Пример #1
0
    public void IncrementBuffer()
    {
        buffer -= 100;

        CameraEffect.Shake(2, 0.5f);
        lifebar[bufferI].Activate(false);
        --bufferI;
        if (bufferI == 1)
        {
            for (int i = 0; i <= bufferI; ++i)
            {
                lifebar[i].SetColor(Color.red);
            }
        }
        if (bufferI == 0)
        {
            lifebar[0].Shake();
        }

        if (buffer < 0)
        {
            buffer = 0;
        }
        if (buffer == 0)
        {
            GameOver();
        }
    }
Пример #2
0
 private void OnCollisionEnter(Collision collision)
 {
     if (collision.gameObject.CompareTag("Obstacle"))
     {
         print("CRASH");
         StartCoroutine(cameraShakeRef.Shake(.15f, .4f));
         StartCoroutine(gameOver());
     }
 }
Пример #3
0
 protected void End(bool kill = false)
 {
     if (!kill && !owner.play)
     {
         CameraEffect.Shake(0.5f, 0.1f);
     }
     timerEnd          = _manager.timer;
     active            = false;
     _renderer.enabled = false;
     transform.GetComponent <Collider2D>().enabled              = false;
     transform.GetComponentInChildren <Collider2D>().enabled    = false;
     transform.GetComponentInChildren <TrailRenderer>().enabled = false;
 }
Пример #4
0
    public void AttackEnemyCheck(List <Character> hittedEnemy)
    {
        //맞은놈들 캐릭터
        if (hittedEnemy.Count != 0)
        {
            _cameraEffect.Shake(0.1f);
        }

        foreach (var enemy in hittedEnemy)
        {
            //Debug.Log(enemy._id);
            if (_socketManager.characterList[enemy._id]._defense)
            {
                SendAnimeAndPlay(aniType.DefenseSuccess);
                _isCooltimeIncreased = true;
            }
            else
            {
                _socketManager.socket.Emit(EventByte.Hit, new HitEvent {
                    Target = enemy._id, Dmg = 30, Id = _id
                }.ToByteArray());
            }
        }
    }
Пример #5
0
    /// <summary>
    /// 承受伤害
    /// </summary>
    /// <param name="damage"></param>
    public void TakeDamage(float damage)
    {
        health.CurrentValue -= damage;

        if (healthBar != null)
        {
            healthBar.value = health.CurrentValue / health.BaseValue;
        }

        if (health.CurrentValue <= 0)
        {
            ObjectPool.Acquire(BaoZha).transform.position = transform.position;
            CameraEffect.Shake();
            ReleaseSelf();
        }
    }
Пример #6
0
    public void Dead(Vector3 direction)
    {
        float rot_z = Mathf.Atan2(direction.normalized.y, direction.normalized.x) * Mathf.Rad2Deg;

        _particleDead.transform.eulerAngles = new Vector3(rot_z, 90, 0);
        _particleDead.Play();
        Ring instance = Instantiate(ring, transform.position, Quaternion.identity);

        _animator.SetBool("dead", true);
        instance.SetColor(_renderer.color);
        if (_active)
        {
            CameraEffect.Shake(1.5f, 0.5f);
            CameraEffect.Chromatic(0.8f, 0.8f);
        }
        else
        {
            CameraEffect.Shake(0.5f, 0.4f);
        }
    }
Пример #7
0
    public void TrySort(Direction direction)
    {
        if (parcelQueue.Peek().isMoving || lastParcel.isMoving)
        {
            return;
        }
        if (parcelQueue.Peek().CanSort(direction))
        {
            timer.SetTimer(score.score);
            score.SetText();
            SoundManager.instance.PlaySound(boxSound[Random.Range(0, boxSound.Count)]);
            mainCamera.StartCoroutine(mainCamera.Shake());
            Sort();
        }

        else
        {
            GameOver();
        }
    }
Пример #8
0
    void OnCollisionEnter(Collision collision)
    {
        GetComponent <AudioSource>().Play();
        cameraEffect.Shake();

        // remove this brick
        enabled = false;
        GetComponent <Renderer>().enabled = false;
        GetComponent <Collider>().enabled = false;

        bricks--;
        if (bricks == 0)
        {
            // win! do fancy stuff here
            victory.enabled = true;
            DOVirtual.DelayedCall(1, StateManager.Instance.RestartGame);
        }

        Score.Instance.AddToScore(1);
    }
Пример #9
0
 public void Boum()
 {
     CameraEffect.Shake(2, 1f);
     particleBoum.Play();
 }
Пример #10
0
 public void Shake()
 {
     CameraEffect.Shake(2, 0.1f);
     CameraEffect.Chromatic(0.8f, 0.3f);
 }