Exemple #1
0
            public override void OnEnter()
            {
                base.OnEnter();

                this.skinController = base.GetModelTransform().GetComponent <WispModelBitSkinController>();
                var model = this.skinController.GetComponent <CharacterModel>();

                this.bodyParticles = model.GetComponent <ParticleHolder>().systems[0];
                this.flareSprite   = base.gameObject.GetComponentInChildren <SpriteRenderer>();
                this.eyeFlare      = this.flareSprite.GetComponent <EyeFlare>();

                this.eyeFlare.localScale = baseFlareIntensity;
                var emis = this.bodyParticles.emission;

                emis.rateOverTime = baseEmissionRate;

                base.characterBody.skinIndex = baseSkin;

                this.skinController.Apply(WispBitSkin.GetWispSkin(baseSkin));

                this.flareSprite.color    = this.skinController.activeLightColor;
                this.flareSprite.material = this.skinController.activeTracerMaterial;


                this.weaponStateMachine = base.outer.GetComponents <EntityStateMachine>().Where <EntityStateMachine>((esm) => esm.customName == "Weapon").Single <EntityStateMachine>();
            }
Exemple #2
0
            public override void OnEnter()
            {
                base.OnEnter();
                base.characterBody.AddBuff(BuffIndex.Immune);
                this.duration = transitionDuration;

                this.skinController = base.GetModelTransform().GetComponent <WispModelBitSkinController>();
                var model      = this.skinController.GetComponent <CharacterModel>();
                var partHolder = model.GetComponent <ParticleHolder>();

                this.bodyParticles = partHolder.systems[0];
                this.flareSprite   = base.gameObject.GetComponentInChildren <SpriteRenderer>();
                this.eyeFlare      = this.flareSprite.GetComponent <EyeFlare>();


                var emis = this.bodyParticles.emission;

                this.initialParticleIntensity = emis.rateOverTime.constant;


                this.delayTime     = this.duration * delayFrac;
                this.remainingTime = this.duration - this.delayTime;

                this.animationStartTime         = this.duration * animationStartFrac;
                this.animationDuration          = this.duration - this.animationStartTime;
                this.animationSoundPlayTime     = animationSoundPlayFrac;
                this.animationParticleSurgeTime = this.animationStartTime + (this.animationDuration * animationParticleSurgeTimeFrac);
            }