protected override void StartRepositionExecutionSubphase() { Pause(); TheShip.ToggleShipStandAndPeg(false); if (SelectedDirectionPrimary == Direction.Top) { DecloakBoostExecutionSubPhase execution = (DecloakBoostExecutionSubPhase)Phases.StartTemporarySubPhaseNew( "Boost execution", typeof(DecloakBoostExecutionSubPhase), CallBack ); execution.TheShip = TheShip; execution.IsTractorBeamBoost = IsTractorBeamBarrelRoll; execution.SelectedBoostHelper = SelectedBoostHelper; execution.Start(); } else { BarrelRollExecutionSubPhase executionSubphase = (DecloakBarrelRollExecutionSubPhase)Phases.StartTemporarySubPhaseNew( "Barrel Roll execution", typeof(DecloakBarrelRollExecutionSubPhase), CallBack ); executionSubphase.TheShip = TheShip; executionSubphase.TemporaryShipBase = TemporaryShipBaseFinal; executionSubphase.Direction = SelectedDirectionPrimary; executionSubphase.IsTractorBeamBarrelRoll = IsTractorBeamBarrelRoll; executionSubphase.Start(); } }
protected virtual void StartRepositionExecutionSubphase() { Pause(); TheShip.ToggleShipStandAndPeg(false); BarrelRollExecutionSubPhase executionSubphase = (BarrelRollExecutionSubPhase)Phases.StartTemporarySubPhaseNew( "Barrel Roll execution", typeof(BarrelRollExecutionSubPhase), CallBack ); executionSubphase.TheShip = TheShip; executionSubphase.TemporaryShipBase = TemporaryShipBaseFinal; executionSubphase.Direction = SelectedDirectionPrimary; executionSubphase.IsTractorBeamBarrelRoll = IsTractorBeamBarrelRoll; executionSubphase.Start(); }
public void FinishBarrelRollAnimation() { performingAnimation = false; TheShip.ApplyRotationHelpers(); TheShip.ResetRotationHelpers(); TheShip.SetAngles(TemporaryShipBase.transform.eulerAngles); MonoBehaviour.DestroyImmediate(TemporaryShipBase); GameManagerScript Game = GameObject.Find("GameManager").GetComponent <GameManagerScript>(); Game.Movement.CollidedWith = null; MovementTemplates.HideLastMovementRuler(); TheShip.ToggleShipStandAndPeg(true); TheShip.FinishPosition(FinishBarrelRollAnimationPart2); }
public void StartBarrelRollExecution() { Pause(); TheShip.ToggleShipStandAndPeg(false); BarrelRollTemplate.SetActive(false); BarrelRollExecutionSubPhase executionSubphase = (BarrelRollExecutionSubPhase)Phases.StartTemporarySubPhaseNew( "Barrel Roll execution", typeof(BarrelRollExecutionSubPhase), CallBack ); executionSubphase.TheShip = TheShip; executionSubphase.TemporaryShipBase = TemporaryShipBase; executionSubphase.HelperDirection = HelperDirection; executionSubphase.Start(); }