smart-interactive-display/Assets/GadGame/Scripts/State/MainFlowState/EngageState.cs

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using GadGame.Manager;
using GadGame.Network;
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using Unity.Mathematics;
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using UnityEngine;
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namespace GadGame.State.MainFlowState
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{
public class EngageState : State<MainFlow>
{
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private float _readyTimer;
private bool _warned;
private bool _showCountDown;
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public override void Enter()
{
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// LoadSceneManager.Instance.LoadSceneWithTransition(Runner.SceneFlowConfig.EndGageScene.ScenePath);
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PassByAnimation.Instance.Play(true);
_readyTimer = 5;
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}
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public override void Update(float time)
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{
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if(!UdpSocket.Instance.DataReceived.PassBy) {
Runner.SetState<IdleState>();
return;
}
if(!UdpSocket.Instance.DataReceived.Engage) {
Runner.SetState<PassByState>();
return;
}
if (!UdpSocket.Instance.DataReceived.Ready) _readyTimer = 3;
PassByAnimation.Instance.ReadyCountDown(_readyTimer / 3);
_readyTimer -= Time.deltaTime;
if (_readyTimer <= 0)
{
_readyTimer = 0;
Runner.SetState<PlayGameState>();
}
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if (time >= 2)
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{
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// Runner.ReadyCountDown(_readyTimer);
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}
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}
public override void Exit()
{
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_warned = false;
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}
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// private void OnWaringComplete()
// {
// if (!UdpSocket.Instance.DataReceived.PassBy)
// {
// Runner.SetState<IdleState>();
// return;
// }
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// if (!UdpSocket.Instance.DataReceived.OnVision)
// {
// Runner.SetState<PassByState>();
// return;
// }
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// Runner.SetState<ViewedState>();
// }
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}
}