IEnumerator IE_unlock() { Transform trans_shadow = GameFunction.GetGameObjectInChildrenByName(this.gameObject, "Shadow").transform; Vector3 originScale_shadow = trans_shadow.localScale; const float duration = 1.8f; float timer = 0; while (timer < duration) { timer += Time.deltaTime; float t = timer / duration; trans_shadow.localScale = Vector3.Lerp(originScale_shadow, GameFunction.getVector3(1, 0, 1), t); SR_Stone_crack.color = Color.Lerp(SR_Stone_crack.color, Color.black, t); yield return(null); } Stone_trans.GetComponent <Rigidbody2D>().isKinematic = false; this.enabled = false; this.GetComponent <BoxCollider2D>().enabled = false; //Destroy(this.gameObject); }
public override void onStart() { base.onStart(); animator.SetTrigger(currentState.ToString()); Gravity = GameFunction.GetGameObjectInChildrenByName(this.gameObject, "Gravity").GetComponent <BoxCollider2D>(); dashParticle = GameFunction.GetGameObjectInChildrenByName(this.gameObject, "DashDustParticle").GetComponent <ParticleSystem>().emission; originParticleRate = dashParticle.rate.constant; dashParticle.rate = 0; if (transform.localScale.x < 0) //向右 { offset_Right = Gravity.bounds.min + Gravity.bounds.size.x * Vector3.right - transform.position + Vector3.one * 0.3f; GameFunction.t_Vector3.Set(-transform.localScale.x, transform.localScale.y, transform.localScale.z); transform.localScale = GameFunction.t_Vector3; offset_Left = Gravity.bounds.min - transform.position + new Vector3(-0.3f, 0.3f, 0); GameFunction.t_Vector3.Set(-transform.localScale.x, transform.localScale.y, transform.localScale.z); transform.localScale = GameFunction.t_Vector3; } else { offset_Left = Gravity.bounds.min - transform.position + new Vector3(-0.3f, 0.3f, 0); GameFunction.t_Vector3.Set(-transform.localScale.x, transform.localScale.y, transform.localScale.z); transform.localScale = GameFunction.t_Vector3; offset_Right = Gravity.bounds.min + Gravity.bounds.size.x * Vector3.right - transform.position + Vector3.one * 0.3f; GameFunction.t_Vector3.Set(-transform.localScale.x, transform.localScale.y, transform.localScale.z); transform.localScale = GameFunction.t_Vector3; } Dir = (transform.localScale.x < 0 ? dir.right : dir.left); }
public override void onStart() { base.onStart(); CollHeight = colliderID[0].bounds.extents.y * 2; leftPoint.transform.position = GameFunction.GetGameObjectInChildrenByName(this.gameObject, "Gravity").GetComponent <BoxCollider2D>().bounds.min + new Vector3(Dir == dir.left ? -0.05f : 0.05f, 0.01f, 0); }
override protected IEnumerator die() //死亡 { //销毁光晕 try { Destroy(GameFunction.GetGameObjectInChildrenByName(this.gameObject, "Bloom")); } catch { } this.GetComponent <BoxCollider2D>().enabled = false; deadParticle.SetActive(true); GetComponent <SpriteRenderer>().enabled = false; this.enabled = false; Time.timeScale = 0; CameraFollow.instance.shakeCamera(0.25f, 0.04f, 0.2f); //镜头抖动 yield return(new WaitForSecondsRealtime(0.1f)); //卡屏 Time.timeScale = 1; yield return(new WaitForSeconds(deadParticle.GetComponent <ParticleSystem>().startLifetime)); Destroy(this.gameObject); }
void setElementBoxTrigger() { BoxCollider2D t = GetComponent <BoxCollider2D>(); BoxCollider2D t2 = GameFunction.GetGameObjectInChildrenByName(this.gameObject, "Element").GetComponent <BoxCollider2D>(); t2.offset = t.offset; t2.size = t.size; }
public override void onStart() { base.onStart(); currentState = monster_2_state.walk; CollHeight = colliderID[0].bounds.extents.y * 2; eye.transform.position = GameFunction.GetGameObjectInChildrenByName(this.gameObject, "Gravity").GetComponent <BoxCollider2D>().bounds.min + new Vector3(Dir == dir.left ? -0.05f : 0.05f, 0.01f, 0); viewDistance_player *= Random.Range(0.6f, 1.4f); //每个单体看见玩家的距离不同 }
void Start() { bl_SR = GameFunction.GetGameObjectInChildrenByName(this.gameObject, "bl").GetComponent <SpriteRenderer>(); coin_SR = GetComponent <SpriteRenderer>(); bloom_SR = GameFunction.GetGameObjectInChildrenByName(this.gameObject, "bloom").GetComponent <SpriteRenderer>(); Effect = GameFunction.GetGameObjectInChildrenByName(this.gameObject, "Effect"); Effect.SetActive(false); randomOffset.z = -0.1f; originScale_bl = bl_SR.transform.localScale; }
public override void onStart() { base.onStart(); changeState(currentState); changeDir(dir.left); eye_Left = colliderID[0].bounds.min - transform.position + GameFunction.getVector3(-0.2f, 0.2f, 0); changeDir(dir.right); eye_Right = colliderID[0].bounds.max + Vector3.down * colliderID[0].bounds.size.y - transform.position + GameFunction.getVector3(0.2f, 0.2f, 0); Attack_Effect = GameFunction.GetGameObjectInChildrenByName(this.gameObject, "Attack_Effect"); }
IEnumerator IE_TipBox_Move(int i) { isAnimation_openGroove = true; currentSelectGemGrooveID = i; OpenNewGroove_MessageBox.SetActive(true); GameFunction.GetGameObjectInChildrenByName(OpenNewGroove_MessageBox, "Text").GetComponent <Text>().text = string.Format("是否消耗<color=red>{0}</color>个碎片开启新的宝石槽?", PerGrooveFragNum); if (GrooveMessageBox_select == null) { GrooveMessageBox_select = GameFunction.GetGameObjectInChildrenByName(OpenNewGroove_MessageBox, "Select"); } GrooveMessageBox_select.SetActive(false); const float first_animation_duration = 0.2f; RectTransform t_rect = OpenNewGroove_MessageBox.GetComponent <RectTransform>(); { float _time0 = 0; while (_time0 < first_animation_duration) { _time0 += Time.deltaTime; float t = _time0 / first_animation_duration; t_rect.anchoredPosition = Vector3.Lerp(Vector3.left * 710, Vector3.zero, t); yield return(null); } } const float second_animation_duration = 0.3f; { float _time0 = 0; while (_time0 < second_animation_duration) { _time0 += Time.deltaTime; float t = _time0 / second_animation_duration; t_rect.anchoredPosition = Vector3.zero + Vector3.right * Mathf.Sin(Mathf.Lerp(0, 360, t) * Mathf.Deg2Rad) * Mathf.Lerp(50, 30, t); yield return(null); } } isAnimation_openGroove = false; }
private void Start() { BoxColl = GameFunction.GetGameObjectInChildrenByName(this.gameObject, "Collider").GetComponent <BoxCollider2D>(); }
private void Start() { Halo = GameFunction.GetGameObjectInChildrenByName(this.gameObject, "Halo"); SoulSprite = GameFunction.GetGameObjectInChildrenByName(Halo, "SoulSprite"); }