Esempio n. 1
0
    public void OnKilled()
    {
        m_character.SetActive(false);
        m_spriteRenderer.enabled = true;
        m_boxCollider2D.enabled  = false;

        m_mover.StopMoving();
        m_mover.GetComponent <BoxCollider2D>().enabled = false;
    }
Esempio n. 2
0
    // Update is called once per frame
    void Update()
    {
        float angle = 0;
        bool  player_stand;
        bool  player_stand_this;

        GameObject    player = GameObject.Find("character284");
        CharacterMove script = player.GetComponent("CharacterMove") as CharacterMove;

        player_stand      = (script.StandingFloor.GetComponent("Rotating") != null);
        player_stand_this = (script.StandingFloor == gameObject);

        if (!playerRot && player_stand)
        {
            return;
        }

        if (Input.GetKey(KeyCode.Q))
        {
            angle = -Time.deltaTime * 128;
        }
        else if (Input.GetKey(KeyCode.E))
        {
            angle = Time.deltaTime * 128;
        }
        else
        {
            float dst = Mathf.Floor((m_Angle + 45) / 90) * 90;
            angle = dst - m_Angle;
            if (Mathf.Abs(angle) > 1)
            {
                angle *= 0.125f;
            }
            if (rotating && angle == 0)
            {
                rotating = false;
                Vector3 pos = transform.position;
                transform.position = new Vector3(Mathf.Round(pos.x), Mathf.Round(pos.y), Mathf.Round(pos.z));
                if (player_stand_this)
                {
                    script.RecalcPlayerPos();
                }
            }
        }

        m_Angle += angle;
        while (m_Angle > 360)
        {
            m_Angle -= 360;
        }
        while (m_Angle < 0)
        {
            m_Angle += 360;
        }

        transform.RotateAround(point, axis, angle);

        if (angle != 0)
        {
            rotating = true;

            script.StopMoving();
            if (!player_stand)
            {
                script.RecalcPlayerPos();
            }

            if (player_stand_this)
            {
                player.transform.RotateAround(point, axis, angle);
            }
        }
    }