コード例 #1
0
    void Update()
    {
        SR.color = GameFunction.getColor(SR.color.r, SR.color.g, SR.color.b, Weather.instance.SmoothLerp_LightAlpha(Day_Alpha, Night_Alpha) - deltaMinus);      //随时间变化透明度

        if (WeatherData.getIntance().currentWeather != lastWeather && WeatherData.getIntance().currentWeather != weather.Sunny && lastWeather == weather.Sunny) //当天气不为晴天的一刻
        {
            deltaMinus = 0;
            _time0     = 0;
        }
        if (WeatherData.getIntance().currentWeather != lastWeather && WeatherData.getIntance().currentWeather == weather.Sunny)  //当天气为晴天的一刻
        {
            deltaMinus = 1;
            _time0     = 0;
        }
        if (WeatherData.getIntance().currentWeather != weather.Sunny)
        {
            _time0    += Time.deltaTime;
            deltaMinus = Mathf.Lerp(0, 1, _time0 / (WeatherData.getIntance().Weather_duration * 0.1f));
        }
        if (WeatherData.getIntance().currentWeather == weather.Sunny)
        {
            _time0    += Time.deltaTime;
            deltaMinus = Mathf.Lerp(1, 0, _time0 / (WeatherData.getIntance().Weather_duration * 0.1f));
        }

        GameFunction.m_Color    = SR.color;
        GameFunction.m_Color.a *= (1 + Mathf.Lerp(-0.8f, 0.1f, noiseTex.GetPixel(2, ((int)(Time.time * flashSpeed) + random) % noiseTex.width).r * 0.5f + 0.25f));
        SR.color = GameFunction.m_Color;

        lastWeather = WeatherData.getIntance().currentWeather;
    }
コード例 #2
0
    /// <summary>
    /// 生成纹理
    /// </summary>
    void GenTexture()
    {
        if (Size == 0 || gridSize == 0)
        {
            return;
        }

        Perlin    perlin  = new Perlin(gridSize);
        Texture2D texture = new Texture2D(Size, Size);
        float     a       = Size / gridSize;

        for (int i = 0; i < Size; i++)
        {
            for (int j = 0; j < Size; j++)
            {
                float t = noise(GameFunction.getVector2(i / a, j / a), perlin);
                t = 0.5f * t + 0.5f;
                texture.SetPixel(i, j, GameFunction.getColor(t, t, t, 1));
            }
        }
        texture.Apply();

        FileStream fs = new FileStream(Application.dataPath + "/" + textureName + ".jpg", FileMode.Create);

        byte[] data = texture.EncodeToJPG();
        fs.Write(data, 0, data.Length);
        fs.Flush();
        fs.Close();

        Debug.Log("生成成功");
    }
コード例 #3
0
ファイル: monster_6.cs プロジェクト: Raindropgame/Ev_game
    IEnumerator IE_beBurn()
    {
        isBurning = true;
        Attribute originAttr = ElementTrigger.element;

        ElementTrigger.element = Attribute.fire;

        float burnTime = 5;
        float Timer_1  = 0;

        //开始
        while (Timer_1 < burnTime * 0.1f)
        {
            Timer_1 += Time.deltaTime;
            float t = Timer_1 / (burnTime * 0.1f);

            //渐变动画
            SR.color = Color.Lerp(Color.white, GameFunction.getColor(1, 0.48f, 0.48f, 1), t);

            yield return(null);
        }

        //持续
        Timer_1 = 0;
        while (Timer_1 < burnTime)
        {
            Timer_1 += Time.deltaTime;

            if (ElementTrigger.isContainElement(Attribute.ice) || isInRain)
            {
                break;
            }

            yield return(null);
        }

        //结束
        Timer_1 = 0;
        while (Timer_1 < burnTime * 0.1f)
        {
            Timer_1 += Time.deltaTime;
            float t = Timer_1 / (burnTime * 0.1f);

            //渐变动画
            SR.color = Color.Lerp(GameFunction.getColor(1, 0.48f, 0.48f, 1), Color.white, t);

            yield return(null);
        }
        isBurning = false;
        ElementTrigger.element = originAttr;
    }
コード例 #4
0
 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.transform.tag == "arms_player")  //被打击增加弹性
     {
         SR.color -= GameFunction.getColor(0, 0.25f, 0.25f, 0);
         correctSR_Color();
         speed *= add_Sccale;
         animator.SetTrigger("beHit");
         if (!b_cooling)
         {
             StartCoroutine(cooling());
         }
     }
 }
コード例 #5
0
ファイル: platform_jump.cs プロジェクト: Raindropgame/Ev_game
    IEnumerator halo()
    {
        float alpha_start = 0.7f;
        float duration = 0.28f, _time1 = 0;

        while (true)
        {
            _time1    += Time.deltaTime;
            Halo.color = GameFunction.getColor(Halo.color.r, Halo.color.g, Halo.color.b, Mathf.Lerp(alpha_start, 1, _time1 / duration));
            Halo.gameObject.transform.localScale = Vector3.Lerp(Vector3.one * 3, Vector3.zero, _time1 / duration);
            _light.range = Mathf.Lerp(light_rest_range, origin_range, _time1 / duration);
            if (_time1 > duration)
            {
                break;
            }
            yield return(null);
        }
        Rest     = false;
        SR.color = Color.white;
    }
コード例 #6
0
ファイル: Coin.cs プロジェクト: Raindropgame/Ev_game
    private void FixedUpdate()
    {
        //金光闪闪动画
        if (isEnable)
        {
            b += Time.deltaTime;
            a  = Mathf.Sin(b * 5);

            if (a > 0)
            {
                bl_SR.transform.localScale = a * originScale_bl;
                bl_SR.color = GameFunction.getColor(bl_SR.color.r, bl_SR.color.g, bl_SR.color.b, a);
            }

            if (last_a > 0 && a < 0)
            {
                randomOffset.x           = Random.Range(-coin_SR.bounds.extents.x, coin_SR.bounds.extents.x);
                randomOffset.y           = Random.Range(-coin_SR.bounds.extents.y, coin_SR.bounds.extents.y);
                bl_SR.transform.position = coin_SR.bounds.center + randomOffset;
            }

            last_a = a;
        }
    }
コード例 #7
0
    private void OnCollisionEnter2D(Collision2D collision)
    {
        if (!isOther)
        {
            bool isColl = true;
            for (int i = 0; i < collision.contacts.Length; i++)
            {
                if (_dir == dir.top)
                {
                    if (collision.contacts[i].point.y < coll.bounds.center.y)  //是否是来自碰撞器顶部
                    {
                        isColl = false;
                        break;
                    }
                }
                if (_dir == dir.left)
                {
                    if (collision.contacts[i].point.x > coll.bounds.center.x)
                    {
                        isColl = false;
                        break;
                    }
                }
                if (_dir == dir.down)
                {
                    if (collision.contacts[i].point.y > coll.bounds.center.y)
                    {
                        isColl = false;
                        break;
                    }
                }
                if (_dir == dir.right)
                {
                    if (collision.contacts[i].point.x < coll.bounds.center.x)
                    {
                        isColl = false;
                        break;
                    }
                }
            }

            if (isColl)
            {
                if (collision.transform.tag == "Player")
                {
                    animator.SetBool("isPop", true);
                    CharacterControl.instance.bounce(time, speed, _dir);
                }
            }
        }

        if (isOther)
        {
            animator.SetBool("isPop", true);
        }

        if (collision.transform.tag == "arms_player")  //被打击增加弹性
        {
            SR.color -= GameFunction.getColor(0, 0.25f, 0.25f, 0);
            correctSR_Color();
            Behavior_beAttacked(collision.contacts[0].point, backSpeed);
            speed *= add_Sccale;
            animator.SetTrigger("beHit");
            if (!b_cooling)
            {
                StartCoroutine(cooling());
            }
        }
    }