示例#1
0
    // Update is called once per frame
    void Update()
    {
        if (state == RhythmUI.arrowState.normal)
        {
            Vector3 destination = this.gameObject.transform.localPosition;
            float currentBeat = parentUI.timeToBeat(Time.time);

            destination.y = 208f - 64f * (beat - currentBeat);
            this.gameObject.transform.localPosition = destination;

            if (destination.y > 272)
                Destroy(this.gameObject);
        } else
        {   if (state == RhythmUI.arrowState.ClearGood)
            {
                float scale = 1 + ((Time.time - stateOffset) / clearTime);
                this.gameObject.transform.localScale = new Vector3(scale, scale, 1f);
            }

            float transparancy = 1 - ((Time.time - stateOffset) / clearTime);
            byte alpha = (byte) Mathf.FloorToInt(255f * transparancy);

            this.gameObject.GetComponent<Image>().material.SetColor("_Color", new Color32(255, 255, 255, alpha));

            if (Time.time - stateOffset > clearTime)
                Destroy(this.gameObject);
        }
    }
示例#2
0
    // Update is called once per frame
    void Update()
    {
        if (checks >= 5)
        {
            dm.EnablePressSpaceText();
        }

        if (replayMode)
        {
            if (replayFrameNumber < replayQueue.Count && rhythmUI.timeToBeat(Time.time) > replayQueue[replayFrameNumber].beat)
            {
                cluck         = replayQueue[replayFrameNumber].cluck;
                nextDirection = replayQueue[replayFrameNumber].nextDirection;

                replayFrameNumber++;
            }
        }
        else
        {
            if (cluck || nextDirection != GameDirection.none)
            {
                replayFrame frameData = new replayFrame();
                frameData.beat          = rhythmUI.timeToBeat(Time.time);
                frameData.cluck         = cluck;
                frameData.nextDirection = nextDirection;

                replayQueue.Add(frameData);

                if (cluck)
                {
                    if (Random.value < .5)
                    {
                        audio.PlayOneShot(squawk1);
                    }
                    else
                    {
                        audio.PlayOneShot(squawk2);
                    }
                }

                if (nextDirection == GameManager.GameDirection.chicken)
                {
                    if (Random.value < .5)
                    {
                        audio.PlayOneShot(clucks1);
                    }
                    else
                    {
                        audio.PlayOneShot(clucks2);
                    }
                }
            }
        }

        if (datingSimMode == true)
        {
            dm.cluck = cluck;
            cluck    = false;

            dm.nextDirection = nextDirection;
            nextDirection    = GameDirection.none;
            return;
        }


        if (cluck)
        {
            Debug.Log("cluck check");

            annoyedNPC = true;
            questionMark.Appear();
            cluck = false;
        }

        if (nextDirection != GameDirection.none)
        {
            checks++;

            if (nextDirection == GameDirection.romance || nextDirection == GameDirection.chicken || annoyedNPC)
            {
                SwitchToDatingSimMode();
            }
            if (nextDirection == GameDirection.spy)
            {
                switch (checks)
                {
                case 1:     //move to cubicle
                    spyMusic.volume     = 1f;
                    romanceMusic.volume = 0f;

                    playerController.pushAction(PlayerController.Movement.action.move, 2, new Vector2(1, 3));
                    playerController.pushAction(PlayerController.Movement.action.crouchRight, 5);
                    playerController.pushAction(PlayerController.Movement.action.move, 2, new Vector2(1, 4));
                    playerController.pushAction(PlayerController.Movement.action.move, 2, new Vector2(2, 4));
                    playerController.pushAction(PlayerController.Movement.action.crouchRight, 5);
                    break;

                case 2:                             // duck behind file cabinet
                    playerController.pushAction(PlayerController.Movement.action.move, 2, new Vector2(3, 4));
                    playerController.pushAction(PlayerController.Movement.action.move, 2, new Vector2(3, 3));
                    playerController.pushAction(PlayerController.Movement.action.move, 4, new Vector2(5, 3));
                    playerController.pushAction(PlayerController.Movement.action.crouchLeft, 5);
                    break;

                case 3:                            // move to other cubicle
                    playerController.pushAction(PlayerController.Movement.action.move, 2, new Vector2(4, 3));
                    playerController.pushAction(PlayerController.Movement.action.move, 4, new Vector2(4, 1));
                    playerController.pushAction(PlayerController.Movement.action.move, 4, new Vector2(5, 1));
                    playerController.pushAction(PlayerController.Movement.action.crouchLeft, 5);
                    break;

                case 4:                            //duck behind potted plant
                    playerController.pushAction(PlayerController.Movement.action.move, 6, new Vector2(2, 1));
                    playerController.pushAction(PlayerController.Movement.action.wait, .5f);
                    playerController.pushAction(PlayerController.Movement.action.move, 1, new Vector2(4, 1));
                    playerController.pushAction(PlayerController.Movement.action.move, .5f, new Vector2(4, 0));
                    playerController.pushAction(PlayerController.Movement.action.crouchLeft, 1);
                    break;

                case 5:                            //move to file cabinet
                    playerController.pushAction(PlayerController.Movement.action.move, 2, new Vector2(4, 1));
                    playerController.pushAction(PlayerController.Movement.action.move, 1.5f, new Vector2(0, 1));
                    playerController.pushAction(PlayerController.Movement.action.crouchRight, 0);
                    break;
                }
            }

            nextDirection = GameDirection.none;
        }
    }