void Update() { if (slowed) { slowEFX.SetActive(true); } else { slowEFX.SetActive(false); } _Main.Update(); animatorInfo = anim.GetCurrentAnimatorStateInfo(0); timer2 += Time.deltaTime; if (animatorInfo.IsName("Blue3_Hit") || animatorInfo.IsName("Blue3_Die")) { anim.speed = 1; } else if (slowed) { anim.speed = 1f / gm.SlowMultiplier; } if (timer2 > SlowTimer && slowed) { strikeSpeed = tempSpeed; anim.speed = 1; timer2 = 0; slowed = false; } }
// Update is called once per frame void Update() { // Explicitly update the tree, we don't want these coroutines to // appear to work by magic. We'll make a new base class or utility // method to make coroutines that update automatically, like Unity's. _Main.Update(); }
// Update is called once per frame void Update() { if (_Main != null) { _Main.Update(); } if (!isRunning) { return; } if (timer > GameTime) { isRunning = false; CreditsScroller.Instance.EndGame(); OpenTween("GameMachine", 50); LeanTween.value(gameObject, f => { Time.timeScale = f; }, 1f, 0f, 2f).onComplete = () => CloseTween("GameMachine", 50); } else { timer += Time.deltaTime; } }
void Update() { if (slowed) { slowEFX.SetActive(true); } else { slowEFX.SetActive(false); } _Main.Update(); animatorInfo = anim.GetCurrentAnimatorStateInfo(0); timer2 += Time.deltaTime; if (timer2 > SlowTimer && slowed) { anim.speed = 1; timer2 = 0; slowed = false; } }
void Update() { // if (!player) player = GameObject.FindWithTag("Player"); // else // { // dist = player.transform.position - transform.position; // } // if (!isAwake) //{ // if (Mathf.Abs(dist.x) < farDist) isAwake = true; //} //else //{ // if (!isSkill && !isSkillActing[1] && !isSkillActing[2] && !isSkillActing[0]) // { // Move(); // if (!pubCD) // { // skillNum = SkillSelect(); // isSkill = true; // } // } // else // { // if (!pubCD) // { // enemyRigidBody.velocity = Vector2.zero; // SkillUse(skillNum); // } // } //} Grounded = (isGround2 || isGround); _Main.Update(); if (!shield.activeSelf && needRefill) { SkillList.Add(OpenShield(transform)); needRefill = false; } }
// Update is called once per frame void Update() { _Main.Update(); }
// Update is called once per frame void Update() { // Just tick our root coroutine _Main.Update(); }
// Update is called once per frame void Update() { _Main.Update(); CreditsShake(); }
void Update() { _Main.Update(); //根节点刷新 }