private void StopDancingMode(bool isLocalPlayer, InteractionZoneEvents.InteractionZoneEvent evt) { if (isLocalPlayer) { RestoreDefaultPlayerUIControls(); } RemovePlaymakerFSM(evt.Collider.gameObject); StopPlayerDancing(evt.Collider.gameObject); }
protected override bool OnPlayerTriggerInteractionZone(InteractionZoneEvents.InteractionZoneEvent evt) { switch (evt.StateChange) { case ZoneInteractionStateChange.ExitZone: OnPenguinExitInteractionZone(evt); break; default: throw new ArgumentOutOfRangeException(); case ZoneInteractionStateChange.EnterZone: break; } return(false); }
protected override bool OnPlayerTriggerInteractionZone(InteractionZoneEvents.InteractionZoneEvent evt) { switch (evt.StateChange) { case ZoneInteractionStateChange.EnterZone: StartDancingMode(evt); break; case ZoneInteractionStateChange.ExitZone: StopDancingMode(evt.Collider.gameObject); break; default: throw new ArgumentOutOfRangeException(); } return(false); }
protected override bool OnPlayerTriggerInteractionZone(InteractionZoneEvents.InteractionZoneEvent evt) { if (evt.Collider.gameObject.CompareTag("Player")) { switch (evt.StateChange) { case ZoneInteractionStateChange.EnterZone: Service.Get <QuestService>().SendEvent("EnteredInteractionZone"); break; case ZoneInteractionStateChange.ExitZone: Service.Get <QuestService>().SendEvent("LeftInteractionZone"); break; default: throw new ArgumentOutOfRangeException(); } } return(false); }
private void StartDancingMode(bool isLocalPlayer, InteractionZoneEvents.InteractionZoneEvent evt) { AttachPlaymakerFSM(evt.Collider.gameObject); }
private void OnPenguinExitInteractionZone(InteractionZoneEvents.InteractionZoneEvent evt) { }
protected abstract bool OnPlayerTriggerInteractionZone(InteractionZoneEvents.InteractionZoneEvent evt);
private void StartDancingMode(InteractionZoneEvents.InteractionZoneEvent evt) { PenguinsDancing.Add(evt.Collider.gameObject); }
protected override bool OnPlayerTriggerInteractionZone(InteractionZoneEvents.InteractionZoneEvent evt) { return(false); }