void OnBlockCreated(RhythmObject o) { FallingBlock_Tuogui fb = o as FallingBlock_Tuogui; if (!fb) { return; } var coin = Instantiate(coinPrefab, rollAxis).GetComponent <Coin>(); coin.o = fb; float rad = coinStartAngleDeg * Mathf.Deg2Rad; coin.transform.localPosition = new Vector3(radius * Mathf.Sin(rad), radius * Mathf.Cos(rad), leftLane); coin.transform.localRotation = Quaternion.Euler(degree, -270, 0); }
public void Init(RhythmObject tap, string _word, string _ShowWord, Vector3 targetPos, EffectInOutTiming inOut = EffectInOutTiming.Default) { //print(_word); //print(_ShowWord); // 存数值 _tap = tap; first_word = _word; second_word = _ShowWord; preShowTime = 0.001f * CorePlaySettings.Instance.m_PreShowTimeLength; _SetState(State.Default); // 设置文字组建 text_word.text = string.Empty; text_word.color = Color.white; tran_base.gameObject.SetActive(false); // 处理提前进场 if (inOut == EffectInOutTiming.Both || inOut == EffectInOutTiming.AheadIn) { //LogManager.Log("Go = 处理提前进场"); WordEnter(); } else { WordFadeIn(); } transform.localPosition = targetPos; coll.enabled = true; }
public static void DestroyRhythmObject(RhythmObject ro) { ro.destroyPending = true; }