Exemple #1
0
 public void Reset()
 {
     tr.emitting = false;
     throwableParticle.SetAcceleration(0, 0, 0);
     throwableParticle.SetVelocity(0, 0, 0);
     throwableParticle.ClearAccumulator();
     throwableParticle.SetPosition(startPos.x, startPos.y, startPos.z);
     boundingRectangle.center = throwableParticle.GetPosition();
 }
Exemple #2
0
 public void SpringPopup()
 {
     if (!gameManager.isTriggeredOnce)
     {
         particle.SetAcceleration(0, 0, 0);
         particle.SetVelocity(0, 0, 0);
         particle.ClearAccumulator();
         particle.SetPosition(eventPoint.x, eventPoint.y, eventPoint.z);
         gameManager.jetpackFuel      = 100f;
         gameManager.downwardsGravity = true;
         gameManager.controlMode      = GameManager.ControlMode.noControl;
         gameManager.textPanel.SetActive(true);
         gameManager.text.text = "There is an obstacle Bob can't pass without his jetpack. He needs to hit the trigger on the other side to pass.";
     }
 }
Exemple #3
0
        public AmmoRound(ShotType type)
        {
            this.type = type;

            switch (type)
            {
            case ShotType.Pistol:
                Particle.Mass         = 2.0f;                           // 2.0kg
                Particle.Velocity     = new Vector3(0.0f, 0.0f, 35.0f); // 35m/s
                Particle.Acceleration = new Vector3(0, -1, 0);
                Particle.Damping      = 0.99f;
                break;

            case ShotType.Artillery:
                Particle.Mass         = 200.0f;                          // 200.0kg
                Particle.Velocity     = new Vector3(0.0f, 30.0f, 40.0f); // 50m/s
                Particle.Acceleration = new Vector3(0, -20, 0);
                Particle.Damping      = 0.99f;
                break;

            case ShotType.Fireball:
                Particle.Mass         = 1.0f;                           // 1.0kg - mostly blast damage
                Particle.Velocity     = new Vector3(0.0f, 0.0f, 10.0f); // 5m/s
                Particle.Acceleration = new Vector3(0, 0.6f, 0);        // floats up
                Particle.Damping      = 0.9f;
                break;

            case ShotType.Laser:
                // Note that this is the kind of laser bolt seen in films,
                // not a realistic laser beam!
                Particle.Mass         = 0.1f;                            // 0.1kg - almost no weight
                Particle.Velocity     = new Vector3(0.0f, 0.0f, 100.0f); // 100m/s
                Particle.Acceleration = new Vector3(0.0f, 0.0f, 0.0f);   // No gravity
                Particle.Damping      = 0.99f;
                break;
            }

            // Set the data common to all particle types
            Particle.Position = new Vector3(0.0f, 1.5f, 0.0f);
            StartTime         = TimingData.LastFrameTimestamp;

            // Clear the force accumulators
            Particle.ClearAccumulator();
        }