Anchor modifications

This commit is contained in:
Patrice Vignola 2015-08-23 13:28:57 -04:00
parent 040fb28f17
commit 5bb2c06297
4 changed files with 319 additions and 168 deletions

View File

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View File

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View File

@ -1,157 +1,157 @@
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System.Collections.Generic;
using System;
using MenusHandler;
using InputHandler;
public class MomBehavior : MonoBehaviour
{
public Action OnEnterRoom;
public Action OnLeaveRoom;
public Text WarningText;
public float MinTriggerTime = 60f;
public float MaxTriggerTime = 90f;
public float WarningHeadsupTime = 5f;
public float MotherStayTime = 2f;
public Door RoomDoor;
public Child[] Children;
public enum State { Away, Warning, InRoom }
private State _currentState;
private float _elapsedTime = 0f;
private float _nextTriggerTime;
private bool _gameOver = false;
public bool IsInRoom
{
get { return _currentState == State.InRoom; }
}
void Awake()
{
_nextTriggerTime = GetNextTriggerTime();
}
void Update()
{
if (_gameOver) return;
// When the mom hasn't been triggered for a while, it can appear anytime between 2 borders
_elapsedTime += Time.deltaTime;
switch (_currentState)
{
case State.Away:
if (_elapsedTime >= _nextTriggerTime - WarningHeadsupTime && _elapsedTime < _nextTriggerTime)
{
SetState(State.Warning);
}
break;
case State.Warning:
if (_elapsedTime >= _nextTriggerTime)
{
SetState(State.InRoom);
}
break;
case State.InRoom:
if (_elapsedTime >= MotherStayTime)
{
SetState(State.Away);
}
CheckIfSleeping();
break;
}
}
private void SetState(State newState)
{
switch (newState)
{
case State.Away:
RoomDoor.Close(OnLeaveRoom);
_elapsedTime = 0f;
break;
case State.Warning:
// Temporary
WarningText.gameObject.SetActive(true);
RoomDoor.Open();
break;
case State.InRoom:
// Temporary
WarningText.gameObject.SetActive(false);
_nextTriggerTime = GetNextTriggerTime();
_elapsedTime = 0f;
if (OnEnterRoom != null)
{
OnEnterRoom();
}
break;
}
_currentState = newState;
}
public State GetState(){
return _currentState;
}
private void CheckIfSleeping()
{
List<Child> safeChildren = new List<Child>();
foreach (Child child in Children)
{
if (child == null) continue;
if (child.IsSleeping)
{
safeChildren.Add(child);
}
else
{
Debug.Log("Player " + child.Index + " has been spotted by mom.");
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System.Collections.Generic;
using System;
using MenusHandler;
using InputHandler;
public class MomBehavior : MonoBehaviour
{
public Action OnEnterRoom;
public Action OnLeaveRoom;
public Text WarningText;
public float MinTriggerTime = 60f;
public float MaxTriggerTime = 90f;
public float WarningHeadsupTime = 5f;
public float MotherStayTime = 2f;
public Door RoomDoor;
public Child[] Children;
public enum State { Away, Warning, InRoom }
private State _currentState;
private float _elapsedTime = 0f;
private float _nextTriggerTime;
private bool _gameOver = false;
public bool IsInRoom
{
get { return _currentState == State.InRoom; }
}
void Awake()
{
_nextTriggerTime = GetNextTriggerTime();
}
void Update()
{
if (_gameOver) return;
// When the mom hasn't been triggered for a while, it can appear anytime between 2 borders
_elapsedTime += Time.deltaTime;
switch (_currentState)
{
case State.Away:
if (_elapsedTime >= _nextTriggerTime - WarningHeadsupTime && _elapsedTime < _nextTriggerTime)
{
SetState(State.Warning);
}
break;
case State.Warning:
if (_elapsedTime >= _nextTriggerTime)
{
SetState(State.InRoom);
}
break;
case State.InRoom:
if (_elapsedTime >= MotherStayTime)
{
SetState(State.Away);
}
CheckIfSleeping();
break;
}
}
private void SetState(State newState)
{
switch (newState)
{
case State.Away:
RoomDoor.Close(OnLeaveRoom);
_elapsedTime = 0f;
break;
case State.Warning:
// Temporary
WarningText.gameObject.SetActive(true);
RoomDoor.Open();
break;
case State.InRoom:
// Temporary
WarningText.gameObject.SetActive(false);
_nextTriggerTime = GetNextTriggerTime();
_elapsedTime = 0f;
if (OnEnterRoom != null)
{
OnEnterRoom();
}
break;
}
_currentState = newState;
}
public State GetState(){
return _currentState;
}
private void CheckIfSleeping()
{
List<Child> safeChildren = new List<Child>();
foreach (Child child in Children)
{
if (child == null) continue;
if (child.IsSleeping)
{
safeChildren.Add(child);
}
else
{
Debug.Log("Player " + child.Index + " has been spotted by mom.");
// TODO: Visual animation that the player lost (lasso?)
child.NumZ = 4;
Destroy(child.gameObject);
}
}
if (safeChildren.Count == 0)
{
Debug.Log("Mom wins!");
MenusManager.Instance.ShowMenu("MomWinsMenu");
_gameOver = true;
}
else if (safeChildren.Count == 1)
{
Debug.Log("Player " + safeChildren[0].Index + " wins!");
PlayerWinsMenu menu = (PlayerWinsMenu)MenusManager.Instance.ShowMenu("PlayerWinsMenu");
menu.SetPlayerIndex(safeChildren[0].Index);
_gameOver = true;
}
}
private float GetNextTriggerTime()
{
return UnityEngine.Random.Range(MinTriggerTime, MaxTriggerTime);
}
}
child.NumZ = 4;
Destroy(child.gameObject);
}
}
if (safeChildren.Count == 0)
{
Debug.Log("Mom wins!");
MenusManager.Instance.ShowMenu("MomWinsMenu");
_gameOver = true;
}
else if (safeChildren.Count == 1)
{
Debug.Log("Player " + safeChildren[0].Index + " wins!");
PlayerWinsMenu menu = (PlayerWinsMenu)MenusManager.Instance.ShowMenu("PlayerWinsMenu");
menu.SetPlayerIndex(safeChildren[0].Index);
_gameOver = true;
}
}
private float GetNextTriggerTime()
{
return UnityEngine.Random.Range(MinTriggerTime, MaxTriggerTime);
}
}

View File

@ -3,17 +3,14 @@
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