private void Jiggling()
    {
        fTailAni = GetComponent <FTail_Animator>();
        fjGrow   = GetComponent <FJiggling_Grow>();

        fjGrow.GrowShrinkSpeed = 100f;
        fjGrow.StartShrinking();
    }
Exemplo n.º 2
0
    private void Start()
    {
        bones = GetComponentsInChildren <FJiggling_Grow>();

        now = bones[0];

        foreach (FJiggling_Grow a in bones)
        {
            a.GrowShrinkSpeed = 100f;
            a.checkSize       = 0.5f;
            a.StartShrinking();
        }

        check = true;
    }
Exemplo n.º 3
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    private void StartSetting()
    {
        fTailAni = GetComponent <FTail_Animator>();
        fjGrow   = GetComponent <FJiggling_Grow>();
        fjGrow.GrowShrinkSpeed = 100f;
        fjGrow.StartShrinking();

        bones = new GameObject[5];

        vector3 = new Vector3(5f, 0f, 0f);

        _maxBendingSize = 10f;

        TailBoneSetting();
        SettingRot();
    }
Exemplo n.º 4
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    public IEnumerator UP()
    {
        yield return(new WaitForSeconds(1f));

        int branchcnt = 12;

        foreach (FJiggling_Grow a in bones)
        {
            a.GrowShrinkSpeed = 0.3f;
        }

        now.StartGrowing();

        while (cnt < 13)
        {
            if (now.GetComponent <Transform>().transform.localScale.x >= 1f)
            {
                yield return(new WaitForFixedUpdate());

                switch (now.gameObject.tag)
                {
                case "branch":

                    bones[branchcnt].StartGrowing();
                    branchcnt--;
                    break;

                case "end":

                    now.GetComponentInChildren <MegaCacheOBJ>().animate = true;
                    break;
                }

                if (cnt == 12)
                {
                    Debug.Log(cnt);
                    yield break;
                }

                now = bones[cnt];
                now.StartGrowing();
                cnt++;
            }

            yield return(new WaitForFixedUpdate());
        }
    }