Inheritance: MonoBehaviour
Exemplo n.º 1
0
    //Use this for initialization
    private void Start()
    {
        //Get the light
        lightAffected = this.gameObject.GetComponent <Light>();

        //If the light is found, get the original intensity and whether the light has
        if (lightAffected != null)
        {
            originalIntensity = lightAffected.intensity;
            hasLight          = lightAffected.enabled;
        }

        //Get the Light's wire
        wire = this.gameObject.GetComponentInChildren <Wire>();

        //Set the special effects that occur when the light prisoner interacts with the light
        flicker = null;
        fade    = null;
        dimmer  = null;

        //Find the original effects that the light has
        originalFlicker = this.gameObject.GetComponent <LightFlicker>();
        originalFade    = this.gameObject.GetComponent <LightFade>();
        toggle          = this.gameObject.GetComponent <ToggleLight>();
    }
Exemplo n.º 2
0
    private bool isInLight;               //Checks if the prisoner is in range to act upon a light

    //Use this for initialization
    protected override void Start()
    {
        base.Start();
        lightHolder     = GameObject.Find("Light Prisoner/StoredLight");
        lightStored     = lightHolder.GetComponent <Light>();
        lightStoredFade = null;
    }
Exemplo n.º 3
0
        public void setFade(bool take, LightFade fade, float intensity, Light lightAffected)
        {
            fade.totalDuration = fadeDuration;
            fade.startDim      = true;
            fade.callStart     = false;

            fade.startSequence(take, intensity, lightAffected);
        }
Exemplo n.º 4
0
 //Light:光线
 private void LightButton_Tapped(object sender, TappedRoutedEventArgs e)
 {
     if (LightPanel.Opacity == 0)
     {
         LightShow.Begin();
     }
     else
     {
         LightFade.Begin();
     }
 }
Exemplo n.º 5
0
    IEnumerator BulletDeath()
    {
        yield return(new WaitForSeconds(bulletTime.destroyBulletTime));

        isHalo = true;
        GameObject newLight = Instantiate(LightPrefab, transform.position, Quaternion.identity);

        lightF        = newLight.GetComponent <LightFade>();
        lightF.bullet = this;
        lightF.setLightRange();
        Destroy(this.gameObject);
    }
Exemplo n.º 6
0
 public void OnCollisionEnter(Collision collision)
 {
     if (collision.gameObject.tag == "Terrain")
     {
         isHalo = false;
         GameObject newLight = Instantiate(LightPrefab, transform.position, Quaternion.identity);
         lightF = newLight.GetComponent <LightFade>();
         lightF.GetComponent <Light>().flare = null;
         lightF.bullet = this;
         lightF.setLightRange();
         SED.StartScan(transform.position);
         Destroy(this.gameObject);
     }
 }
Exemplo n.º 7
0
 //Sets the temp fade, showing the transfer of light from the light source to the light prisoner or vice versa
 private void addTempFade(bool put, float intensity)
 {
     lightStoredFade = lightStored.gameObject.AddComponent("LightFade") as LightFade;
     specialfade.setFade(put, lightStoredFade, intensity, lightStored);
     //lightStoredFade.specialFade(put, lightStored, intensity);
 }
Exemplo n.º 8
0
 private void addTempFade(bool take, LightPrisoner lightPrisoner)
 {
     fade = this.gameObject.AddComponent("LightFade") as LightFade;
     lightPrisoner.specialfade.setFade(take, fade, originalIntensity, lightAffected);
 }
Exemplo n.º 9
0
        public void ReviveUpdate()
        {
            this.LightAlpha = Calc.Approach(this.LightAlpha, this.targetLightAlpha, 0.1f * Engine.TimeMult);
            base.Update();
            if (this.levitateCorpse)
            {
                float   num  = this.targetPosition.Y + this.sine.Value * 2f;
                Vector2 zero = Vector2.Zero;
                zero.Y = MathHelper.Clamp(num - this.Corpse.ActualPosition.Y, -0.6f, 0.6f);
                if (!this.Finished && !this.AutoRevive)
                {
                    Player player = base.Level.GetPlayer(this.reviver);
                    if (player != null)
                    {
                        if (Math.Abs(player.X - base.X) > 10f)
                        {
                            zero.X = (float)Math.Sign(player.X - base.X) * 0.2f;
                        }
                        if (Math.Abs(player.Y - base.Y) > 14f)
                        {
                            zero.Y = (float)Math.Sign(player.Y - base.Y) * 0.6f;
                        }
                    }
                }
                if (this.Corpse.Squished == Vector2.Zero)
                {
                    this.Corpse.Speed = this.Corpse.Speed.Approach(zero, 4f * Engine.TimeMult);
                }
            }
            if (!this.Finished)
            {
                if (this.Corpse.Scene == null || this.Corpse.MarkedForRemoval)
                {
                    LightFade lightFade = Cache.Create <LightFade> ();
                    lightFade.Init(this, null);
                    base.Level.Add <LightFade> (lightFade);
                    base.RemoveSelf();
                }
                else
                {
                    this.Position = this.Corpse.BottomCenter;
                    if (base.Scene.OnInterval(3))
                    {
                        if (this.arrowColor == this.colorA)
                        {
                            this.arrowColor = this.colorB;
                        }
                        else
                        {
                            this.arrowColor = this.colorA;
                        }
                    }
                    if (this.reviving)
                    {
                        this.reviveCounter -= Engine.TimeMult;
                        if (this.Corpse.Squished != Vector2.Zero)
                        {
                            this.StopReviving();
                        }
                        else if (this.reviveCounter <= 0f)
                        {
                            this.Finished       = true;
                            this.Corpse.Revived = true;
                            base.Add(new Coroutine(this.ReviveSequence()));
                        }
                        else if (!this.Corpse.PrismHit && this.CanReviveAtThisPosition())
                        {
                            if (!this.AutoRevive && this.PlayerCanRevive)
                            {
                                bool flag = false;
                                int  num2 = -1;
                                using (List <Entity> .Enumerator enumerator = base.Level.Players.GetEnumerator()) {
                                    while (enumerator.MoveNext())
                                    {
                                        Player player2 = (Player)enumerator.Current;
                                        if (player2.Allegiance == this.Corpse.Allegiance && base.CollideCheck(player2))
                                        {
                                            flag = true;
                                            if (num2 != this.reviver)
                                            {
                                                if (player2.PlayerIndex == this.reviver)
                                                {
                                                    num2 = this.reviver;
                                                }
                                                else if (num2 == -1)
                                                {
                                                    num2 = player2.PlayerIndex;
                                                }
                                            }
                                        }
                                    }
                                }

                                if (this.ghostRevives)
                                {
                                    using (List <Entity> .Enumerator enumerator = base.Level[GameTags.PlayerGhost].GetEnumerator()) {
                                        while (enumerator.MoveNext())
                                        {
                                            PlayerGhost ghost = (PlayerGhost)enumerator.Current;
                                            if (ghost.Allegiance == this.Corpse.Allegiance && base.CollideCheck(ghost) && ghost.PlayerIndex != this.Corpse.PlayerIndex)
                                            {
                                                flag = true;
                                                if (num2 != this.reviver)
                                                {
                                                    if (ghost.PlayerIndex == this.reviver)
                                                    {
                                                        num2 = this.reviver;
                                                    }
                                                    else if (num2 == -1)
                                                    {
                                                        num2 = ghost.PlayerIndex;
                                                    }
                                                }
                                            }
                                        }
                                    }
                                }

                                if (num2 != this.reviver && num2 != -1)
                                {
                                    this.reviver = num2;
                                }
                                if (!flag)
                                {
                                    this.StopReviving();
                                }
                            }
                            TFGame.PlayerInputs [this.Corpse.PlayerIndex].Rumble(0.5f, 2);
                            if (this.reviver != -1)
                            {
                                TFGame.PlayerInputs [this.reviver].Rumble(0.5f, 2);
                            }
                        }
                        else
                        {
                            this.StopReviving();
                        }
                    }
                    else
                    {
                        this.ResetCounter();
                        this.LightAlpha = Calc.Approach(this.LightAlpha, 0f, 0.1f * Engine.TimeMult);
                        if (this.canRevive && !this.Corpse.PrismHit && this.Corpse.Squished == Vector2.Zero && this.CanReviveAtThisPosition())
                        {
                            if (this.AutoRevive)
                            {
                                this.StartReviving();
                            }
                            else if (this.PlayerCanRevive)
                            {
                                using (List <Entity> .Enumerator enumerator = base.Level.Players.GetEnumerator()) {
                                    while (enumerator.MoveNext())
                                    {
                                        Player player2 = (Player)enumerator.Current;
                                        if (player2.Allegiance == this.Corpse.Allegiance && !player2.Dead && base.CollideCheck(player2))
                                        {
                                            this.reviver = player2.PlayerIndex;
                                            this.StartReviving();
                                            break;
                                        }
                                    }
                                }

                                if (this.ghostRevives)
                                {
                                    using (List <Entity> .Enumerator enumerator = base.Level[GameTags.PlayerGhost].GetEnumerator()) {
                                        while (enumerator.MoveNext())
                                        {
                                            PlayerGhost ghost = (PlayerGhost)enumerator.Current;
                                            if (ghost.Allegiance == this.Corpse.Allegiance && ghost.State != 3 && base.CollideCheck(ghost) && ghost.PlayerIndex != this.Corpse.PlayerIndex)
                                            {
                                                this.reviver = ghost.PlayerIndex;
                                                this.StartReviving();
                                                break;
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }