// Use this for initialization private void Awake() { playerSound = GetComponent <PlayerSoundSetting>(); MyState = GetComponent <PlayerState>(); PlayerViberation = GetComponent <Viberation>(); camTr = Camera.main.transform; MarkerRotate = Beejae_Marker[0].transform.rotation; AzuraHands = new TouchCollision[2]; AzuraHands[0] = Hands[0].GetComponent <TouchCollision>(); AzuraHands[1] = Hands[1].GetComponent <TouchCollision>(); typecheck = GetComponentInChildren <LineDraw>(); if (typecheck.IsHaveSkill(0)) { int poolCount = 5; Azurapool.Create(AzuraBallPrefab, poolCount); AzuraBall = new GameObject[poolCount]; for (int i = 0; i < AzuraBall.Length; ++i) { AzuraBall[i] = null; } } if (typecheck.IsHaveSkill(1)) { int poolCount = 5; Arrowpool.Create(ArrowPrefab, poolCount); Arrow = new GameObject[poolCount]; for (int i = 0; i < Arrow.Length; ++i) { Arrow[i] = null; } } }
private void Update() { if (Input.GetKeyDown(KeyCode.A)) { Mp -= 5; } if (Input.GetKeyDown(KeyCode.S)) { Hp -= 5; } if (MyState == State.Charging) { ChargingTime += Time.deltaTime; } if (ChargingTime > MaxChargingTime) { Debug.Log("챠징오버"); //스킬 실패 기초안 PlayerViberation.StartCoroutine(Viberation.ViberationCoroutine(0.5f, 1.0f, OVRInput.Controller.RTouch)); PlayerViberation.StartCoroutine(Viberation.ViberationCoroutine(0.5f, 1.0f, OVRInput.Controller.LTouch)); SetMyState(State.ChargingOver); } CheckHp(); CheckMp(); }
// Use this for initialization void Awake() { playerSound = GetComponent <PlayerSoundSetting>(); LightningBolt = false; HpColor = Color.red; MyState = State.Nomal; ChargingTime = 0.0f; StartCoroutine(HpRecovery()); StartCoroutine(MpRecovery()); PlayerViberation = gameObject.transform.GetComponent <Viberation>(); }
private void Awake() { playerSound = transform.parent.parent.GetComponent <PlayerSoundSetting>(); Player = transform.parent.parent.GetComponent <Transform>(); PlayerViberation = gameObject.transform.parent.parent.GetComponent <Viberation>(); MainPoint = Points[0]; touchPoints = new int[skill5.Length]; line.positionCount = 1; line.SetPosition(0, gameObject.transform.position); PointsVec.Add(gameObject.transform.position); }
// Use this for initialization private void Awake() { playerSound = transform.parent.parent.GetComponent <PlayerSoundSetting>(); Player = transform.parent.parent.GetComponent <Transform>(); PlayerViberation = gameObject.transform.parent.parent.GetComponent <Viberation>(); MainPoint = Points[0]; touchPoints = new int[skill5.Length]; line.positionCount = 1; line.SetPosition(0, gameObject.transform.position); PointsVec.Add(gameObject.transform.position); CompleteSound = GetComponent <AudioSource>(); CompleteSound.volume = Singletone.Instance.Sound; reset(); gameObject.SetActive(false); }
private void Update() { if (InputManager_JHW.AButtonDown()) { source.clip = clips[0]; source.Play(); if (!confirm) { SelectMenu = index; confirm = true; player.StartCoroutine(Viberation.ViberationCoroutine(0.2f, 0.3f, OVRInput.Controller.RTouch)); player.StartCoroutine(Viberation.ViberationCoroutine(0.2f, 0.3f, OVRInput.Controller.LTouch)); ui_arr[SelectMenu].GetComponent <Image>().color = new Color(1, 0, 1); Menus[SelectMenu].transform.Translate(0, 0, -10); Menus[SelectMenu].transform.LookAt(Camera.main.transform); Menus[SelectMenu].transform.Rotate(0, 180, 0); } } if (InputManager_JHW.BButtonDown()) { source.clip = clips[1]; source.Play(); if (confirm && SelectMenu >= 0) { Menus[SelectMenu].transform.rotation = Quaternion.identity; Menus[SelectMenu].transform.Translate(0, 0, 10); ui_arr[SelectMenu].GetComponent <Image>().color = new Color(1, 1, 1); SelectMenu = -1; confirm = false; player.StartCoroutine(Viberation.ViberationCoroutine(0.1f, 0.1f, OVRInput.Controller.RTouch)); player.StartCoroutine(Viberation.ViberationCoroutine(0.1f, 0.1f, OVRInput.Controller.LTouch)); } } if (InputManager_JHW.RTriggerOn() && InputManager_JHW.LTriggerOn()) { //준비 완료되었냐고 물어보는 거 확인후!! source.clip = clips[0]; source.Play(); confirm = true; GameStart.gameObject.SetActive(true); // } }
public void SkillOn() { lineReset(); if (SkillCheck(skill1)) { currentSkill = 1; Debug.Log("마법1"); playerSound.PlayerSound(PlayerSoundSetting.soundPack.DrawComplete); TimerOn = true; Complete.SetActive(true); PlayerViberation.StartCoroutine(Viberation.ViberationCoroutine(.3f, .3f, OVRInput.Controller.LTouch)); PlayerViberation.StartCoroutine(Viberation.ViberationCoroutine(.3f, .3f, OVRInput.Controller.RTouch)); return; } else if (SkillCheck(skill2)) { currentSkill = 2; Debug.Log("마법2"); playerSound.PlayerSound(PlayerSoundSetting.soundPack.DrawComplete); TimerOn = true; Complete.SetActive(true); PlayerViberation.StartCoroutine(Viberation.ViberationCoroutine(.3f, .3f, OVRInput.Controller.LTouch)); PlayerViberation.StartCoroutine(Viberation.ViberationCoroutine(.3f, .3f, OVRInput.Controller.RTouch)); return; } else if (SkillCheck(skill3)) { currentSkill = 3; Debug.Log("마법3"); playerSound.PlayerSound(PlayerSoundSetting.soundPack.DrawComplete); TimerOn = true; Complete.SetActive(true); PlayerViberation.StartCoroutine(Viberation.ViberationCoroutine(.3f, .3f, OVRInput.Controller.LTouch)); PlayerViberation.StartCoroutine(Viberation.ViberationCoroutine(.3f, .3f, OVRInput.Controller.RTouch)); return; } else if (SkillCheck(skill4)) { currentSkill = 4; Debug.Log("마법4"); playerSound.PlayerSound(PlayerSoundSetting.soundPack.DrawComplete); TimerOn = true; Complete.SetActive(true); PlayerViberation.StartCoroutine(Viberation.ViberationCoroutine(.3f, .3f, OVRInput.Controller.LTouch)); PlayerViberation.StartCoroutine(Viberation.ViberationCoroutine(.3f, .3f, OVRInput.Controller.RTouch)); return; } else if (SkillCheck(skill5)) { currentSkill = 5; Debug.Log("마법5"); playerSound.PlayerSound(PlayerSoundSetting.soundPack.DrawComplete); TimerOn = true; Complete.SetActive(true); PlayerViberation.StartCoroutine(Viberation.ViberationCoroutine(.3f, .3f, OVRInput.Controller.LTouch)); PlayerViberation.StartCoroutine(Viberation.ViberationCoroutine(.3f, .3f, OVRInput.Controller.RTouch)); return; } PointRestart(); TimerOn = false; reset(); gameObject.SetActive(false); }
// Use this for initialization private void Awake() { PlayerViberation = gameObject.transform.parent.parent.parent.GetComponent <Viberation>(); }
public void touchon() { PlayerViberation.StartCoroutine(Viberation.ViberationCoroutine(0.1f, 0.1f, OVRInput.Controller.RTouch)); check = true; this.transform.GetComponent <MeshRenderer>().material.color = new Color(0, 0, 0); }