2024-04-11 01:55:35 -07:00
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using GadGame.Manager;
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using GadGame.Network;
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2024-04-25 04:54:33 -07:00
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using Unity.Mathematics;
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2024-04-11 01:55:35 -07:00
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using UnityEngine;
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2024-04-15 04:10:00 -07:00
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namespace GadGame.State.MainFlowState
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{
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public class EngageState : State<MainFlow>
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{
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private float _readyTimer;
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private bool _warned;
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private bool _showCountDown;
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public override void Enter()
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{
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// LoadSceneManager.Instance.LoadSceneWithTransition(Runner.SceneFlowConfig.EndGageScene.ScenePath);
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Runner.PlayPassByAnim.Raise(true);
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_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) {
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Runner.SetState<IdleState>();
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return;
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}
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if(!UdpSocket.Instance.DataReceived.Engage) {
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Runner.SetState<PassByState>();
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return;
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}
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if (!UdpSocket.Instance.DataReceived.Ready) _readyTimer = 3;
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Runner.ReadyCountDown.Raise(_readyTimer / 3);
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_readyTimer -= Time.deltaTime;
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if (_readyTimer <= 0)
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{
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_readyTimer = 0;
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Runner.SetState<WaitForImageState>();
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}
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if (time >= 2)
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{
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2024-04-23 02:44:22 -07:00
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// Runner.ReadyCountDown(_readyTimer);
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}
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}
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public override void Exit()
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{
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_warned = false;
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}
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// private void OnWaringComplete()
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// {
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// if (!UdpSocket.Instance.DataReceived.PassBy)
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// {
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// Runner.SetState<IdleState>();
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// return;
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// }
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// if (!UdpSocket.Instance.DataReceived.OnVision)
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// {
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// Runner.SetState<PassByState>();
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// return;
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// }
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// Runner.SetState<ViewedState>();
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// }
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}
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}
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