void Start() { alphaData = ApCtrl.CreateAlphaData(ApCtrl.SpineMeshAlpha(mr), this); alphaData.TargehAlphaNormed = 0; originScaleY = transform.localScale.y; controller.jumpEvent += () => { SetAnimate("jump up start", false); //animation.state.SetAnimation(0, "jump up start", false); Timer.BeginATimer(0.333f, () => { if (animation.AnimationName == "jump up start") { //animation.AnimationName = "jump up"; SetAnimate("jump up", true); } }, this); //animation.state.AddAnimation(0, "jump up", true, 0.333f); }; controller.AddEnterEventBeforeEnter <PlayerController.RushState>(() => { animation.timeScale = 0.3f / controller.rushTime; SetAnimate("rush", false); StartCoroutine(RushLightCoroutine()); StartCoroutine(RushTranslateCoroutine()); }); controller.AddEnterEventBeforeExit <PlayerController.RushState>(() => { animation.timeScale = 1; }); controller.AddEnterEventBeforeEnter <PlayerController.HurtState>(() => { animation.timeScale = 0.667f / controller.hurtStateTime; SetAnimate("hurt", false); }); controller.AddEnterEventBeforeExit <PlayerController.HurtState>(() => { animation.timeScale = 1; }); }
public void Awake() { foreach (var renderer in GetComponentsInChildren <SpriteRenderer>()) { alphaDatas.Add(ApCtrl.CreateAlphaData(ApCtrl.SpriteAlpha(renderer), this)); } }
public IEnumerator SwapCor() { var playerPos = player.PositionWithoutHalo; float appearTime = player.swapProperty.disappearTime; ApCtrl.AppearAlpha(rlCtrl.lightAlpha, appearTime); ApCtrl.AppearAlpha(rlCtrl.spriteAlpha, appearTime); yield return(new WaitForSecondsRealtime(appearTime)); var dir = playerPos - enemyPos; var speed = player.swapProperty.speed; rlCtrl.EmissionEnable = true; rlCtrl.StartCoroutine(rlCtrl.MoveDirWithNormalOffset(dir , speed , player.rdLtSwapNormalDis)); var swapTime = dir.magnitude / speed; ApCtrl.DisappearAlpha(rlCtrl.lightAlpha, swapTime); ApCtrl.DisappearAlpha(rlCtrl.spriteAlpha, swapTime); yield return(new WaitForSecondsRealtime(swapTime)); yield return(new WaitForSecondsRealtime(2)); rlCtrl.Destroy(); }
void Awake() { main = this; ChangeState <IdleState>(null); haloView = GetComponentInChildren <HaloView>(); blockMovement = BlockMovement.AddBlockMovement(gameObject, airBox, solidLayer); blockMovement.staticExtrusion = true; jumpSkill.Init(() => Input.GetButton("Jump"), this); rushSkill.Init(() => Input.GetButton("Rush"), this); swapSkill.Init(() => Input.GetButton("Swap"), this); swapCharges.Init(this); //swap energe update StartCoroutine(SwapDetect()); cameraEdge = new CameraEdge(); cameraEdge.edge = GameObject.Find("SceneEdge").GetComponent <BoxCollider2D>(); cameraEdge.cameraPos = CameraPos.main; follow = new CameraSmoothFollow(); follow.mainPos = true; follow.posGetter = () => cameraEdge.UpdatePos(blockMovement.Position); //follow.posGetter = () => blockMovement.Position; follow.distanceSpeedCurve = followDistanceSpeedCurve; follow.priority = 2; follow.Register(this); playerPosDisQueue = new PositionDistanceQueue(() => PositionWithoutHalo , posQueueDisMax , posQueueCountMax); StartCoroutine(playerPosDisQueue.Update()); scaleAd = ApCtrl.CreateAlphaData(ApCtrl.TransformScaleXY(transform), this); StartCoroutine(TransforDetect()); sound = GetComponentInChildren <AudioSource>(); }
public void Disappear(float time) { foreach (var alphaData in alphaDatas) { ApCtrl.DisappearAlpha(alphaData, time); } }
public IEnumerator SwapCor(PlayerController player, Vector2 target) { follow = false; var time = player.swapProperty.disappearTime; var playerPos = player.PositionWithoutHalo; rlCtrl.StartCoroutine(rlCtrl.MoveToPos(player.PositionWithoutHalo, time, player.rdLtToPlayerTimeDisCurve)); yield return(new WaitForSecondsRealtime(time)); var dir = target - playerPos; var speed = player.swapProperty.speed; rlCtrl.EmissionEnable = true; rlCtrl.StartCoroutine(rlCtrl.MoveDirWithNormalOffset(dir , speed , player.rdLtSwapNormalDis)); var swapTime = dir.magnitude / speed; ApCtrl.DisappearAlpha(rlCtrl.lightAlpha, swapTime); ApCtrl.DisappearAlpha(rlCtrl.spriteAlpha, swapTime); yield return(new WaitForSecondsRealtime(swapTime)); rlCtrl.EmissionEnable = false; yield return(new WaitUntil(() => rlCtrl.lightAlpha.alphaRef.get() == 0)); yield return(new WaitForSecondsRealtime(2)); rlCtrl.Destroy(); }
public void Awake() { lightMaskVisible = true; lightMaskAlpha = ApCtrl.CreateAlphaData(ApCtrl.LightRendererAlpha(lightRenderer), this); SelectedUIActive = false; meshAlpha = ApCtrl.CreateAlphaData(ApCtrl.SpineMeshAlpha(renderer), this); }
public void Awake() { main = this; image = transform.Find("Image").gameObject.GetComponent <Image>(); black = transform.Find("Black").gameObject.GetComponent <Image>(); foreach (var s in AnimSprites) { map.Add(s.name, s); } ad = ApCtrl.CreateAlphaData(ApCtrl.ImageAlpha(black), this); }
private IEnumerator final() { btmText.FadeOut(1); ctText.FadeOut(1); image.FadeOut(1); ApCtrl.DisappearAlpha(sourcePriorityAd, 1); yield return(new WaitForSeconds(1)); SceneManager.LoadScene("PrepareMap"); yield return(null); }
public static RedLightEnemyController Create(PlayerController player, Vector2 enemeyPos) { var rleCtrl = new RedLightEnemyController(); rleCtrl.enemyPos = enemeyPos; var rlCtrl = RedLightController.Create(player, enemeyPos); ApCtrl.SetAlphaImmediately(rlCtrl.lightAlpha, 0); ApCtrl.SetAlphaImmediately(rlCtrl.spriteAlpha, 0); rleCtrl.rlCtrl = rlCtrl; rleCtrl.player = player; return(rleCtrl); }
private IEnumerator swapMoveUpdate(Vector2 dir, float time, float disappearTime) { ApCtrl.DisappearAlpha(meshAlpha, disappearTime); yield return(new WaitForSecondsRealtime(disappearTime)); SwapMove(dir, time, (pos) => Position = pos, () => Position, this); renderer.enabled = false; var oriValue = mov.staticExtrusion; mov.staticExtrusion = false; Timer.CreateAUnscaledTimer(time, () => { renderer.enabled = true; mov.staticExtrusion = oriValue; }, this); yield return(new WaitForSecondsRealtime(time)); ApCtrl.AppearAlpha(meshAlpha, disappearTime); }
public IEnumerator EnergeGetedCorou(PlayerController player, Action <Vector2> afterAnim) { anim.state.TimeScale = 0; anim.state.SetAnimation(0, "animation", false);; GetComponent <BoxCollider2D>().enabled = false; var dir = (Position.x - player.PositionWithoutHalo.x) > 0 ? Vector2.right : Vector2.left; var movTimer = Timer.CreateATimer(disappearTime, null, this); movTimer.timerUpdateAction += () => { float dis = timeDistanceCurve.Evaluate(movTimer.Value); Vector2 target = dir.normalized * dis + originPos; Position = target; }; var rotTimer = Timer.CreateATimer(disappearTime, null, this); rotTimer.timerUpdateAction += () => { float rotSpeed = timeRotateSpeedCurve.Evaluate(rotTimer.Value); transform.Rotate(Vector3.forward * rotSpeed * Time.deltaTime); }; if (meshAp == null) { var mesh = anim.GetComponent <MeshRenderer>(); meshAp = ApCtrl.CreateAlphaData(ApCtrl.SpineMeshAlpha(mesh), this); } ApCtrl.DisappearAlpha(meshAp, disappearTime); if (lightAp == null) { lightAp = ApCtrl.CreateAlphaData(ApCtrl.LightRendererAlpha(lightRenderer), this); } ApCtrl.DisappearAlpha(lightAp, disappearTime); yield return(new WaitForSeconds(disappearTime)); afterAnim(Position); yield return(new WaitForSeconds(appearTime)); Position = originPos; transform.rotation = Quaternion.identity; ApCtrl.AppearAlpha(meshAp, disappearTime); ApCtrl.AppearAlpha(lightAp, disappearTime); GetComponent <BoxCollider2D>().enabled = true; anim.state.TimeScale = 1; anim.state.SetAnimation(0, "animation", true);; }
public static RedLightController Create(PlayerController player, Vector2 _pos) { var prefab = player.redLightPrefab; var go = GameObject.Instantiate(prefab); go.transform.position = VectorUtils.V23(_pos, go.transform.position.z); var sr = go.GetComponentInChildren <SpriteRenderer>(); var redLightTrans = go.transform; var rdLtCtrl = new RedLightController(); rdLtCtrl.posRef = new ClassRef <Vector2>((pos) => redLightTrans.position = VectorUtils.V23(pos, redLightTrans.position.z), () => VectorUtils.V32(redLightTrans.position)); rdLtCtrl.spriteAlpha = ApCtrl.CreateAlphaData(ApCtrl.SpriteAlpha(sr), player); rdLtCtrl.spriteAlpha.convertSpeed = player.redLightAlphaConvertSpeed; rdLtCtrl.lightAlpha = ApCtrl.CreateAlphaData(ApCtrl.LightRendererAlpha(go.GetComponentInChildren <LightRenderer>()), player); rdLtCtrl.lightAlpha.convertSpeed = player.redLightAlphaConvertSpeed; rdLtCtrl.go = go; rdLtCtrl.mb = player; rdLtCtrl.particleSystem = go.GetComponentInChildren <ParticleSystem>(); rdLtCtrl.emission = rdLtCtrl.particleSystem.emission; rdLtCtrl.EmissionEnable = false; return(rdLtCtrl); }
private IEnumerator mainProcess() { ColorScreen.Main.SetColor(Color.black, 0); yield return(null); ColorScreen.Main.SetColor(Color.clear, 2); yield return(new WaitForSeconds(2)); bgm.Play(); yield return(new WaitForSeconds(1)); yield return(new WaitUntil(() => Input.anyKey)); SoundManager.PlaySound(bgm, "TitleButton"); StopCoroutine(pressKeyCor); StartCoroutine(pressAfterAnim()); yield return(new WaitForSeconds(pressTime)); ColorScreen.Main.SetColor(Color.black, 2); ApCtrl.DisappearAlpha(bgmAd, 2); yield return(new WaitForSeconds(2)); SceneManager.LoadScene("TitleAnim"); }
public IEnumerator ToEndStoryCor() { yield return(new WaitUntil(() => controller.currentStateName == "Idle")); yield return(new WaitForSeconds(0.5f)); var loopBgm = GameObject.Find("LoopBgm").GetComponent <AudioSource>(); var ad = ApCtrl.CreateAlphaData(ApCtrl.AudioVolumeAlpha(loopBgm), this); ApCtrl.DisappearAlpha(ad, 2); controller.enabled = false; controller.Velocity = Vector2.zero; var bodyView = controller.GetComponentInChildren <BodyView>(); bodyView.enabled = false; bodyView.SetAnimate("stand", true); controller.GetComponentInChildren <SkeletonAnimation>().skeleton.FlipX = false; ColorScreen.Main.SetColor(Color.black, 2); StartCoroutine(toEndStoryCameraMov()); yield return(new WaitForSecondsRealtime(2)); SceneManager.activeSceneChanged += destroySomething; SceneManager.LoadScene("EndAnim"); }
public TextTransInstance(Text text, TextTrans trans) { this.text = text; this.trans = trans; ad = ApCtrl.CreateAlphaData(ApCtrl.TextAlpha(text), trans); }
public void FadeOut(float time) { ApCtrl.AppearAlpha(ad, time); }
public void FadeIn(float time) { ApCtrl.DisappearAlpha(ad, time); }
// Use this for initialization void Start() { bgmAd = ApCtrl.CreateAlphaData(ApCtrl.AudioVolumeAlpha(bgm), this); StartCoroutine(mainProcess()); pressKeyCor = StartCoroutine(pressKeyAnim()); }
public void Start() { source = GameObject.Find("Bgm").GetComponent <AudioSource>(); sourcePriorityAd = ApCtrl.CreateAlphaData(ApCtrl.AudioVolumeAlpha(source), this); processCor = StartCoroutine(process()); }
public void ReceivePlayerSwapExit(PlayerController fsm, float time) { ApCtrl.AppearAlpha(alphaData, time); }