Beispiel #1
0
    private void FlickerOnNextFrame()
    {
        //float randomModifier = Random.Range(1, GameStateController.GetCurrentFrame() + 1);
        float length = 0.5f;
        int   amount = 4;
        float delay  = Random.Range(1f, 3f);

        if (GameStateController.GetCurrentFrame() % 2 == 0 && GameStateController.GetCurrentFrame() <= 6)  // 2, 4, 6 - flicker and turn off
        {
            TurnOffRandom(length, amount, delay);
        }
        else if (GameStateController.GetCurrentFrame() == 7 || GameStateController.GetCurrentFrame() == 8)    // 8 & 9 - flicker and turn off random
        {
            int index;
            for (int i = 0; i < 10; i++)
            {
                index = Random.Range(0, 9);
                if (lights[index].IsLightOn())
                {
                    FlickerLight(index, length, amount, delay, true);
                    break;
                }
            }
        }
        else   // Odd - flicker
        {
            FlickerRandomLight(length, amount, delay);
        }
    }
Beispiel #2
0
 private void Start()
 {
     GameStateController._instance.m_NewFrame.AddListener(() => {
         if (GameStateController.GetCurrentFrame() == frameNumber)
         {
             dispenser.MoveBall(ball);
         }
     });
 }
Beispiel #3
0
    private void Start()
    {
        foreach (MeshRenderer ball in balls)
        {
            ball.sharedMaterial.SetFloat("Vector1_75BF3378", 0f);
        }

        GameStateController._instance.m_NewFrame.AddListener(() => {
            /*foreach(MeshRenderer ball in balls) {
             *  ball.sharedMaterial.SetFloat("Vector1_75BF3378", GameStateController.GetCurrentFrame() * distortionRate);
             * }*/
            distortionRate = GameStateController.GetCurrentFrame() * 0.1f;
        });
    }
Beispiel #4
0
 private IEnumerator SpawnBloodFunc()
 {
     while (true)
     {
         if (GameStateController.GetCurrentFrame() >= frameNumber) // In frame
         {
             if ((onScore && PlayerController.lookingAt == 2) ||   // Looking at score screen
                 (onThrow && PlayerController.lookingAt == 0))     // Looking at throw
             {
                 foreach (GameObject obj in blood)
                 {
                     obj.SetActive(true);
                 }
             }
         }
         yield return(new WaitForSeconds(0.1f));
     }
 }