void Start() { BattleFactory.AddUnitToLayer(gameObject, layer); lifeCycleSec = ParticleHelper.GetlifeCycleSec(transform); if (lifeCycleSec < 0) { isLoop = true; } }
void Start() { BattleFactory.AddUnitToLayer(gameObject, layer); _animation = GetComponentInChildren <Animation> (); if (_animation != null) { _animation [animName].speed = speed; _palyTime = _animation [animName].length / speed; _animation.Play(animName); } }
// Use this for initialization virtual protected void Start() { BattleFactory.AddUnitToLayer(gameObject, BattleConfig.LAYER.BULLET); // float time = Mathf.Sqrt (HEIGHT * 2 / G); float time = HEIGHT / Mathf.Abs(speed); inertiaSpeed = INERTIA_OFFSET / time; transform.Translate(-INERTIA_OFFSET, 0, 0); }
// Use this for initialization void Start() { BattleFactory.AddUnitToLayer(gameObject, layer); _skeleton = GetComponentInChildren <SkeletonAnimation>(); if (_skeleton != null) { _skeleton.state.TimeScale = speed; _animation = _skeleton.Skeleton.Data.FindAnimation(_skeleton.AnimationName); _palyTime = _animation.Duration; } }
protected void CreateEffect() { GameObject profab = !_shoot.isMiss ? explodeProfab: explodeMissProfab; if (profab == null) { profab = explodeProfab; } if (profab != null) { // GameObject effectObj = ResourceHelper.Load(AppConfig.FOLDER_PROFAB_ANIMATION + "testExplode/testExplode"); GameObject effectObj = Instantiate(profab) as GameObject; BattleFactory.AddUnitToLayer(effectObj, BattleConfig.LAYER.EFFECT); // RenderHelper.ChangeWholeModelColor (effectObj, Color.green); effectObj.transform.position = transform.position; } }
// Use this for initialization void Start() { BattleFactory.AddUnitToLayer(gameObject, BattleConfig.LAYER.EFFECT); }
IEnumerator createBombs() { DataSkill dataSkill = _skill.GetDataSkill(); float range = dataSkill.hintRange; List <Vector3> offsets = new List <Vector3> (); int n = COUNT; for (int i = 0; i < n; ++i) { float theta = RandomHelper.Range01(); float radius = Mathf.Sqrt(RandomHelper.Range01() * RandomHelper.Range01()) * range; float x = radius * Mathf.Cos(2 * Mathf.PI * theta); float z = radius * Mathf.Sin(2 * Mathf.PI * theta); Vector3 v = new Vector3(x, 0, z); offsets.Add(v); } /* * Vector3[] dropPositionOffsets = new Vector3[]{ * * new Vector3 (-range * 0.8f, 0, range * 0.2f), * new Vector3 (-range * 0.8f, 0, -range * 0.2f), * new Vector3 (0, -1000, 0), * * new Vector3 (-range * 0.4f, 0, range * 0.4f), * new Vector3 (-range * 0.4f, 0, 0), * new Vector3 (-range * 0.4f, 0, -range * 0.4f), * new Vector3 (0, -1000, 0), * * new Vector3 (0, 0, +range * 0.6f), * new Vector3 (0, 0, +range * 0.2f), * new Vector3 (0, 0, -range * 0.2f), * new Vector3 (0, 0, -range * 0.6f), * new Vector3 (0, -1000, 0), * * new Vector3 (range * 0.4f, 0, range * 0.4f), * new Vector3 (range * 0.4f, 0, 0), * new Vector3 (range * 0.4f, 0, -range * 0.4f), * new Vector3 (0, -1000, 0), * * new Vector3 (range * 0.8f, 0, range * 0.2f), * new Vector3 (range * 0.8f, 0, -range * 0.2f), * new Vector3 (0, -1000, 0), * * }; */ for (int i = 0; i < offsets.Count; i++) { Vector3 offset = offsets[i]; GameObject bomoObject = ResourceHelper.Load(AppConfig.FOLDER_PROFAB + "skill/BombAirStrike"); BattleFactory.AddUnitToLayer(bomoObject, BattleConfig.LAYER.BULLET); SkillBombBase bomb = bomoObject.GetComponent <SkillBombBase>(); bomb.Init(_skill, _targetPosition + offset); spawnBombs.Add(bomb); yield return(new WaitForSeconds(DROP_INTERVAL)); /* * if(offset.y < 0) * { * yield return new WaitForSeconds(DROP_INTERVAL_LONG); * } * else * { * yield return new WaitForSeconds(DROP_INTERVAL_SHORT); * } */ } _isStart = true; }