void StageClear(StageCleared st) { stageClearText.SetActive(true); StartCoroutine(DoStageClear(st.bufferTime)); IEnumerator DoStageClear(float t) { print(st.bufferTime); yield return(new WaitForSeconds(t)); stageClearText.SetActive(false); print("deactivate"); } }
void OnClearStage(StageCleared st) { if (!gotDamage) { scoreMultiplier += 1; Message <ScoreMultiplierChanged> .Raise(new ScoreMultiplierChanged(scoreMultiplier, 1)); } gotDamage = false; canMove = false; vulnerable = false; body.velocity = Vector2.zero; //body.isKinematic = true; }
public void OnStageClear(StageCleared st) { //Generate random pulses. for (int i = 0; i < 5; i++) { pulses[i] = Pulse.GetRandom(edgeOffset, maxTimeOffset); } mat.SetFloatArray("_Impacts", pulses.GetTimes()); mat.SetVectorArray("_ImpactPoints", new Vector4[] { pulses[0].screenPoint, pulses[1].screenPoint, pulses[2].screenPoint, pulses[3].screenPoint, pulses[4].screenPoint }); }