void Init() { m_RotationSpeed = m_OrdinaryRotationSpeed; m_State = FOState.InConveyor; SetSpeed(m_FallingSpeed); GUIText guiText = GetComponentInChildren(typeof(GUIText)) as GUIText; guiText.anchor = TextAnchor.MiddleCenter; guiText.fontSize = 30; SetText(((int)rigidbody2D.mass).ToString()); }
public void SetState(FOState newState) { if (_isinit) { _states[_currentState].enabled = false; _states[_currentState].EndState(); } _currentState = newState; _states[_currentState].BeginState(); _states[_currentState].enabled = true; // _anim.SetInteger("CurrentState", (int)_currentState); }
public void ImpactByBombBlowingUp(Vector3 bomb_p) { m_State = FOState.FallingDown; rigidbody2D.isKinematic = false; Vector3 force_dir = transform.position - bomb_p; const float blow_up_power = 30.0f; force_dir.Normalize(); force_dir *= blow_up_power; rigidbody2D.velocity = force_dir; rigidbody2D.gravityScale = 4.0f; }
public bool TryToChew(GameObject chew_by) { if (m_State != FOState.InConveyor) { return(false); } m_ChewingHead = chew_by; m_State = FOState.Chewing; rigidbody2D.isKinematic = true; // If isKinematic is enabled, Forces, collisions or joints will not affect the rigidbody anymore m_RotationSpeed = 0.0f; m_ChewingStartRot = transform.rotation; SetText(""); return(true); }
public void Fall() { m_State = FOState.FallingDown; rigidbody2D.isKinematic = false; SetSpeed(m_FallingSpeed); }
void SelfDestroy() { m_State = FOState.Destroyed; Destroy(this.gameObject); Destroy(this); }