Esempio n. 1
0
    private void Start()
    {
        cutter           = GetComponent <Cutter>();
        rb               = GetComponent <Rigidbody2D>();
        asc              = GetComponent <AudioSource>();
        collisionImpulse = GetComponent <CinemachineCollisionImpulseSource>();

        asc.PlayOneShot(fallingSounds[Random.Range(0, fallingSounds.Length)]);
    }
    void initialBoom(float rotateTime)
    {
        float basef = 10;
        //if (rotateTime >= 0.5)
        //    basef = 5;
        //if (rotateTime >= 0.7)
        //    basef = 10;
        //if (rotateTime >= 0.8)
        //    basef = 20;
        //if(rotateTime >= 0.9)
        //    basef = 30;
        //if (rotateTime >= 1)
        //    basef = 50;
        //if (rotateTime >= 1.1)
        //    basef = 70;
        //if (rotateTime >= 1.2)
        //    basef = 90;
        //if (rotateTime >= 1.3)
        //    basef = 110;
        //if (rotateTime >= 1.4)
        //    basef = 130;

        float       booMPower   = rotateTime * rotateTime * basef + 0.2f;
        AttackPower attackPower = AttackPower.pa;

        if (booMPower >= 6.2f)
        {
            attackPower = AttackPower.boom;
            centerController.showNotify("DOOM", Color.red, attackPower);
        }
        else if (booMPower > 3f)
        {
            attackPower = AttackPower.dong;
            centerController.showNotify("Dong", Color.yellow, attackPower);
        }
        else
        {
            attackPower = AttackPower.pa;
            centerController.showNotify("Pa", Color.white, attackPower);
        }



        // Debug.Log("Roteta" + rotateTime * rotateTime *basef+ "velo " );
        GameObject a = Instantiate(BoomEFprefab, armController.getHitPos(), Quaternion.identity);

        a.transform.localScale *= 1 + rotateTime * 2;
        a.GetComponent <BoomEF>().beCreat(attackPower);
        CinemachineCollisionImpulseSource cs = this.GetComponent <CinemachineCollisionImpulseSource>();

        cs.m_ImpulseDefinition.m_AmplitudeGain = booMPower;
        cs.GenerateImpulse();
    }
Esempio n. 3
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 private void Start()
 {
     playerData = GameSave.Single.gameData.playerData;
     // 生成NPC
     for (int i = 0; i < playerData._NPC; i++)
     {
         NPC temp = Instantiate(ResourcePath.Single.NPCList[
                                    Random.Range(0, ResourcePath.Single.NPCList.Count)]).GetComponent <NPC>();
         temp.gameObject.SetActive(false);
         PlayerInputManage.single.GetComponent <PlayerInteraction>().NPCQueue.Enqueue(temp);
     }
     cinemachineCollisionImpulseSource = GetComponent <CinemachineCollisionImpulseSource>();
     UpdateStateUI();
     timer = maxTime;
 }
Esempio n. 4
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    void Start()
    {
        _rigidbody2D    = GetComponent <Rigidbody2D>();
        _spriteRenderer = GetComponentInChildren <SpriteRenderer>();
        MyInpulse       = GetComponent <Cinemachine.CinemachineCollisionImpulseSource>();
        velocity.x      = dir * moveSpeed;
        velocity.y      = speedOffsetY;
        // _spriteRenderer.flipX = dir != 1;

        Vector2 h = new Vector2(velocity.x, 0);
        Vector2 v = new Vector2(0, velocity.y);
        Vector2 r = h + v;

        transform.localRotation = Quaternion.identity;
        transform.localRotation = Quaternion.FromToRotation(Vector3.right, r);
    }
Esempio n. 5
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 private void Start()
 {
     cinemachineCollisionImpulseSource = GetComponent <CinemachineCollisionImpulseSource>();
 }