Beispiel #1
0
    /*
     * Updates the speed dependent shadow trail
     * */
    private void updateTrail()
    {
        ShadowTrail trail = GetComponent <ShadowTrail>();

        trail.enabled = Mathf.Abs(rigid.velocity.x) > actionThresh;
        float speedFactor = (Mathf.Abs(rigid.velocity.x) - actionThresh) / (2.5f * maxSpeedMem - actionThresh);
        Color trailColor  = Color.Lerp(colorMem, speedColor, speedFactor);

        trailColor       = new Color(trailColor.r, trailColor.g, trailColor.b, colorMem.a);
        trail.trailColor = trailColor;
    }
Beispiel #2
0
    // Use this for initialization
    protected virtual void Start()
    {
        anim        = GetComponent <Animator>();
        rb          = GetComponent <Rigidbody2D>();
        shadowTrail = gameObject.AddComponent <ShadowTrail>();

        //instantiate hitSpriteEffect
        hitSpriteEffect = new GameObject().AddComponent <SpriteRenderer>();

        hitSpriteEffect.sprite                  = Resources.Load <Sprite>("Sprites/hitEffect");
        hitSpriteEffect.transform.parent        = transform;
        hitSpriteEffect.transform.localPosition = Vector3.left * 0.1f;
        hitSpriteEffect.enabled                 = false;
        hitSpriteEffect.material                = Resources.Load("Materials/Flash") as Material;
    }