void End() { jishi += Time.deltaTime; if (jishi <= endJishi) { return; } if (PlayerUI && PlayerUI.activeSelf) { Globals.isInPlot = true; //PlayerUI.SetActive(false); PlayerUI.GetComponent <CanvasGroup>().alpha = 0; } if (GlobalLight.GetComponent <Light2D>().intensity >= 300) { print("游戏通关!!!!!"); //进入另一个 场景 PlayerUI.GetComponent <CanvasGroup>().alpha = 1; PlayerUI.GetComponent <PlayerUI>().HideUIs(); Men.SetActive(true); Globals.isInPlot = false; return; } GlobalLight.GetComponent <Light2D>().intensity += (302 - GlobalLight.GetComponent <Light2D>().intensity) * 0.01f; }
//关灯 public void GuanDeng() { if (light2d) { light2d.GetComponent <Light2D>().intensity = 0; } }
public virtual void SetLightColor() { if (light2d) { Color _theColor = GlobalTools.RandomColor(); light2d.GetComponent <Light2D>().color = _theColor; light2d.GetComponent <Light2D>().intensity = 0.6f + GlobalTools.GetRandomDistanceNums(0.6F); //if (denglizi1) denglizi1.startColor = _theColor; SetDengLiziColor(_theColor); } }
// Start is called before the first frame update void Start() { maxFuelLevel = currentFuelLevel; // not sure this is a good idea brightness = lamp1.intensity; flicker1 = lamp1.GetComponent <Flicker>(); flicker2 = lamp2.GetComponent <Flicker>(); }
void OnSceneGUI() { Light2D tar = (Light2D)target; EditorUtility.SetSelectedWireframeHidden(tar.GetComponent <MeshRenderer>(), true); Undo.RecordObject(tar, "Edit Target Light"); Undo.RecordObject(tar.transform, tar.transform.GetHashCode() + "_undo"); Color color = ((tar.LightColor + Color.white) / 2); color.a = 1; Handles.color = color; Handles.DrawWireArc(tar.transform.position, tar.transform.forward, Quaternion.AngleAxis(180 - tar.Angle / 2, tar.transform.forward) * -tar.transform.up, tar.Angle, tar.Range); DrawRangeHandles(tar); DrawAngleHandles(tar); DrawRotationHandle(tar); if (GUI.changed) { EditorUtility.SetDirty(tar); } }
void Leishan() { StartTimes += Time.deltaTime; if (StartTimes >= JiangeTimes) { if (GlobalTools.GetRandomNum() >= 30) { print("ls---------------- "); if (LeiLight1) { LeiLight1.GetComponent <TX_LeiLight>().GetLeishan(AudioList[GlobalTools.GetRandomNum(AudioList.Count - 1)]); } if (LeiLight2) { LeiLight2.GetComponent <TX_LeiLight>().GetLeishan(AudioList[GlobalTools.GetRandomNum(AudioList.Count - 1)]); } if (LeiLight3) { LeiLight3.GetComponent <TX_LeiLight>().GetLeishan(AudioList[GlobalTools.GetRandomNum(AudioList.Count - 1)]); } } StartTimes = 0; JiangeTimes = 3 + GlobalTools.GetRandomNum(3); } }
public void Start() { chestClosed.SetActive(true); chestOpen.SetActive(true); chestLights.GetComponent <Light>(); chestLights.intensity = 1.75f; }
void OnSceneGUI() { Light2D l = (Light2D)target; EditorUtility.SetSelectedWireframeHidden(l.GetComponent <Renderer>(), !l.EDITOR_SHOW_MESH); Tools.current = Tool.None; Event e = Event.current; EditorGUI.BeginChangeCheck(); { switch (e.type) { case EventType.KeyDown: ExecuteKeyDownEvent(e); break; } if (handle == 0) { if (Tools.pivotRotation == PivotRotation.Local) { l.transform.position = Handles.PositionHandle(l.transform.position, l.transform.rotation); } else { l.transform.position = Handles.PositionHandle(l.transform.position, Quaternion.identity); } } else { l.transform.rotation = Handles.RotationHandle(l.transform.rotation, l.transform.position); } if (l.LightType != Light2D.LightTypeSetting.Directional) { Handles.color = Color.green; float widgetSize = Vector3.Distance(l.transform.position, SceneView.lastActiveSceneView.camera.transform.position) * 0.1f; float rad = (l.LightRadius); Handles.DrawWireDisc(l.transform.position, l.transform.forward, rad); lightRadius.floatValue = Mathf.Clamp(Handles.ScaleValueHandle(l.LightRadius, l.transform.TransformPoint(Vector3.right * rad), Quaternion.identity, widgetSize, Handles.CubeCap, 1), 0.001f, Mathf.Infinity); Handles.color = Color.red; Vector3 sPos = l.transform.TransformDirection(Mathf.Cos(Mathf.Deg2Rad * -((l.LightConeAngle / 2f) - l.LightConeStart)), Mathf.Sin(Mathf.Deg2Rad * -((l.LightConeAngle / 2f) - l.LightConeStart)), 0); Handles.DrawWireArc(l.transform.position, l.transform.forward, sPos, l.LightConeAngle, (rad * 0.8f)); sweepSize.floatValue = Mathf.Clamp(Handles.ScaleValueHandle(l.LightConeAngle, l.transform.position - l.transform.right * (rad * 0.8f), Quaternion.identity, widgetSize, Handles.CubeCap, 1), 0, 360); } } if (EditorGUI.EndChangeCheck()) { UpdateLight(); EditorUtility.SetDirty(target); } }
//高光后消失 void GaoguangHouXiaoshi() { if (IsGaoguangXiaoshiLizi) { if (LightGaoguang) { LightGaoguang.GetComponent <Light2D>().intensity += (9 - LightGaoguang.GetComponent <Light2D>().intensity) * 0.01f; } //增强 灯光 JishiNums += Time.deltaTime; if (JishiNums >= 3) { JishiNums = 0; IsGaoguangXiaoshiLizi = false; Lizi_Xiaoshi.Play(); Audio_xiu.Play(); player.gameObject.SetActive(false); IsWuzhongLive = true; } } }
private void LateUpdate() { float time = ((float)(((int)(Time.realtimeSinceStartup * 10000f)) % 10000)) / 10000f; float frequenced = ((float)(((int)(time * 10000f)) % ((int)10000 / frequency))) / 10000f; if (myLight.GetComponent <LightFader2D>().IsRunningCoroutine()) { myLight.intensity = flickerCurve.Evaluate(frequenced) * myLight.intensity; } else { myLight.intensity = flickerCurve.Evaluate(frequenced) * lightStartingIntensity; } }
// Start is called before the first frame update void Start() { hullMaxHealth = 100.0f; hullCurrentHealth = 100.0f; hullDurability = 10.0f; pMovement = GetComponent <PlayerMovement>(); upgrades = GetComponent <PlayerUpgrades>(); playerLight = pLight.GetComponent <PlayerLight>(); sonarScan = sonarSystem.GetComponent <SonarScan>(); shieldTexture = sub_shield.GetComponent <SpriteRenderer>(); backLight = lightUpgrade.GetComponentInChildren <Light2D>(); lightTexture = lightUpgrade.GetComponentInChildren <SpriteRenderer>(); sonarTexture = sonarUpgrade.GetComponentInChildren <SpriteRenderer>(); }
IEnumerator Flicker() { if (instance != null && instance.GetComponent <Light2D>() != null) { while (flicker_enabled == true) { yield return(new WaitForSeconds(Random.Range(flicker_time_1, flicker_time_2))); instance.intensity = instance.intensity - flicker_intensity; yield return(new WaitForSeconds(Random.Range(flicker_time_1, flicker_time_2))); instance.intensity = instance.intensity + flicker_intensity; } } }
public void SetLightAngle() { if (light2d == null || light2d.GetComponent <Light2D>().lightType != Light2D.LightType.Point) { return; } float _innerRadius = 1.7f + GlobalTools.GetRandomDistanceNums(1.4f); float _outerRadius = 3.9f + GlobalTools.GetRandomDistanceNums(0.5f); light2d.GetComponent <Light2D>().pointLightInnerRadius = _innerRadius; light2d.GetComponent <Light2D>().pointLightOuterRadius = _outerRadius; light2d.GetComponent <Light2D>().intensity = 0.5f + GlobalTools.GetRandomDistanceNums(0.6f); if (light2d2 && light2d3) { //位置 float ___x2 = light2d2.transform.position.x; float ___y2 = GlobalTools.GetRandomNum() > 50 ? light2d2.transform.position.y + GlobalTools.GetRandomDistanceNums(1.6f) : light2d2.transform.position.y - GlobalTools.GetRandomDistanceNums(0.5f); light2d2.transform.position = new Vector2(___x2, ___y2); float ___x3 = light2d3.transform.position.x; float ___y3 = GlobalTools.GetRandomNum() > 50 ? light2d3.transform.position.y + GlobalTools.GetRandomDistanceNums(1.6f) : light2d3.transform.position.y - GlobalTools.GetRandomDistanceNums(0.5f); light2d3.transform.position = new Vector2(___x3, ___y3); //颜色 //light2d2.GetComponent<Light2D>().color = GlobalTools.RandomColor(); //light2d3.GetComponent<Light2D>().color = GlobalTools.RandomColor(); //亮度 light2d2.GetComponent <Light2D>().intensity = 0.5f + GlobalTools.GetRandomDistanceNums(0.6f); light2d3.GetComponent <Light2D>().intensity = 0.5f + GlobalTools.GetRandomDistanceNums(0.6f); } //Vector2 _lightPos = light2d.transform.position; ////GlobalTools.GetRandomDistanceNums(2.5f) //float __x = GlobalTools.GetRandomNum() > 50 ? _lightPos.x + GlobalTools.GetRandomDistanceNums(1f) : _lightPos.x - GlobalTools.GetRandomDistanceNums(1f); //float __y = GlobalTools.GetRandomNum() > 50 ? _lightPos.y + GlobalTools.GetRandomDistanceNums(0.5f) : _lightPos.y - GlobalTools.GetRandomDistanceNums(0.5f); //light2d.transform.position = new Vector2(__x,__y); }
// Update is called once per frame void Update() { cLight = GameObject.FindObjectOfType<Light2D>(); //if(Input.GetAxis("Horizontal")){ //light.transform.position = new Vector3 (Input.mousePosition.x -Screen.width*.5f, Input.mousePosition.y -Screen.height*.5f); Vector3 pos = cLight.transform.position; pos.x += Input.GetAxis ("Horizontal") * 30f * Time.deltaTime; pos.y += Input.GetAxis ("Vertical") * 30f * Time.deltaTime; cLight.transform.position = pos; if (Input.GetMouseButtonDown (0)) { Vector2 p = Camera.main.ScreenToWorldPoint(Input.mousePosition); if(Input.GetKey(KeyCode.LeftControl)){ Material m = new Material( cLight.GetComponent<Light2D>().lightMaterial as Material); GameObject nLight = new GameObject(); nLight.transform.parent = cLight.transform; nLight.AddComponent<Light2D>(); //m.color = new Color(Random.Range(0f,1f),Random.Range(0f,1f),Random.Range(0f,1f)); nLight.GetComponent<Light2D>().lightMaterial = m; nLight.transform.position = p; nLight.GetComponent<Light2D>().lightRadius = 40; GameObject quad = GameObject.CreatePrimitive(PrimitiveType.Quad); quad.transform.parent = nLight.transform; quad.transform.localPosition = Vector3.zero; lightCount++; } } //UIlights.text = "Lights: " + lightCount; //UIvertex.text = "Working Vertexes: " + vertexCount.ToString(); }
public void Start() { crystal1.enabled = true; crystal2.enabled = true; crystal3.enabled = true; crystal4.enabled = true; crystalLight.GetComponent <Light>(); globalLight.GetComponent <Light>(); churchLight.GetComponent <Light>(); crystalLight.intensity = 1f; globalLight.intensity = 1f; boss.SetActive(false); e1.SetActive(false); e2.SetActive(false); e3.SetActive(false); e4.SetActive(false); e5.SetActive(false); e6.SetActive(false); e7.SetActive(false); e8.SetActive(false); }
public void StartButtonClick() { moon.GetComponent <MoonLightScript>().MoonBrighter(); isGamePaused = false; levelMusic.Play(); }