Exemple #1
0
    protected IEnumerator MoveCrew(Vector3 from, Vector3 to)
    {
        var effects = Game.Instance.effects;

        yield return(CoroutineComposer.MakeParallel(
                         this,
                         CoroutineComposer.MakeDelayed(0, effects.Create <EffectSpark>("Spark").Setup(from, to, 1).Run()),
                         CoroutineComposer.MakeDelayed(0.25f, effects.Create <EffectSpark>("Spark").Setup(from, to, 1).Run()),
                         CoroutineComposer.MakeDelayed(0.5f, effects.Create <EffectSpark>("Spark").Setup(from, to, 1).Run())
                         ));
    }
    protected override IEnumerator TickUntilDone()
    {
        List <IEnumerator> sparks = new List <IEnumerator>();

        for (int i = 0; i < sparkCount; ++i)
        {
            sparks.Add(DelayedSpark(Random.value));
        }

        sparks.Add(CoroutineComposer.MakeDelayed(.2f, CoroutineComposer.MakeAction(() => Game.Instance.audioManager.Play("repair"))));
        sparks.Add(CoroutineComposer.MakeDelayed(.6f, CoroutineComposer.MakeAction(() => Game.Instance.audioManager.Play("repair"))));

        yield return(CoroutineComposer.MakeParallel(this, sparks.ToArray()));
    }
Exemple #3
0
 private void OnDeactivateEvade()
 {
     owner.EnqueueAnimation(CoroutineComposer.MakeDelayed(.25f, CoroutineComposer.MakeAction(() => visuals.TrailVisible = false)));
 }
Exemple #4
0
 private void OnActivateEvade()
 {
     Debug.LogFormat("Evading");
     owner.EnqueueAnimation(CoroutineComposer.MakeDelayed(.25f, CoroutineComposer.MakeAction(() => visuals.TrailVisible = true)));
     FinishTurn();
 }