public PowerUpFloaterControlHandler(PlayerController playerController, PowerUpSettings powerUpSettings) : base(playerController) { _powerUpSettings = powerUpSettings; _originalInAirDamping = _playerController.jumpSettings.inAirDamping; #if !FINAL // TODO (Release): remove this _playerController.sprite.GetComponent <SpriteRenderer>().color = new Color(.5f, 1f, 1f, 1f); #endif }
public PowerUpJetPackControlHandler(PlayerController playerController, float duration, PowerUpSettings powerUpSettings) : base(playerController, duration) { _powerUpSettings = powerUpSettings; #if !FINAL // TODO (Release): remove this _playerController.sprite.GetComponent <SpriteRenderer>().color = new Color(1f, 0.2f, .5f, 1f); #endif }
public PowerUpGunControlHandler(PlayerController playerController, float duration, PowerUpSettings powerUpSettings) : base(playerController, duration) { _powerUpSettings = powerUpSettings; _slowMotionTotalTime = _powerUpSettings.laserAimGunSetting.slowMotionFactorMultplierCurve.keys[_powerUpSettings.laserAimGunSetting.slowMotionFactorMultplierCurve.keys.Length - 1].time; if (_powerUpSettings.laserAimGunSetting.doAutoAim) { Logger.Assert(_powerUpSettings.laserAimGunSetting.totalAutoAimSearchRaysPerSide != 0, "TotalAutoAimSearchRaysPerSide must not be 0."); _autoAimAngleStep = _powerUpSettings.laserAimGunSetting.autoAimSearchAngle * Mathf.Deg2Rad * .5f / (float)_powerUpSettings.laserAimGunSetting.totalAutoAimSearchRaysPerSide; } #if !FINAL // TODO (Release): remove this _playerController.sprite.GetComponent <SpriteRenderer>().color = new Color(0.8f, 0.4f, .3f, 1f); #endif }