// Update is called once per frame
    public override void Update()
    {
        mPosition = transform.position;

        // Some Coordinate Noise Generation ...  Some Rotating, Moving Animations....
        switch (mState) {

        case "Freeze":
            // Animation Play..

            // or some

            transform.position = mPosition.Freeze();

            break;

        case "Split":

            break;

        case "Transform":

            break;

        case "ObeyGod":

            break;

        case "Result":
            // Will be destroyed... The following line will not executed !!!
            "Destroy Myself   ".HtLog();

            break;
        }
    }
Beispiel #2
0
    // Update is called once per frame
    public override void Update()
    {
        base.Update();

        Vector3 ae = transform.position;

        // Some Coordinate Noise Generation ...  Some Rotating, Moving Animations....
        switch (mState)
        {
        case "Freeze":
            // Animation Play..
            transform.position = ae.Freeze();
            break;

        case "JinsimIntro": // 준비
            if (mGod == Godirum.PLU)
            {
                // transform.MoveXYZ( AgUtil.RandomInclude(1, 6) * 0.002f, 0.01f);
            }
            break;

        case "JinsimJumbi": // 준비
            // Rotation only...

            transform.MoveXYZ(0, 0.01f, 0);

            if (mGod == Godirum.MUL)
            {
            }

            break;

        case "JinsimChum":
            // Transform, Rotation, Scale Setting...
            if (mGod == Godirum.PLU)
            {
                transform.IntDivideRotZ(mTarget.Dora, 0.05f);
                //transform.IntDivide (mTarget.Ae, 60, 1); // 이동
                transform.IntDivideLimit(mTarget.Ae, 50, 1, 0.05f);  // 이동 slow
                //transform.IntDivideLimit (mTarget.Ae, 13, 1, 0.08f); // 이동 fast
                transform.localScale = transform.localScale.IntDivide(mTarget.Kugi, 40, 1);
            }
            break;

        case "ObeyGod":

            break;

        case "ShowResult":
            // Will be destroyed... The following line will not executed !!!
            Destroy(gameObject);
            break;

        case "Destroy":
            // Will be destroyed... The following line will not executed !!!
            //" Result ;::: Destroy Myself   ".HtLog();

            break;
        }
    }
Beispiel #3
0
    // Update is called once per frame
    public override void Update()
    {
        base.Update();

        Vector3 ae = transform.position;

        // Some Coordinate Noise Generation ...  Some Rotating, Moving Animations....
        switch (mState)
        {
        case "Freeze":
            // Animation Play..

            transform.position = ae.Freeze();
            break;

        case "JinsimJumbi": // 준비
            // Rotation only...
            if (mGod == Godirum.PLU)
            {
                //transform.IntDivideRotZ (mTarget.Dora, 0.003f);
                transform.Rotate(mJumbi);

                //(" Jumbi , PLU  My Angle ... Target  " + mTarget.Dora.z + "   curZ : " + curZ + " ,  angZ : " + angZ ).HtLog();
            }

            if (mGod == Godirum.MUL)
            {
            }

            break;

        case "JinsimChum":
            // Transform, Rotation, Scale Setting...
            if (mGod == Godirum.PLU)
            {
                transform.IntDivideRotZ(mTarget.Dora, 0.05f);

                transform.IntDivideLimit(mTarget.Ae, 50, 1, 0.05f);  // 이동 slow
                //transform.IntDivideLimit (mTarget.Ae, 15, 1, 0.15f); // 이동 fast
                transform.localScale = transform.localScale.IntDivide(mTarget.Kugi, 40, 1);
            }
            break;

        case "ObeyGod":

            break;

        case "ShowResult":
            // Will be destroyed... The following line will not executed !!!
            Destroy(gameObject);
            break;


            break;
        }
    }
    // Update is called once per frame
    public override void Update()
    {
        mPosition = transform.position;

        // Some Coordinate Noise Generation ...  Some Rotating, Moving Animations....
        switch (mState) {

        case "Freeze":
            // Animation Play..

            // or some

            transform.position = mPosition.Freeze();

            break;

        case "JinsimIntro":
            transform.MoveBack(0.1f);
            break;
        }
    }