.EndingReveal(2);
            }
        }
    }
示例#6
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    public void ActFunction(PoopStoryAct e)
    {
        switch (e.LightsPoopState)
        {
        case LightsPoop.center:
            Debug.Log("closed");
            break;

        case LightsPoop.side:
            Debug.Log("locked0");
            break;
        }
        _priorState = e.LightsPoopState;
    }
示例#7
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    public void ActFunction(PoopStoryAct e)
    {
//        if (_thisActor == e.Actors){
//            Debug.Log ("actor " + _thisActor);
//        } else if (_thisActor == e.Victims) {
//            Debug.Log ("victim" + _thisActor);
//        } else {
//            Debug.Log ("static" + _thisActor);
//        }
//        e.GirlState;
//        e.DoorState;
//        e.ChainState;
//        e.PoopMonsterState;
//        e.ShadowState;
//        e.PoopParticleState;
    }
示例#8
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    public void ActFunction(PoopStoryAct e)
    {
        switch (e.DoorState)
        {
        case Door.closed:
            _doorAnimator.Play("Door0");
            break;

        case Door.locked0:
            if (_priorState != Door.locked1)
            {
                _audioSource.Play();
            }
            _doorAnimator.Play("Door1");
            break;

        case Door.locked1:
            _audioSource.clip = _chainRattle;
            if (_priorState != Door.opening0 && _priorState != Door.opening1)
            {
                _audioSource.Play();
            }
            _doorAnimator.Play("Door2");
            break;

        case Door.opening0:
            _doorAnimator.Play("Door3");
            _audioSource.clip = _chainBreak;
            _audioSource.Play();
            break;

        case Door.opening1:
            _doorAnimator.Play("Door4");
            break;

        case Door.opened:
            _doorAnimator.Play("Door5");
            break;
        }
        _priorState = e.DoorState;
    }
示例#9
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    public void ActFunction(PoopStoryAct e)
    {
        switch (e.ShadowState)
        {
        case Shadow.lurk:
            Debug.Log("S.Lurk");
            //existing in shadow
            break;

        case Shadow.jeer:
            Debug.Log("Before THISSHADOW");
            if (_isThisShadow)
            {
                Debug.Log("S.Jeer");
                Speak(false);
            }
            //existing in shadow
            break;

        case Shadow.talk:
            Debug.Log("Before THISSHADOW");
            if (_isThisShadow)
            {
                Debug.Log("S.Talk");
                Speak(true);
            }
            break;

        case Shadow.burn:
            Debug.Log("S.Burn");
            //play die animation
            _boxC2D.enabled = false;
            break;
        }
        _isThisShadow = false;
//        _priorState = e.ShadowState;
    }