private void PassSeason() { switch (curSeason) { case eSeason.SPRING: objFlower.SetActive(false); objRain.SetActive(true); transLight.GetComponentInChildren <Light>().intensity = 0.3f; curSeason = eSeason.SUMMER; break; case eSeason.SUMMER: objRain.SetActive(false); objMaple.SetActive(true); transLight.GetComponentInChildren <Light>().intensity = 1.0f; curSeason = eSeason.FALL; break; case eSeason.FALL: objMaple.SetActive(false); objSnow.SetActive(true); transLight.GetComponentInChildren <Light>().intensity = 0.5f; curSeason = eSeason.WINTER; break; case eSeason.WINTER: objSnow.SetActive(false); objFlower.SetActive(true); transLight.GetComponentInChildren <Light>().intensity = 1.0f; curSeason = eSeason.SPRING; break; } }
private void Purify() { if (isPurify) { return; } if (!collider.ThroughStart("PlayerSkill")) { return; } if (myState.GetNowSeason() != eSeason.None) { return; } if (otherState == null) { otherState = (C_SeasonState)collider.GetOtherEntity("PlayerSkill").GetUpdateComponent("C_SeasonState"); } isPurify = true; nextSeason = otherState.GetNowSeason(); effectTimer.Initialize(); drawComp.SetShaderOn(effectTimer.GetLimitTime() - 0.01f, "A_Shrub_" + nextSeason, "ShrubMask"); if (nextSeason == eSeason.Spring) { drawComp.SetDepth(18); } }
public C_SeasonState(eSeason season = eSeason.Spring) { nowSeason = season; skillCD = new List <int>() { 10, 20, 15, 20, 0 }; canSkill = true; skillTimer = new Timer(skillCD[(int)nowSeason]); rect = new Rectangle((int)nowSeason * 48, 0, 48, 48); }
public void ToBeforeSeason() { int index = (int)nowSeason; if (index - 1 < 0) { index = index - 1 + (int)eSeason.None; } else { index--; } nowSeason = (eSeason)index; }
public void ToNextSeason() { int index = (int)nowSeason; if (index + 1 >= (int)eSeason.None) { index = index + 1 - (int)eSeason.None; } else { index++; } nowSeason = (eSeason)index; }
public C_UpdateShrubState(GameDevice gameDevice) { this.gameDevice = gameDevice; nextSeason = eSeason.Spring; effectNames1 = new List <string>() { "P_Sakura", "P_Leaf", "P_MapleLeafYellow", "P_SnowFlake" }; effectNames2 = new List <string>() { "P_Sakura", "P_Rain", "P_MapleLeafRed", "P_Snow" }; effectTimer = new Timer(1.5f); effectTimer.SetIsTime(); isPurify = false; }
public Rectangle GetRect(eSeason season) { return(rect); }
public void SetNowSeason(eSeason season) { nowSeason = season; }