예제 #1
0
    void PrepAStar()
    {
        //mCurStar
        if (mStars.Count > 0)
        {
            mCurStar = mStars.Dequeue();
            mCurStar.transform.parent        = grabber.headAttach;
            mCurStar.transform.localPosition = Vector3.zero;
            mCurStar.transform.localScale    = Vector3.one;

            mCurStar.glowSprite.gameObject.active = true;

            if (isReadyToFire)
            {
                mCurStar.WeaponPrep();
            }
            else
            {
                mCurStar.WeaponRefresh();
            }

            if (mStars.Count < braids.Length)
            {
                braids[mStars.Count].gameObject.SetActiveRecursively(false);
            }
        }
        else
        {
            mCurStar = null;
        }
    }
예제 #2
0
 public void SetAddStar(ItemStar _itemStar)
 {
     _itemStar.SetMoveToFinished(GamePlayManager.Ins.starGroup.iconStars[GamePlayManager.Ins.starGroup.countStar].transform.position);
     GamePlayManager.Ins.SetAddStar();
     currStar++;
     if (currStar >= maxStar)
     {
         finishPoint.SetOpenDoor();
     }
 }
예제 #3
0
    protected override void OnExpel()
    {
        if(mCurStar != null) {
            mCurStar.Release();
            mCurStar = null;
        }

        //TODO: throw the stars around
        foreach(ItemStar star in mStars) {
            star.Release();
        }

        mStars.Clear();
    }
예제 #4
0
    protected override void OnExpel()
    {
        if (mCurStar != null)
        {
            mCurStar.Release();
            mCurStar = null;
        }

        //TODO: throw the stars around
        foreach (ItemStar star in mStars)
        {
            star.Release();
        }

        mStars.Clear();
    }
예제 #5
0
    protected override void OnEquip()
    {
        transform.localScale = Vector3.one;

        for (int i = 0; i < maxAmmo; i++)
        {
            Transform parent = i == 0 ? transform : braidAttaches[braidAttaches.Length - i];

            Transform t    = EntityManager.instance.Spawn(template, "starAmmo", parent, null, false);
            ItemStar  star = t.GetComponent <ItemStar>();
            star.glowSprite.gameObject.active = false;
            star.isAmmo = true;
            mStars.Enqueue(star);
        }

        PrepAStar();
    }
예제 #6
0
    void PrepAStar()
    {
        //mCurStar
        if(mStars.Count > 0) {
            mCurStar = mStars.Dequeue();
            mCurStar.transform.parent = grabber.headAttach;
            mCurStar.transform.localPosition = Vector3.zero;
            mCurStar.transform.localScale = Vector3.one;

            mCurStar.glowSprite.gameObject.active = true;

            if(isReadyToFire) {
                mCurStar.WeaponPrep();
            }
            else {
                mCurStar.WeaponRefresh();
            }

            if(mStars.Count < braids.Length) {
                braids[mStars.Count].gameObject.SetActiveRecursively(false);
            }
        }
        else {
            mCurStar = null;
        }
    }