Esempio n. 1
0
    public static RedLightPlayerController Create(PlayerController player, Vector2 _pos)
    {
        SinMove sm = new SinMove(player.rdLtSinMovDt);

        sm.data.originDeg = VectorUtils.Do(Vector2.zero, f => UnityEngine.Random.value * 360);
        var rdLtCtrl = new RedLightPlayerController();

        rdLtCtrl.playerPosQueue     = player.playerPosDisQueue;
        rdLtCtrl.sinMove            = sm;
        rdLtCtrl.distanceSpeedCurve = player.rdLtDisSpdCv;
        rdLtCtrl.rlCtrl             = RedLightController.Create(player, _pos);
        player.StartCoroutine(rdLtCtrl.FollowCor());
        return(rdLtCtrl);
    }
Esempio n. 2
0
 private IEnumerator SwapDetect()
 {
     while (true)
     {
         var swapEnerge = swapEnergeDetect.GetMinDisDetects <SwapEnergeProperty>();
         Action <Vector2> createRedLights = (pos) => {
             RedLightPlayerController[] rls = new RedLightPlayerController[swapCharges.MaxSwapChargeCount];
             for (int i = 0; i < rls.Length; i++)
             {
                 rls[i] = RedLightPlayerController.Create(this, pos);
             }
             swapCharges.FullCharge(rls);
         };
         if (swapEnerge != null && !swapCharges.Fulled)
         {
             SoundManager.PlaySound(sound, "SwapEnerge");
             swapEnerge.EnergeGeted(this, createRedLights);
         }
         yield return(new WaitForFixedUpdate());
     }
 }