Esempio n. 1
0
        private IEnumerator Routine_Hit()
        {
            Color   s1 = _BrokenRenderer.material.color;
            Color   s2 = _LightTexture.material.color;
            Color   e  = new Color(1.0f, 1.0f, 1.0f, 0.0f);
            Vector3 ms = _MaskTransform.localScale;

            for (float t = 0; t < _RepairSpeed; t += Time.deltaTime)
            {
                float dt = t / _RepairSpeed;
                if (_MaskTransform)
                {
                    Vector3 p1 = Vector3.Lerp(ms, Vector3.zero, dt);
                    _MaskTransform.localScale = Vector3.Lerp(ms, p1, dt);
                }
                _BrokenRenderer.material.color = Color.Lerp(s1, e, dt);
                _LightTexture.material.color   = Color.Lerp(s2, e, dt);
                yield return(null);
            }
            _BrokenRenderer.material.color = e;
            _LightTexture.material.color   = e;
            _MaskTransform.gameObject.SetActive(false);

            Main_GameManager.RepairCiruit();

            if (_EventTarget)
            {
                _EventTarget.StartEvent();
            }
        }
Esempio n. 2
0
        private void Awake()
        {
            Main_GameManager.Init(_MainSettings, _MainCamera, _InputManager, _UIManager, _SceneManager);

            Main_GameManager.InitGame(_NumObBrokenCircuit);

            _PlayerCharacter.Init(_StartHP, _StartNumOfBar);
        }
Esempio n. 3
0
 public void Damage()
 {
     --_HP;
     if (_HP <= 0)
     {
         _Action.Down();
         Main_GameManager.GameOver();
         _HP = 0;
     }
     else
     {
         _Action.Damage();
     }
     UpdateLifeViewer();
 }