void CreateNewSpurting(DrawerController drawer)
        {
            position.y -= 1;
            Vector2 velo = Vector2.zero;

            HelperAPIMethods.RandomVelocity(ref velo, -1f, 1f, 0, 1f);
            drawer.CreateLivePixel <Spurting>(position, attach).velocity = 20f * velo;     //溅起水花
        }
        public override void Update(DrawerController drawer)
        {
            velocity.y += gravity * Time.deltaTime;
            velocity   *= 1f - 0.1f * Time.deltaTime;
            position   += velocity * Time.deltaTime;

            if (x > renderWEnd || y > renderHEnd || y < renderHStart || x < renderWStart)
            {
                Die();  //都跑地图外了,那就让他去死吧
            }
            if (!ClearAt(drawer, x, y))
            {
                // 这个粒子碰到了什么东西,  如果是的话就判断是否清理两边。
                clearLeft  = ClearAt(drawer, x - 1, y);
                clearRight = ClearAt(drawer, x + 1, y);
                if (clearLeft && clearRight)
                {
                    if (UnityEngine.Random.Range(0f, 1f) > 0.5f)
                    {
                        position.x -= 1;
                        velocity    = left;

                        return;
                    }
                    else
                    {
                        position.x += 1;
                        velocity    = right;

                        return;
                    }
                }
                else if (clearLeft)
                {
                    position.x -= 1;
                    velocity    = left;
                    return;
                }
                else if (clearRight)
                {
                    position.x += 1;
                    velocity    = right;
                    return;
                }
                else if (velocity.y < 0)
                {
                    // 他正在下坠,如果没发现找到符合清理要求的地方,那就网上移动一格,然后就去死吧
                    position.y += 1;
                    DieClear();
                    Vector2 velo = Vector2.zero;
                    HelperAPIMethods.RandomVelocity(ref velo, -1f, 1f, 0, 1f);
                    drawer.CreateLivePixel <Spurting>(position, attach).velocity = 20f * velo;
                }
                velocity = Vector2.zero;
            }
        }
        public override void Update(DrawerController drawer)
        {
            //调整位置和粒子的颜色
            position.y += bouyancy * Time.deltaTime;

            //判断粒子当前的“年龄”,毕竟各个阶段的火焰颜色不同嘛
            float t = (Time.time - startTime) / lifeTime;

            //根据他的年龄,给他上色
            color = Color.Lerp(MakeFireInInspector.instance.fireStartColor, MakeFireInInspector.instance.fireEndColor, t);
            if (t > 1)
            {
                DieClear();     //大限已到,节哀
            }
            //时不时生一个活的火焰
            if (UnityEngine.Random.Range(0, 100) < 10)
            {
                pos.Set(x, y - 1);
                drawer.CreateLivePixel <Fire>(pos, brush).startTime = startTime - .3f;
            }

            //如果碰到了木头,那就把他烧成灰烬人(生点余烬粒子),还有足够时间的着火才有几率点燃噢
            Color c = drawer.GetPixel(x, y, false);

            if (MakeFireInInspector.instance.IsFlammable(c) && UnityEngine.Random.Range(0, 100) < 2)
            {
                pos.Set(x, y);
                drawer.CreateLivePixel <Ember>(pos, attach);
            }

            //如果碰到雪了。。
            if (c.IsGrayscale())
            {
                drawer.SetPixel(x, y, Color.clear);
            }

            //碰到雨了
            if (c.IsBluescale())
            {
                drawer.SetPixel(x, y, Color.clear);
            }
        }
        void Update()
        {
            if (!Input.GetMouseButton(0))
            {
                return;
            }

            if (!EventSystem.current.IsPointerOverGameObject())
            {
                Vector2 pos;
                int     c;

                if (drawer.PixelPosAtScreenPos(Input.mousePosition, out pos))
                {
                    pos.Set(Mathf.RoundToInt(pos.x), Mathf.RoundToInt(pos.y));

                    for (c = 0; c < cc; c++)
                    {
                        drawer.CreateLivePixel <Snow>(pos, brush);
                    }
                }
            }
        }
Exemple #5
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        public void Splode(Vector2 origin, int radius = 20)
        {
            if (drawer == null)
            {
                Init();
            }

            ///https://blog.csdn.net/u010141928/article/details/79514514 算法参考该博客
            ///Start....

            Rect r      = new Rect(origin.x - radius, origin.y - radius, radius * 2, radius * 2);
            int  radSqr = radius * radius;    //没有Π的圆的面积

            int yMin = (int)r.yMin, yMax = (int)r.yMax, xMin = (int)r.xMin, xMax = (int)r.xMax, x = (int)origin.x, y = (int)origin.y;

            for (int j = yMin; j < yMax; j++)
            {
                for (int i = xMin; i < xMax; i++)
                {
                    //i,j为当前位置
                    int dSqr = (i - x) * (i - x) + (j - y) * (j - y); //平面解析几何,操
                    if (dSqr > radSqr)                                //越过这个圆的边界了
                    {
                        continue;
                    }

                    drawer.ClearLivePixels(i, j);              //把这个区域可能存在的活着的对象杀了

                    if (UnityEngine.Random.Range(0, 1f) > .4f) //有可能可以产生爆炸溅射效果 ,见下面代码。。
                    {
                        continue;
                    }

                    Color c = drawer.GetPixel(i, j); //获取这个位置的背景色

                    if (c.a == 0)                    //没有东西?那溜了溜了
                    {
                        continue;
                    }

                    //这是一个爆炸溅射物
                    //万物都是由沙子组成的。。
                    pos.Set(i, j);
                    Dross dross = drawer.CreateLivePixel <Dross>(pos, brush);
                    dross.velocity = (dross.position - origin) * 7f;     //原点坐标指向粒子位置的方向 射出去
                }
            }

            drawer.FillEllipse(r, Color.clear);
        }
Exemple #6
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        void Update()
        {
            if (!Input.GetMouseButton(0))
            {
                return;
            }

            if (!EventSystem.current.IsPointerOverGameObject())
            {
                Vector2 pos;
                int     c;

                if (drawer.PixelPosAtScreenPos(Input.mousePosition, out pos))
                {
                    pos.Set(Mathf.RoundToInt(pos.x), Mathf.RoundToInt(pos.y));

                    for (c = 0; c < cc; c++)
                    {
                        HelperAPIMethods.RandomVelocity(ref velo, -.5f, 1f, 0, -1f);
                        drawer.CreateLivePixel <Rain>(pos, brush).velocity = 100f * velo;
                    }
                }
            }
        }
        static public void CreateFlameAt(DrawerController drawer, Vector2 pos)
        {
            int x = Mathf.RoundToInt(pos.x);
            int y = Mathf.RoundToInt(pos.y);

            for (int i = -1; i <= 1; i++)
            {
                for (int j = -1; j <= 1; j++)
                {
                    if ((i == j || -i == j) && i != 0)
                    {
                        continue;
                    }

                    pos.Set(x + i, y + j);
                    drawer.CreateLivePixel <Fire>(pos, brush);
                }
            }
        }
        void Update()
        {
            if (!Input.GetMouseButton(0))
            {
                return;
            }

            if (!EventSystem.current.IsPointerOverGameObject())
            {
                Vector2 pos;
                int     c;

                if (drawer.PixelPosAtScreenPos(Input.mousePosition, out pos))
                {
                    pos.Set(Mathf.RoundToInt(pos.x), Mathf.RoundToInt(pos.y));

                    for (c = 0; c < cc; c++)
                    {
                        drawer.CreateLivePixel <Sands>(pos, brush).velocity =
                            20f * UnityEngine.Random.insideUnitCircle;
                    }
                }
            }
        }