protected override void WhatIfAction()
        {
            TaskLogger.LogInfo(MessageImportance.High, "Projects will be categorized for Scope '{0}'", BuildScope.ToString());
            TaskLogger.LogInfo(MessageImportance.High, "Project Type '{0}' will be used ", ProjType.ToString());
            TaskLogger.LogInfo(MessageImportance.High, "Project Category '{0}' will be used ", ProjCat.ToString());
            TaskLogger.LogInfo(MessageImportance.High, "Tokens to be included '{0}'", CmdLineIncludeScope);
            TaskLogger.LogInfo(MessageImportance.High, "Tokens to be excluded '{0}'", CmdLineExcludeScope);

            TaskLogger.LogInfo(MessageImportance.High, "Repository Root Dir Path '{0}'", RepositoryRootDirPath);

            ProjectSearchUtility psu = new ProjectSearchUtility(RepositoryRootDirPath, MultipleScopes, BuildScope, FullyQualifiedBuildScopeDirPath, CmdLineExcludeScope, CmdLineIncludeScope, ProjType, ProjCat);

            psu.UseLegacyDirs = UseLegacyDirStructure;
            TaskLogger.LogInfo(MessageImportance.High, "Use Legacy Directory Strucuture is set to '{0}'", psu.UseLegacyDirs.ToString());
            TaskLogger.LogInfo(MessageImportance.High, "SDK Root Dir Path '{0}'", psu.SDKRootDir);
            TaskLogger.LogInfo(MessageImportance.High, psu.SearchDirPaths, "Search Dir Path(s)");
        }
Exemple #2
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    // Use this for initialization
    public void setProjType(ProjType p, Vector2 start, Vector2 rel_vel, Vector2 firevec, bool friendly, bool alt)
    {
        this.gameObject.layer = friendly ? 10 : 11;

        var rb = GetComponent <Rigidbody2D>();

        this.transform.position    = start;
        this.transform.eulerAngles = new Vector3(0, 0, Mathf.Rad2Deg * Mathf.Atan2(firevec.y, firevec.x));

        float launchscale  = 0;
        float rel_vel_bias = 0;

        switch (p)
        {
        case ProjType.ARROW:
            rb.gravityScale = 0.3f;
            launchscale     = 5;
            firevec.y       = 0.1f;
            rel_vel_bias    = 1;

            if (alt)
            {
                firevec.y   = 1f;
                launchscale = 3;
            }

            break;

        case ProjType.AXE:
            rb.gravityScale = 1f;
            launchscale     = 3;
            rb.AddTorque(1);
            firevec.y    = 0.3f;
            rel_vel_bias = 1f;

            if (alt)
            {
                firevec.y = 5f;
            }

            break;

        case ProjType.BULLET:
            rb.gravityScale = 0f;
            launchscale     = 7;

            if (alt)
            {
                firevec.y = 1f;
            }
            break;
        }

        firevec = firevec.normalized;
        GetComponent <Rigidbody2D>().velocity  = (rel_vel_bias * rel_vel) + (firevec * launchscale);
        GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>("projectile/" + p.ToString());
        var bx = gameObject.AddComponent <BoxCollider2D>();

        bx.size = 0.01f * getWeaponDim(p);
    }