public override void Update(Player pPlayer, Player pOtherPlayer) { switch (pPlayer.mCurrentState) { case 0: //-----Zu Positionen holden----- if (!Conditions.ActionHold(pPlayer)) { Sequences.SetPlayerToIdle(pPlayer); break; } //Wenn Spieler an passenden Positionen sind if ((!m2ndState && Conditions.PlayersAtWellPositions(pPlayer, pOtherPlayer, false)) || (m2ndState && Conditions.PlayersAtWellPositions(pPlayer, pOtherPlayer, true)) ) { ++pPlayer.mCurrentState; } //Spieler zu passenden Positionen bewegen if (m2ndState) //Gretel im Brunnen zum Korb bewegen { Sequences.MovePlayerToWellActionPosition(pPlayer, true); } else { Sequences.MovePlayerToWellActionPosition(pPlayer, false); } break; case 1: //Nur gemeinsam starten if (pOtherPlayer.mCurrentState > 0) { ++pPlayer.mCurrentState; } break; case 2: //-----Animationen starten (Hansel an Kurbel bereit machen, Gretel in Korb steigen)----- m2ndState = true; if (pPlayer.GetType() == typeof(Hansel)) { pPlayer.SetAnimation(Hardcoded.Anim_Well_GrabWind_Hansel); //An Kurbel } else { pPlayer.SetAnimation(Hardcoded.Anim_Well_Enter_Gretel, false); //In Korb steigen } ++pPlayer.mCurrentState; break; case 3: //-----Gretel bereit / im Korb?----- if (pOtherPlayer.mCurrentState < 3) { break; } bool finished = false; if (pPlayer.GetType() == typeof(Gretel)) //Gretel im Korb { finished = Conditions.AnimationComplete(pPlayer); } else { finished = Conditions.AnimationComplete(pOtherPlayer); } if (finished) { ++pPlayer.mCurrentState; } break; case 4: //-----Brunnen hochziehen / herablassen----- if (pOtherPlayer.mCurrentState != 4) { break; } if (pPlayer.GetType() == typeof(Hansel)) { if (pPlayer.Input.ActionIsPressed && pPlayer.Input.LeftStickRotation != 0f && pOtherPlayer.Input.ActionIsPressed) //Brunnen wird bewegt? { if (pPlayer.Input.LeftStickRotation > 0f) { pPlayer.SetAnimation(Hardcoded.Anim_Well_Wind_Down_Hansel); //Brunnen runter lassen Animation pOtherPlayer.SetAnimation(Hardcoded.Anim_Well_Hang_Gretel); } else if (pPlayer.Input.LeftStickRotation < 0f) { pPlayer.SetAnimation(Hardcoded.Anim_Well_Wind_Up_Hansel); //Brunnen hoch ziehen Animation pOtherPlayer.SetAnimation(Hardcoded.Anim_Well_Hang_Gretel); } ActI.SetFadingState(pPlayer, false, false); ActI.SetFadingState(pOtherPlayer, false, false); Progress.StepFromRotation(pPlayer.Input.LeftStickRotation, Hardcoded.UseWell_ProgressPerRotation, Hardcoded.UseWell_UpRotationFrictionFactor); } else { pPlayer.SetAnimation(Hardcoded.Anim_Well_Wind_Idle_Hansel); //Brunnen idle Animation pOtherPlayer.SetAnimation(Hardcoded.Anim_Well_Idle_Gretel); if (pPlayer.Input.ActionIsPressed && pPlayer.Input.LeftStickRotation != 0f) //Hansel versucht Brunnen zu bewegen? { ActI.SetFadingState(pPlayer, false, false); } else { ActI.SetFadingState(pPlayer, true, false); } if (pOtherPlayer.Input.ActionIsPressed) { ActI.SetFadingState(pOtherPlayer, false, false); } else { ActI.SetFadingState(pOtherPlayer, true); } } if (Progress.Progress <= 0f && pPlayer.Input.LeftStickRotation < 0f) { ActI.SetFadingState(pPlayer, false); ActI.SetFadingState(pOtherPlayer, false); Progress.Reset(); pPlayer.SetAnimation(); //Hansel von Kurbel weg nehmen pPlayer.mCurrentState = 10; pOtherPlayer.mCurrentState = 8; } if (Progress.Progress >= 1f && pPlayer.Input.LeftStickRotation > 0f) { ActI.SetFadingState(pPlayer, false); ActI.SetFadingState(pOtherPlayer, false); Progress.Reset(true); pOtherPlayer.mCurrentState = 8; } Sequences.UpdateAnimationStepping(rIObj, Progress.Progress); Sequences.UpdateMovementStepping(pOtherPlayer, Progress.Progress, Conditions.WellActionPosition2Up(rIObj), rIObj.ActionPosition2); } break; case 8: //-----Oben/Unten aussteigen----- pPlayer.SetAnimation(Hardcoded.Anim_Well_Leave_Gretel, false); // Aus Eimer aussteigen ++pPlayer.mCurrentState; break; case 9: if (Conditions.AnimationComplete(pPlayer)) { pPlayer.SetAnimation(); ++pPlayer.mCurrentState; } break; case 10: //-----States setzen----- if (Conditions.AnimationComplete(pPlayer)) { Sequences.SetPlayerToIdle(pPlayer); if (pPlayer.GetType() == typeof(Hansel)) { Progress.Reset(); m2ndState = false; } } break; } ActI.Update(); }