void OnFalling() { f_fallingTime += Time.deltaTime; if (f_fallingTime * f_fallingTime <= f_fallTime) { trans_vec3 = f_fallingTime * fly_dir_vec3 + 0.5f * f_fallingTime * f_fallingTime * add_velocity_vec3; transform.position = origin_pos_vec3 + trans_vec3; if (!setColliderOnce && f_fallingTime * f_fallingTime > f_fallTime * 0.64f) { setColliderOnce = true; collider.enabled = true; } } else { setColliderOnce = false; f_fallingTime = 0.0f; b_falling = false; shadowRender.enabled = true; if (StageManager.currentStage == 7) { levelHeight.SetHeight(); } } }
public void InitCollects(int _type, int _itemType) { if (StageManager.currentStage == 7) { levelHieght.SetHeight(); } img.color = new Color(1, 1, 1, 0); type = _type; itemTypes = _itemType; img.sprite = appearences[type]; StartCoroutine(ShowUp()); }
public void Idle(float _idleTime) { //Debug.Log("idle" + state_time); inState_time += Time.deltaTime; if (state_time < 0.1f) { levelHieght.SetHeight(); state_time = _idleTime; } if (inState_time > state_time) { animator.SetTrigger("nextState"); SetState(-1, false); } //if (inState_time > state_time) SetState(-1); }
// Update is called once per frame void Update() { if (time < lifeTime) { if (!init) { init = true; levelHieght.SetHeight(); levelHieght.isOnGround(); } time += Time.deltaTime; } else { RecycleSelf(); } }
// Update is called once per frame void Update() { if (time < lifeTime) { if (!init) { init = true; levelHieght.SetHeight(); } //time += Time.deltaTime; } else { ResetChild(); system.AddFree(this.transform); } }
public void SetProjectileImg(int _flight_way) { if (StageManager.currentStage == 7) { levelHeight.SetHeight(); } if (StageNum == 1) { if (Player.weapon.id == 6) //木頭弓箭 { projectile_img.sprite = ProjectileSprite[0]; } else if (Player.weapon.id == 7) { projectile_img.sprite = ProjectileSprite[1]; } else if (Player.weapon.id == 11) { projectile_img.sprite = ProjectileSprite[2]; } } if (StageNum == 2) { if (Player.weapon.id == 8) { projectile_img.sprite = ProjectileSprite[0]; } else if (Player.weapon.id == 10) { projectile_img.sprite = ProjectileSprite[1]; } } //Debug.Log("setflight" + _flight_way); flight_way = _flight_way; switch (flight_way) { case 0: //transform.position = weapon.transform.position; transform.rotation = Quaternion.Euler(0, 0, -90); break; case 1: //transform.position = weapon.transform.position; transform.rotation = Quaternion.Euler(0, 0, 90); break; case 2: //transform.position = weapon.transform.position; transform.rotation = Quaternion.Euler(0, 0, 0); break; case 3: //transform.position = weapon.transform.position; transform.rotation = Quaternion.Euler(0, 0, -180); break; } //if (Player.outOfProjectile) //{ // GameObject.Find("PickWeapon").GetComponent<CPickWeapon>().ThrowWeapon(); // Player.outOfProjectile = false; //} }