コード例 #1
0
    public void SkillTurnOnClick()
    {
        turnMask = transform.Find("Turn/Mask").GetComponent <Image>();
        if (IsInvoking("updateTurnMask"))
        {
            uiControl.hintTextControl.ShowHintText("变身冷却中!");
            return;
        }
        AnimatorStateInfo nowAnimatorStateInfo = robotAnimator.GetCurrentAnimatorStateInfo(0);

        if (nowAnimatorStateInfo.IsName("anim_Idle_Loop_S") ||
            nowAnimatorStateInfo.IsName("closed_Roll_Loop"))
        {
            MusicLevelControl.AlterMusicPlay(true, GameObject.FindWithTag("MainCamera").transform.position);
            uiControl.hintTextControl.ShowHintText("变身!");
            player2SkillControl.Turning();

            turnMask.fillAmount = 1.0f;
            InvokeRepeating("updateTurnMask", 0.0f, 0.1f);
        }
        else
        {
            uiControl.hintTextControl.ShowHintText("请停止移动进行变身!");
        }
    }
コード例 #2
0
 private void setHelthBehaviour()
 {
     if (nowHP == 0)
     {
         MusicLevelControl.DeadMusicPlay(true, GameObject.FindWithTag("MainCamera").transform.position);
         behaviourControl.Dead();
         gameEnd.OnGameEnd(false);
     }
 }
コード例 #3
0
 private void setHelthBehaviour()
 {
     if (nowHP == 0)
     {
         behaviourControl.Dead();
         MusicLevelControl.EnemyDeadMusicPlay(true, GameObject.FindWithTag("MainCamera").transform.position);
         UIControl.instance.countPanelControl.EnemyNumUpdate();
         uiControl.hintTextControl.ShowHintText("击杀!!!");
     }
 }
コード例 #4
0
 public void OnTriggerEnter(Collider other)
 {
     if (other.tag.Equals("Player"))
     {
         MusicLevelControl.VictoryMusicPlay(true, GameObject.FindWithTag("MainCamera").transform.position);
         player.SetActive(false);
         //Instantiate(transfer, player.transform.position, Quaternion.identity);
         UIControl.instance.gameEnd.OnGameEnd(true);
         Destroy(gameObject.GetComponent <BoxCollider>());
     }
 }
コード例 #5
0
    //暂停界面
    public void Show()
    {
        MusicLevelControl.Btn1MusicPlay(true, GameObject.FindWithTag("MainCamera").transform.position);
        tipIndex      = UnityEngine.Random.Range(0, tipstrArray.Length);
        tipsText.text = tipstrArray[tipIndex];

        gameObject.SetActive(true);
        pauseInterface.SetActive(true);
        endInterface.SetActive(false);
        dieInterface.SetActive(false);

        Time.timeScale = 0;
    }
コード例 #6
0
    // Start is called before the first frame update
    void Start()
    {
        if (PlayerPrefs.HasKey("levelVolume"))
        {
            AudioListener.volume = PlayerPrefs.GetFloat("levelVolume");
        }
        else
        {
            PlayerPrefs.SetFloat("levelVolume", 1);
            AudioListener.volume = PlayerPrefs.GetFloat("levelVolume");
        }

        aaa = this;
    }
コード例 #7
0
    public void CreateDamage(int kind, int damage)
    {
        MusicLevelControl.InjureMusicPlay(true, GameObject.FindWithTag("MainCamera").transform.position);
        if (nowHP == 0)
        {
            return;
        }
        switch (kind)
        {
        case 1:
            nowHP -= (nowHP > damage ? damage : nowHP);
            break;

        default: break;
        }
        uiControl.injuredMaskControl.Show();
        setHealthCircleAndBar();
        setHelthBehaviour();
    }
コード例 #8
0
    private void Fire()
    {
        AnimatorStateInfo nowAnimatorStateInfo = playerAnimator.GetCurrentAnimatorStateInfo(0);

        if (nowAnimatorStateInfo.IsName("anim_Idle_Loop_S") ||
            nowAnimatorStateInfo.IsName("anim_Walk_Loop"))
        {
            float   fireBirthRadius         = 1.5f;
            Vector3 tempBulletBirthPosition = new Vector3(
                transform.position.x + lastPosition.x * fireBirthRadius,
                transform.position.y + 1.0f,
                transform.position.z + lastPosition.y * fireBirthRadius
                );
            GameObject tempBullet = Instantiate(bulletPrefab, tempBulletBirthPosition, Quaternion.identity);
            tempBullet.transform.LookAt(new Vector3(
                                            tempBullet.transform.position.x + lastPosition.x * fireBirthRadius,
                                            tempBullet.transform.position.y,
                                            tempBullet.transform.position.z + lastPosition.y * fireBirthRadius
                                            ));
            MusicLevelControl.FireMusicPlay(true, GameObject.FindWithTag("MainCamera").transform.position);
        }
    }
コード例 #9
0
 public void OnTriggerEnter(Collider other)
 {
     if (other.tag.Equals("Player"))
     {
         Destroy(this.gameObject);
         player2SkillControl.Rise();
         UIControl.instance.countPanelControl.DiamondoNumUpdate();
         if (sc.DiamondoNumber != 0)
         {
             sc.DiamondoNumber--;
             MusicLevelControl.CollectMusicPlay(true, GameObject.FindWithTag("MainCamera").transform.position);
         }
         if (sc.DiamondoNumber == 0)
         {
             uiControl.hintTextControl.ShowHintText("收集完毕,请尽快逃走!!!");
             if (!sc.portalexist)
             {
                 Instantiate(portalPerfab);
                 sc.portalexist = true;
             }
         }
     }
 }
コード例 #10
0
    public void SkillDefenceOnClick()
    {
        if (IsInvoking("updateDefenceMask"))
        {
            uiControl.hintTextControl.ShowHintText("防御罩冷却中!");
            return;
        }
        AnimatorStateInfo nowAnimatorStateInfo = robotAnimator.GetCurrentAnimatorStateInfo(0);

        if (nowAnimatorStateInfo.IsName("anim_Idle_Loop_S") ||
            nowAnimatorStateInfo.IsName("anim_Walk_Loop"))
        {
            MusicLevelControl.DefenceMusicPlay(true, GameObject.FindWithTag("MainCamera").transform.position);
            uiControl.hintTextControl.ShowHintText("防御罩已开启!");
            player2SkillControl.Defence();

            defenceMask.fillAmount = 1.0f;
            InvokeRepeating("updateDefenceMask", 0.0f, 0.1f);
        }
        else
        {
            uiControl.hintTextControl.ShowHintText("此状态无法释放技能!");
        }
    }