void UpdateThorState() { AudioSource audio = gameObject.GetComponent <AudioSource> (); if (beerometer.value > dangerZone) { currentState = ThorState.drunk; if (!audio.isPlaying) { audio.Play(); audio.time = 37.00f; } } else if (beerometer.value > happyZone) { currentState = ThorState.happy; if (audio.isPlaying) { audio.Stop(); //audio.Fa } } else { if (audio.isPlaying) { audio.Stop(); } currentState = ThorState.normal; } }
void UpdateThorState() { AudioSource audio = gameObject.GetComponent < AudioSource > (); if (beerometer.value > dangerZone) { currentState = ThorState.drunk; if (!audio.isPlaying) { audio.Play (); audio.time = 37.00f; } } else if (beerometer.value > happyZone) { currentState = ThorState.happy; if (audio.isPlaying) { audio.Stop (); //audio.Fa } } else { if (audio.isPlaying) { audio.Stop (); } currentState = ThorState.normal; } }
// Update is called once per frame void Update() { HandleInput(); Move(); UpdateThorState(); // increase the score slowly score += Time.deltaTime * (beerometer.value + 1); UpdateScoreText(); if (Input.GetKeyDown (KeyCode.C)) { beerometer.value += 0.1f; } else { beerometer.value -= Time.deltaTime * 0.3f; if (beerometer.value < minBeerValue) { beerometer.value = minBeerValue; } // Change graphics depending on state if( currentState == ThorState.drunk ) { // if thor is drunk // make the beer o meter red SliderImage.color = Color.Lerp( SliderImage.color, Color.red, 0.1f ); // make thor look drunk if(currentState != previousState) face.sprite = drunkenSprite; // randomize movement if( i++ % 2 == 0 ) { float DrunkenSpeed = Random.Range( -22, 22 ); rigidBody.velocity = new Vector2( DrunkenSpeed, rigidBody.velocity.y ); } if( currentState != previousState ) { // Make the text spin when thor is drunk dangerText1.SetActive( true ); dangerText2.SetActive( true ); dangerText3.SetActive( true ); } dangerText1.GetComponent<Transform>().Rotate( new Vector3( 2, 2, 2 ) ); dangerText2.GetComponent<Transform>().Rotate( new Vector3( 1, 1, 1 ) ); dangerText3.GetComponent<Transform>().Rotate( new Vector3( 3, 3, 3 ) ); } else if( currentState == ThorState.happy ) { if( currentState != previousState ) face.sprite = happySprite; } else { if( currentState != previousState ) { face.sprite = normalSprite; //dangerText1.color = Color.Lerp( SliderImage.color, beercolor, 0.2f ); //dangerText2.color = Color.Lerp( SliderImage.color, beercolor, 0.2f ); //dangerText3.color = Color.Lerp( SliderImage.color, beercolor, 0.2f ); dangerText1.SetActive( false ); dangerText2.SetActive( false ); dangerText3.SetActive( false ); } } if( currentState != ThorState.drunk ) { SliderImage.color = Color.Lerp( SliderImage.color, beercolor, 0.2f ); } } // save thors state for next frame previousState = currentState; }
// Update is called once per frame void Update() { HandleInput(); Move(); UpdateThorState(); // increase the score slowly score += Time.deltaTime * (beerometer.value + 1); UpdateScoreText(); if (Input.GetKeyDown(KeyCode.C)) { beerometer.value += 0.1f; } else { beerometer.value -= Time.deltaTime * 0.3f; if (beerometer.value < minBeerValue) { beerometer.value = minBeerValue; } // Change graphics depending on state if (currentState == ThorState.drunk) // if thor is drunk // make the beer o meter red { SliderImage.color = Color.Lerp(SliderImage.color, Color.red, 0.1f); // make thor look drunk if (currentState != previousState) { face.sprite = drunkenSprite; } // randomize movement if (i++ % 2 == 0) { float DrunkenSpeed = Random.Range(-22, 22); rigidBody.velocity = new Vector2(DrunkenSpeed, rigidBody.velocity.y); } if (currentState != previousState) { // Make the text spin when thor is drunk dangerText1.SetActive(true); dangerText2.SetActive(true); dangerText3.SetActive(true); } dangerText1.GetComponent <Transform>().Rotate(new Vector3(2, 2, 2)); dangerText2.GetComponent <Transform>().Rotate(new Vector3(1, 1, 1)); dangerText3.GetComponent <Transform>().Rotate(new Vector3(3, 3, 3)); } else if (currentState == ThorState.happy) { if (currentState != previousState) { face.sprite = happySprite; } } else { if (currentState != previousState) { face.sprite = normalSprite; //dangerText1.color = Color.Lerp( SliderImage.color, beercolor, 0.2f ); //dangerText2.color = Color.Lerp( SliderImage.color, beercolor, 0.2f ); //dangerText3.color = Color.Lerp( SliderImage.color, beercolor, 0.2f ); dangerText1.SetActive(false); dangerText2.SetActive(false); dangerText3.SetActive(false); } } if (currentState != ThorState.drunk) { SliderImage.color = Color.Lerp(SliderImage.color, beercolor, 0.2f); } } // save thors state for next frame previousState = currentState; }