Beispiel #1
0
 private void UpdateEntering(float p_deltaTime, Transform p_checkPoint, mg_if_ECrabState p_newState)
 {
     m_XMovement.MinigameUpdate(p_deltaTime);
     if (CheckAtCheckPoint(p_checkPoint.position.x))
     {
         CrabState = p_newState;
     }
 }
Beispiel #2
0
 private void UpdateSwimming(float p_deltaTime)
 {
     m_XMovement.MinigameUpdate(p_deltaTime);
     m_YMovement.MinigameUpdate(p_deltaTime);
     if (m_XMovement.CheckOffEdge())
     {
         Despawn();
     }
 }
 public override void MinigameUpdate(float p_deltaTime)
 {
     m_XMovement.MinigameUpdate(p_deltaTime);
     m_YMovement.MinigameUpdate(p_deltaTime);
     CalculateMouthState();
     if (m_XMovement.CheckOffEdge())
     {
         Despawn();
     }
 }
Beispiel #4
0
        public override void MinigameUpdate(float p_deltaTime)
        {
            base.MinigameUpdate(p_deltaTime);
            m_XMovement.MinigameUpdate(p_deltaTime);
            Vector2 vector = base.transform.position;

            vector.y = m_BobMovement.GetValue(p_deltaTime);
            base.transform.position = vector;
            if (m_XMovement.CheckOffEdge())
            {
                Despawn();
            }
        }
 public override void MinigameUpdate(float p_deltaTime)
 {
     m_XMovement.MinigameUpdate(p_deltaTime);
     if (m_XMovement.CheckOffEdge())
     {
         Despawn();
         mg_if_EObjectsMovement p_movement = mg_if_EObjectsMovement.MOVEMENT_LEFT;
         if (m_XMovement.Movement == mg_if_EObjectsMovement.MOVEMENT_LEFT)
         {
             p_movement = mg_if_EObjectsMovement.MOVEMENT_RIGHT;
         }
         m_spawnManager.SpawnShark(p_movement);
     }
 }
        public override void MinigameUpdate(float p_deltaTime)
        {
            base.MinigameUpdate(p_deltaTime);
            m_XMovement.MinigameUpdate(p_deltaTime);
            Vector2 vector = base.transform.position;

            vector.y = m_BobMovement.GetValue(p_deltaTime);
            base.transform.position = vector;
            if (m_lifeGiven)
            {
                m_fadeTimeRemaining -= p_deltaTime;
                float p_alpha = m_fadeTimeRemaining / m_variables.ExtraLifeFadeTime;
                base.UpdateAlpha(p_alpha);
            }
            if (m_XMovement.CheckOffEdge())
            {
                Despawn();
            }
        }