Add the ability to sleep on a bed anytime

This commit is contained in:
Patrice Vignola 2015-08-22 04:22:32 -04:00
parent f27b67061e
commit 0a1931c7d0
5 changed files with 14 additions and 1 deletions

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@ -62,7 +62,9 @@ public class Child : MonoBehaviour
private bool IsGrounded() private bool IsGrounded()
{ {
Collider[] colliders = Physics.OverlapSphere(GroundCheck.transform.position, 0.149f, 1 << LayerMask.NameToLayer("Ground")); int mask = (1 << LayerMask.NameToLayer("Ground")) | (1 << LayerMask.NameToLayer("Bed"));
Collider[] colliders = Physics.OverlapSphere(GroundCheck.transform.position, 0.149f, mask);
return colliders.Length > 0; return colliders.Length > 0;
} }
@ -87,12 +89,21 @@ public class Child : MonoBehaviour
{ {
_isSleeping = IsOnBed(); _isSleeping = IsOnBed();
// Temporary (only for visual cue until we get the animation)
if (_isSleeping)
{
transform.localEulerAngles = new Vector3(90f, transform.localEulerAngles.y, transform.localEulerAngles.z);
}
return _isSleeping; return _isSleeping;
} }
public void WakeUp() public void WakeUp()
{ {
_isSleeping = false; _isSleeping = false;
// Temporary (only for visual cue until we get the animation)
transform.localEulerAngles = new Vector3(0f, transform.localEulerAngles.y, transform.localEulerAngles.z);
} }
private bool IsOnBed() private bool IsOnBed()

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@ -60,10 +60,12 @@ public class ChildController : MonoBehaviour
if (input.Actions.Contains("Sleep") && _child.Sleep()) if (input.Actions.Contains("Sleep") && _child.Sleep())
{ {
Debug.Log("SLEEPING");
InputManager.Instance.PushActiveContext("Sleeping", (int)PlayerNumber); InputManager.Instance.PushActiveContext("Sleeping", (int)PlayerNumber);
} }
else if (input.Actions.Contains("WakeUp")) else if (input.Actions.Contains("WakeUp"))
{ {
Debug.Log("AWAKE");
_child.WakeUp(); _child.WakeUp();
InputManager.Instance.PushActiveContext("Awake", (int)PlayerNumber); InputManager.Instance.PushActiveContext("Awake", (int)PlayerNumber);
} }

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