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)"); }
// 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); }