public override void OnCollided(mg_ss_EPlayerAction p_playerAction)
 {
     m_logic.ComboReset();
     base.OnCollided(p_playerAction);
     m_logic.OnAnvilCollision(this);
     MinigameManager.GetActive().PlaySFX("mg_ss_sfx_anvil_impact");
 }
 public override void OnCollided(mg_ss_EPlayerAction p_playerAction)
 {
     m_logic.ComboReset();
     base.OnCollided(p_playerAction);
     base.Animation = mg_ss_EItemAnimation.COLLIDED;
     m_logic.OnBombCollision(this);
     StopFuseSFX();
     MinigameManager.GetActive().PlaySFX("mg_ss_sfx_bomb_impact");
 }
Ejemplo n.º 3
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 private void UpdateCollideState(mg_ss_EPlayerAction p_playerAction)
 {
     if (p_playerAction == mg_ss_EPlayerAction.SMASHING)
     {
         CollideState = mg_ss_ECollideState.SMASH;
     }
     else
     {
         CollideState = mg_ss_ECollideState.NORMAL;
     }
 }
Ejemplo n.º 4
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 public override void OnCollided(mg_ss_EPlayerAction p_playerAction)
 {
     ShowHighlight(p_show: false);
     m_partOfOrder = !m_chaosItem && m_logic.ItemPartOfOrder(base.ItemType);
     if (IsItemOnConveyor())
     {
         UpdateAnimation(m_partOfOrder);
     }
     base.OnCollided(p_playerAction);
     m_logic.OnFruitCollision(this);
 }
        public override void OnCollided(mg_ss_EPlayerAction p_playerAction)
        {
            MinigameManager.GetActive().PlaySFX("mg_ss_sfx_golden_apple_collect");
            base.OnCollided(p_playerAction);
            m_logic.OnGoldenAppleCollision(this);
            Camera  mainCamera       = MinigameManager.GetActive().MainCamera;
            Vector2 p_targetPosition = new Vector2(0f - mainCamera.aspect * mainCamera.orthographicSize, mainCamera.orthographicSize);

            p_targetPosition.x /= base.transform.lossyScale.x;
            p_targetPosition.x -= -0.714f;
            p_targetPosition.y /= base.transform.lossyScale.y;
            p_targetPosition.y -= 1.16f;
            m_movement          = new mg_ss_ItemMovement_PowerupExit(p_targetPosition);
            m_movement.Initialize(this);
        }
Ejemplo n.º 6
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 public virtual void OnCollided(mg_ss_EPlayerAction p_playerAction)
 {
     UpdateCollideState(p_playerAction);
     m_movement.OnCollided();
 }