예제 #1
0
    void Start()
    {
        Vector3 ownerPos    = GetOwnerObject().transform.position;
        float   reachLength = 1000.0f;

        if (WeaponObject.GetComponent <SwordObject>() != null)
        {
            reachLength = WeaponObject.GetComponent <SwordObject> ().ReachLength;
        }
        Vector3 moveDestPos = ownerPos;

        moveDestPos.x += reachLength;


        iTween.ValueTo(gameObject,
                       iTween.Hash(
                           "from", 1f,
                           "to", 0f,
                           "time", 0.15f,
                           "onupdate", "SetValue",
                           "oncomplete", "EffectCompleted"
                           ));

//		Vector3 moveDestPos = GameManager.Instance.swordReachMarker.transform.position;
        moveDestPos.x -= transform.localScale.x / 2.0f;
//		Debug.LogError ("@@@@@@@markerPos: " + GameManager.Instance.swordReachMarker.transform.position + ", scale: " + transform.localScale.x + ", distPos: " + moveDestPos);
        iTween.MoveTo(gameObject,
                      iTween.Hash(
                          "position", moveDestPos,
                          "islocal", false,
                          "time", 0.15f
                          ));
    }
예제 #2
0
    public void AtackOn()
    {
        AudioManager.AudioON(2);
        int        Direction = PlayerManager.Player.Direction.Value;
        GameObject Weapon    = PlayerManager.Player.Weapon;
        Vector3    PlayerPos = PlayerManager.Player.GameObject.transform.position;
        GameObject WeaponObject;
        Animator   Animator;

        switch (Direction)
        {
        case 0:
            WeaponObject = GameManager.Instantiate(Weapon, new Vector3(PlayerPos.x + 20, PlayerPos.y - 32, 0), Quaternion.identity);
            WeaponObject.transform.Rotate(0, 0, 20);
            WeaponObject.transform.Find("Sword0").gameObject.SetActive(true);
            Animator = WeaponObject.GetComponent <Animator>();
            Animator.SetInteger("Direction", 0);
            WeaponObject.GetComponent <WeaponObject>().SetUp();
            break;

        case 1:
            WeaponObject = GameManager.Instantiate(Weapon, new Vector3(PlayerPos.x - 20, PlayerPos.y + 32, 0), Quaternion.identity);
            WeaponObject.transform.Rotate(0, 0, 20);
            WeaponObject.transform.Find("Sword1").gameObject.SetActive(true);
            Animator = WeaponObject.GetComponent <Animator>();
            Animator.SetInteger("Direction", 1);
            WeaponObject.GetComponent <WeaponObject>().SetUp();
            break;

        case 2:
            WeaponObject = GameManager.Instantiate(Weapon, new Vector3(PlayerPos.x + 20, PlayerPos.y + 20, 0), Quaternion.identity);
            WeaponObject.transform.Rotate(0, 0, 20);
            WeaponObject.transform.Find("Sword2").gameObject.SetActive(true);
            Animator = WeaponObject.GetComponent <Animator>();
            Animator.SetInteger("Direction", 2);
            WeaponObject.GetComponent <WeaponObject>().SetUp();
            break;

        case 3:
            WeaponObject = GameManager.Instantiate(Weapon, new Vector3(PlayerPos.x - 20, PlayerPos.y + 20, 0), Quaternion.identity);
            WeaponObject.transform.Rotate(0, 0, -20);
            WeaponObject.transform.Find("Sword3").gameObject.SetActive(true);
            Animator = WeaponObject.GetComponent <Animator>();
            Animator.SetInteger("Direction", 3);
            WeaponObject.GetComponent <WeaponObject>().SetUp();
            break;
        }
    }