Files
AppleHillsProduction/Assets/Scripts/DamianExperiments/Picnic/PicnicBehaviour.cs

67 lines
1.9 KiB
C#

using UnityEngine;
using Pixelplacement;
using System.Collections;
using Core;
public class PicnicBehaviour : MonoBehaviour
{
[Header("Random Call Settings")]
public float getDistractedMin = 2f;
public float getDistractedMax = 5f;
public float getFlirtyMin = 1f;
public float getFlirtyMax = 3f;
private StateMachine stateMachine;
private Animator animator;
[Header("The FakeChocolate to destroy!")]
[SerializeField] private GameObject fakeChocolate; // Assign in Inspector
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
StartCoroutine(StateCycleRoutine());
}
void Awake()
{
stateMachine = GetComponent<StateMachine>();
animator = GetComponent<Animator>();
}
private IEnumerator StateCycleRoutine()
{
while (true)
{
// Distracted state
float distractedWait = Random.Range(getDistractedMin, getDistractedMax);
stateMachine.ChangeState("Picnic PPL Distracted");
animator.SetBool("theyDistracted", true);
yield return new WaitForSeconds(distractedWait);
// Chilling state
float chillingWait = Random.Range(getFlirtyMin, getFlirtyMax);
stateMachine.ChangeState("Picnic PPL Chilling");
animator.SetBool("theyDistracted", false);
yield return new WaitForSeconds(chillingWait);
}
}
public void triedToStealChocolate()
{
animator.SetTrigger("theyAngry");
//stateMachine.ChangeState("Picnic PPL Angry");
Logging.Debug("Hey! Don't steal my chocolate!");
}
public void destroyFakeChocolate()
{
if (fakeChocolate != null)
{
Destroy(fakeChocolate);
fakeChocolate = null; // Optional: clear reference
}
}
}