コード例 #1
0
    // For higher performance assumes that slowFractions contains rb
    protected bool SlowDown(Rigidbody2D rb, float frac)
    {
        if (rb == null)
        {
            return(false);
        }
        SlowData slowData = slowFractions[rb];

        if (slowData.isInside && slowData.slowFrac > slowFraction)
        {
            float frac_ = Mathf.Min(frac, slowData.slowFrac - slowFraction);
            rb.velocity        *= 1 - frac_ / slowData.slowFrac;
            rb.angularVelocity *= 1 - frac_ / slowData.slowFrac;

            slowData.slowFrac -= frac_;

            foreach (var keeper in rb.GetComponents <SlowKeeper>())
            {
                keeper.slowFactor = slowData.slowFrac;
            }
            foreach (var keeper in rb.GetComponentsInChildren <SlowKeeper>())
            {
                keeper.slowFactor = slowData.slowFrac;
            }

            return(true);
        }
        return(slowData.isInside);
    }
コード例 #2
0
    // power는 1이 최댓값.  0 = 0%, 1 = 100%.
    public static void Create(GameObject obj, float power, float time)
    {
        var SE_Obj = obj.GetComponent <StatusEffect_Object>();

        if (SE_Obj is null)
        {
            return;
        }

        SlowData d = new SlowData()
        {
            power = power, time = time, t = 0
        };

        power = Mathf.Min(power, 1f);
        StatusEffect_Slow slow = obj.GetComponent <StatusEffect_Slow>();

        if (slow.IsNull())
        {
            slow = obj.AddComponent <StatusEffect_Slow>();
        }
        slow.slows.Add(d);

        // 모든 옵션에 관한, 디폴트 우선 순위 설정, 높을수록 우선순위가 높음.
        slow.priority = 8;
        slow.pow      = power;
    }