private void Start() { cutter = GetComponent <Cutter>(); rb = GetComponent <Rigidbody2D>(); asc = GetComponent <AudioSource>(); collisionImpulse = GetComponent <CinemachineCollisionImpulseSource>(); asc.PlayOneShot(fallingSounds[Random.Range(0, fallingSounds.Length)]); }
void initialBoom(float rotateTime) { float basef = 10; //if (rotateTime >= 0.5) // basef = 5; //if (rotateTime >= 0.7) // basef = 10; //if (rotateTime >= 0.8) // basef = 20; //if(rotateTime >= 0.9) // basef = 30; //if (rotateTime >= 1) // basef = 50; //if (rotateTime >= 1.1) // basef = 70; //if (rotateTime >= 1.2) // basef = 90; //if (rotateTime >= 1.3) // basef = 110; //if (rotateTime >= 1.4) // basef = 130; float booMPower = rotateTime * rotateTime * basef + 0.2f; AttackPower attackPower = AttackPower.pa; if (booMPower >= 6.2f) { attackPower = AttackPower.boom; centerController.showNotify("DOOM", Color.red, attackPower); } else if (booMPower > 3f) { attackPower = AttackPower.dong; centerController.showNotify("Dong", Color.yellow, attackPower); } else { attackPower = AttackPower.pa; centerController.showNotify("Pa", Color.white, attackPower); } // Debug.Log("Roteta" + rotateTime * rotateTime *basef+ "velo " ); GameObject a = Instantiate(BoomEFprefab, armController.getHitPos(), Quaternion.identity); a.transform.localScale *= 1 + rotateTime * 2; a.GetComponent <BoomEF>().beCreat(attackPower); CinemachineCollisionImpulseSource cs = this.GetComponent <CinemachineCollisionImpulseSource>(); cs.m_ImpulseDefinition.m_AmplitudeGain = booMPower; cs.GenerateImpulse(); }
private void Start() { playerData = GameSave.Single.gameData.playerData; // 生成NPC for (int i = 0; i < playerData._NPC; i++) { NPC temp = Instantiate(ResourcePath.Single.NPCList[ Random.Range(0, ResourcePath.Single.NPCList.Count)]).GetComponent <NPC>(); temp.gameObject.SetActive(false); PlayerInputManage.single.GetComponent <PlayerInteraction>().NPCQueue.Enqueue(temp); } cinemachineCollisionImpulseSource = GetComponent <CinemachineCollisionImpulseSource>(); UpdateStateUI(); timer = maxTime; }
void Start() { _rigidbody2D = GetComponent <Rigidbody2D>(); _spriteRenderer = GetComponentInChildren <SpriteRenderer>(); MyInpulse = GetComponent <Cinemachine.CinemachineCollisionImpulseSource>(); velocity.x = dir * moveSpeed; velocity.y = speedOffsetY; // _spriteRenderer.flipX = dir != 1; Vector2 h = new Vector2(velocity.x, 0); Vector2 v = new Vector2(0, velocity.y); Vector2 r = h + v; transform.localRotation = Quaternion.identity; transform.localRotation = Quaternion.FromToRotation(Vector3.right, r); }
private void Start() { cinemachineCollisionImpulseSource = GetComponent <CinemachineCollisionImpulseSource>(); }