Exemplo n.º 1
0
 void Start()
 {
     //  gameObject.SetActive(false);
     bc       = GameObject.Find("BloodBar").GetComponent <BloodControl>();
     redmat   = GetComponent <MeshRenderer>().material;
     bulemat  = GameObject.Find("bule").GetComponent <MeshRenderer>().material;
     m_status = FocusStatus.Normal;
 }
Exemplo n.º 2
0
 // Update is called once per frame
 void Update()
 {
     if (m_status == FocusStatus.Bigger)
     {
         if (current_out < max_out)
         {
             current_out += step;
             redmat.SetFloat("_Inrad", current_out);
             redmat.SetFloat("_Outrad", current_out);
             redmat.SetFloat("_Outheight", 5.0f);
             bulemat.SetFloat("_Inrad", current_out);
             bulemat.SetFloat("_Outrad", current_out);
             bulemat.SetFloat("_Outheight", 5.0f);
         }
         else
         {
             m_status = FocusStatus.Smaller;
         }
     }
     if (m_status == FocusStatus.Smaller)
     {
         if (current_out > min_out)
         {
             current_out -= step;
             redmat.SetFloat("_Inrad", current_out);
             redmat.SetFloat("_Outrad", current_out);
             redmat.SetFloat("_Outheight", current_out);
             bulemat.SetFloat("_Inrad", current_out);
             bulemat.SetFloat("_Outrad", current_out);
             bulemat.SetFloat("_Outheight", current_out);
         }
         else
         {
             m_status = FocusStatus.Normal;
         }
     }
     if (m_status == FocusStatus.Normal)
     {
         if (current_out < normal_out)
         {
             current_out += 0.1f;
             redmat.SetFloat("_Inrad", current_out);
             redmat.SetFloat("_Outrad", current_out);
             redmat.SetFloat("_Outheight", 1.0f);
             bulemat.SetFloat("_Inrad", current_out);
             bulemat.SetFloat("_Outrad", current_out);
             bulemat.SetFloat("_Outheight", 1.0f);
         }
     }
 }
Exemplo n.º 3
0
    public void Foucus(GameObject Enermy)
    {
        gameObject.SetActive(true);
        GameObject camera = GameObject.Find("CameraController").GetComponent <CameraControl>().get_current_camera();

        transform.position = Enermy.transform.position + new Vector3(0, 0.8f, 0);
        transform.LookAt(camera.transform.position);
        transform.Translate(Vector3.forward * 1.0f);

        transform.Rotate(Vector3.forward, 90f);
        transform.Rotate(Vector3.right, 90f);
        m_status = FocusStatus.Bigger;
        bc.change_object(Enermy);
        //  transform.localScale = new Vector3(0.5f,0.5f,0.5f);
    }