Пример #1
0
    public void OnWindowRemove()
    {
        if ((doAnimateOnDestroy && (WindowContent != null)))
        {
            WindowContent.MoveTo(EGTween.Hash("x", 600F, "easeType", EGTween.EaseType.easeInBack, "time", TransitionDuration, "islocal", true, "ignoretimescale", true));

            if (doFadeOutBacklayOnDestroy)
            {
                BackLay.gameObject.ValueTo(EGTween.Hash("From", TransitionDuration, "To", 0F, "Time", TransitionDuration, "onupdate", "OnOpacityUpdate", "ignoretimescale", true));
            }

            Invoke("OnRemoveTransitionComplete", 0.5F);
        }
        else
        {
            if (doFadeOutBacklayOnDestroy)
            {
                BackLay.gameObject.ValueTo(EGTween.Hash("From", TransitionDuration, "To", 0F, "Time", TransitionDuration, "onupdate", "OnOpacityUpdate"));
                Invoke("OnRemoveTransitionComplete", 0.5F);
            }
            else
            {
                OnRemoveTransitionComplete();
            }
        }
    }
Пример #2
0
        /// <summary>
        /// Обновления поведения после нажатия клавиш
        /// </summary>
        /// <param name="delta">Время между кадрами</param>
        protected override void AfterKeyProcess(float delta)
        {
            // обрабатываем мышь
            var inputController = InputController.GetInstance();

            GameObject.RotateZ(_deltaAngle * inputController.MouseRelativePositionX * _rotSpeed);
            GameObject.RotateY(_deltaAngle * inputController.MouseRelativePositionY * _rotSpeed);

            // затем смещаем курсор мыши, чтоб он всегда был посередине, чтоб не вылететь за рамки экрана
            // нужно делать тут, так то код выше берет передвижение мыши по экрану
            var form = GameObject.Scene.Game.RenderForm;

            Cursor.Position = new System.Drawing.Point(form.Location.X + form.ClientSize.Width / 2, form.Location.Y + form.ClientSize.Height / 2);

            // применяем перемещние и вращение
            _moveDirection.Normalize();
            Vector3 rotation       = GameObject.Rotation;
            Matrix  rotationMatrix = Matrix.RotationYawPitchRoll(rotation.Z, rotation.Y, rotation.X);
            var     oldPosition    = GameObject.Position;

            GameObject.MoveBy((Vector3)Vector3.Transform(_moveDirection * Speed * delta, rotationMatrix));

            if (_colliderComponent.CheckIntersects(out _, "obstacle"))
            {
                GameObject.MoveTo(oldPosition);
            }
        }
Пример #3
0
        /// <summary>
        /// Обновление поведения
        /// </summary>
        /// <param name="delta">Время между кадрами</param>
        public override void Update(float delta)
        {
            if (!_physics.IsGrounded && !_isCollided)
            {
                var oldPosition = GameObject.Position;
                GameObject.MoveBy(_direction * _speed * _arrowComponent.FiringForceCoef * delta);

                if (_colliderComponent.CheckIntersects(out Game3DObject enemy, "enemy"))
                {
                    HandleHitEnemy(enemy);
                }

                if (_colliderComponent.CheckIntersects(out _, "obstacle"))
                {
                    _isCollided = true;
                    GameObject.MoveTo(oldPosition);
                }
            }

            _time += delta;
            if (_time >= _lifeTime)
            {
                GameObject.Scene.RemoveGameObject(GameObject);
                _colliderComponent.RemoveCollisionFromScene();
            }
        }
Пример #4
0
    public void GenerateGrid()
    {
        string holderName = "GeneratedGrid";

        if (transform.Find(holderName))
        {
            DestroyImmediate(transform.Find(holderName).gameObject);
        }

        Transform gridHolder = new GameObject(holderName).transform; // Temp holder for the grid at any given time

        gridHolder.parent = transform;

        for (int x = 0; x < mapSize.x; x++)
        {
            for (int y = 0; y < mapSize.y; y++)
            {
                Vector3   tilePosition = new Vector3(-mapSize.x / 2 + 0.5f + x, 0, -(-mapSize.y / 2 + 0.5f + y));
                Transform newTile      = Instantiate(TilePrefab, tilePosition, Quaternion.Euler(Vector3.right * 90)) as Transform;
                newTile.localScale = Vector3.one * (1 - outlinePercent);
                newTile.parent     = gridHolder;

                Tiles[x, y] = newTile.gameObject;
            }
        }

        Tiles[1, 1].SetColor(Color.green); // Sets Tile 1,1 to green
        Tiles[9, 9].SetColor(Color.red);   // Sets tile 9,9 to red

        Agent.MoveTo(Tiles[1, 1]);
        Agent.SetColor(Color.black);
    }
Пример #5
0
        /// <summary>
        /// Обновление процесса натяжения
        /// </summary>
        /// <param name="delta">Время между кадрами</param>
        private void UpdateShootingProcess(float delta)
        {
            var inputController = InputController.GetInstance();

            // если в этом кадре была нажата ЛКМ
            if (inputController.MouseButtons[0])
            {
                // изменяем натяжение
                _process += delta;
                if (_process >= _maxProcess)
                {
                    _process = _maxProcess;
                }

                // двигаем объект стрелы на луке
                var dest = new Vector3(0, 0, -_process / _processCoef);
                GameObject.MoveTo(_originalPosition + dest);
                // изменяем состояние прицеливания
                _playerComponent.IsAiming = true;
            }
            else
            {
                // если стрелу в прошлых кадрах НАТЯГИВАЛИ
                if (_process != 0)
                {
                    GameObject.MoveTo(_originalPosition);
                    _visibleComponent.MakeInvisible(_visibilityDuration);
                    Shoot();
                    _process = 0;
                }
                // изменяем состояние прицеливания
                _playerComponent.IsAiming = false;
            }
        }
Пример #6
0
        /// <summary>
        /// Движение к цели
        /// </summary>
        /// <param name="direction">Вектор движения</param>
        /// <param name="delta">Время между кадрами</param>
        private void MoveToTarget(Vector3 direction, float delta)
        {
            direction.Normalize();
            // считаем угол поворота к цели
            float angle = (float)Math.Atan2(-direction.X, -direction.Z);
            // запоминаем старую позицию
            var oldPosition = GameObject.Position;

            // двигаем и крутит объект
            GameObject.SetRotationZ(angle);
            GameObject.MoveBy(direction * _enemyComponent.Speed * delta);

            // проверяем столкновение
            if (_colliderComponent.CheckIntersects(out _, "obstacle"))
            {
                // смещаем объект обратно
                GameObject.MoveTo(oldPosition);
                // угол для направления обхода препятствия
                if (direction.X < 0)
                {
                    angle += MathUtil.Pi / 2;
                }
                else
                {
                    angle -= MathUtil.Pi / 2;
                }
                // создаем новый вектор направления и двигаем
                Matrix rotationMatrix = Matrix.RotationYawPitchRoll(angle, 0, 0);
                direction = (Vector3)Vector3.Transform(direction, rotationMatrix);
                direction.Normalize();
                GameObject.MoveBy(direction * _enemyComponent.Speed * delta);
            }
        }
Пример #7
0
    public void Activate()
    {
        axe.GetComponent <SpriteRenderer>().enabled = true;
        axe.transform.localPosition = new Vector2(.3f, 1);
//		iTween.MoveTo(gameObject, iTween.Hash("position", new Vector2(-.5f, 0), "time", activeDuration, "easeType", EaseType.easeOutExpo, "isLocal", true));
        axe.MoveTo((Vector2)transform.position + new Vector2(-.3f, 1), activeDuration / 5, activeDuration * 3 / 5, EaseType.easeOutExpo);
        Invoke("Deactivate", activeDuration);
    }
Пример #8
0
    public static iTweener LobTo(this GameObject go, Vector3 begin, Vector3 end, float yOffset = 2.0f)
    {
        Vector3[] path = new Vector3[3];

        path[0] = begin;
        path[2] = end;
        path[1] = Vector3.Lerp(path[0], path[2], .5f).yAdd(yOffset);

        return(go.MoveTo(path));
    }
Пример #9
0
 protected virtual int MakePortSequence(RegionTimer callingTimer)
 {
     if (m_portTeleportTimerQueue.Count > 0)
     {
         m_portTeleportTimerQueue.Dequeue();
         GameObject   gameObject = (GameObject)m_portObjectQueue.Dequeue();
         GameLocation location   = (GameLocation)m_portDestinationQueue.Dequeue();
         gameObject.MoveTo(location.RegionID, location.X, location.Y, location.Z, location.Heading);
     }
     return(0);
 }
Пример #10
0
 public void Update(GameTime gameTime)
 {
     ks = Keyboard.GetState();
     if (ks.IsKeyDown(Keys.Escape))
     {
         score = 0;
     }
     foreach (GameObject f in fragiles.Items.Values)
     {
         if (f.getRect().Intersects(kid.getRect()))
         {
             f.MoveTo(rand.Next(0, 700), rand.Next(0 - f.getRect().Height, 150));
             score += 5;
         }
         if (f.getPosition().Y > 480 - f.getRect().Height)
         {
             f.MoveTo(rand.Next(0, 700), rand.Next(0 - f.getRect().Height, 150));
             score--;
         }
         f.Move(0, 3);
     }
     if (kid.getPosition().X < 800 - kid.getRect().Width&& kid.getPosition().X >= 0)
     {
         if (ks.IsKeyDown(Keys.Left))
         {
             kid.Move(-3, 0);
         }
         if (ks.IsKeyDown(Keys.Right))
         {
             kid.Move(3, 0);
         }
     }
     if (kid.getPosition().X < 0)
     {
         kid.MoveTo(0, 480 - 159);
     }
     if (kid.getPosition().X > 800 - kid.getRect().Width)
     {
         kid.MoveTo(800 - kid.getRect().Width, 480 - 159);
     }
 }
Пример #11
0
        public virtual void Move(GameObject obj, float toX, float toY)
        {
            Hashtable hashtable = new Hashtable();

            hashtable.Add("time", 0.1f);
            hashtable.Add("x", toX);
            hashtable.Add("y", toY);
            hashtable.Add("easeType", iTween.EaseType.linear);
            hashtable.Add("isLocal", true);
            hashtable.Add("oncompletetarget", obj);
            obj.MoveTo(hashtable);
        }
Пример #12
0
 public void LoadContent(ContentManager Content)
 {
     objects = ObjectFactory.MakeCollection("Content/CNature", "nature", Content);
     for (int i = 0; i < 20; i++)
     {
         objects.Items.Add(i.ToString(), new GameObject(new Vector2(r.Next(0, 400), r.Next(0, 250)), "yagmur", "nature", Content));
     }
     Score = objects.Items["score"];
     objects.Items.Remove("score");
     Score.MoveTo(0, 480 - Score.rTexture.Height);
     font  = Content.Load <SpriteFont>("Font1");
     mRect = new Rectangle(Mouse.GetState().X, Mouse.GetState().Y, 0, 0);
 }
Пример #13
0
        public void MoveToSimpleTest()
        {
            game.TestFunction = delegate
            {
                GameObject g = new GameObject(10, 10);
                game.Add(g);

                Vector pos = new Vector(50, 50);

                g.MoveTo(pos, 40, () => { Assert.AreEqual(g.Position, pos); Assert.Pass(); });
            };
            game.Run();
        }
Пример #14
0
    void liikkuvatausta()
    {
        Image bgImg = LoadImage("kenttatausta v1");
        GameObject liikkuvaTausta = new GameObject(bgImg.Width * 10, bgImg.Height);

        liikkuvaTausta.Image = bgImg;

        liikkuvaTausta.TextureWrapSize = new Vector(10.0, 1.0); // 10 kertaa kuvan levyinen

        Add(liikkuvaTausta, -3);

        liikkuvaTausta.MoveTo(new Vector(-Screen.Width, 0), 100);
    }
Пример #15
0
        public void MoveTo()
        {
            game.TestFunction = delegate
            {
                Vector delta     = new Vector(10, 10);
                Vector posToMove = new Vector(20, 20);

                GameObject g = new GameObject(10, 10);
                g.Position = delta;
                parent.Add(g);

                game.Add(parent);

                parent.MoveTo(posToMove, 20, () =>
                {
                    Assert.That(parent.Position, Is.EqualTo(posToMove).Using(new VectorComparer(0.1)));
                    Assert.That(g.Position, Is.EqualTo(posToMove + delta).Using(new VectorComparer(0.1)));
                    Assert.Pass();
                });
            };
            game.Run();
        }
        private void MoveTo(GameObject obj, Vector3 to, float duration, float delay, string comp)
        {
            iTween.Stop(obj);
            Hashtable hashtable = new Hashtable();

            hashtable.Add("position", to);
            hashtable.Add("isLocal", true);
            hashtable.Add("delay", delay);
            hashtable.Add("time", duration);
            hashtable.Add("easeType", iTween.EaseType.linear);
            hashtable.Add("oncomplete", comp);
            hashtable.Add("oncompletetarget", base.gameObject);
            obj.MoveTo(hashtable);
        }
Пример #17
0
        public virtual void Move(GameObject obj, float fromX, float fromY, float toX, float toY)
        {
            Vector3 localPosition = new Vector3(fromX, fromY);

            obj.transform.localPosition = localPosition;
            Hashtable hashtable = new Hashtable();

            hashtable.Add("time", 0.1f);
            hashtable.Add("x", toX);
            hashtable.Add("y", toY);
            hashtable.Add("easeType", iTween.EaseType.linear);
            hashtable.Add("isLocal", true);
            hashtable.Add("oncompletetarget", base.gameObject);
            obj.MoveTo(hashtable);
        }
Пример #18
0
    protected override void OnBegin(Vector2 targetPosition, Side side)
    {
        GameObject crossHair = Instantiate(crosshairPrefab) as GameObject;

        crossHair.transform.position = targetPosition;
        crossHair.transform.position = crossHair.transform.position.zAdd(Map.use.m_maxZ);
        Destroy(crossHair, instantiateDelay);

        GameObject supplyPackage = Instantiate(supplyPackagePrefab) as GameObject;

        float xOffset = Random.Range(-10, -2);

        if (side == Side.Right)
        {
            xOffset = Random.Range(2, 10);
        }

        supplyPackage.transform.position = targetPosition.yAdd(16); // 16 = roughly screen height
        supplyPackage.transform.position = supplyPackage.transform.position.zAdd(Map.use.GetDepthByPercentage(0.5f));

        List <Vector3> path = new List <Vector3>();

        Vector3 start = supplyPackage.transform.position;
        Vector3 end   = targetPosition.ToVector3().zAdd((Map.use.GetDepthByPercentage(0.5f)));


        path.Add(supplyPackage.transform.position);

        //for (int i = 1; i <= 3; i++)
        //{
        //    Vector3 point = Vector3.Lerp(start, targetPosition, (float)i / 5.0f);
        //    point = point.xAdd(Random.Range(-3.0f, 3.0f));
        //    path.Add(point);
        //}

        path.Add(Vector3.Lerp(start, end, 0.5f).xAdd(Random.Range(-1f, 1f) * 6));

        path.Add(end);

        supplyPackage.MoveTo(path.ToArray()).
        Time(instantiateDelay).
        EaseType(iTween.EaseType.linear).
        Execute();

        StartCoroutine(RemoveParachute(supplyPackage));
    }
Пример #19
0
        private IEnumerator ShowGameOverRoutine()
        {
            Balls.Active = false;
            OverallRankLoading.SetActive(false);
            DailyRankLoading.SetActive(false);
            WeeklyRankLoading.SetActive(false);
            UIManager.Gameplay.Hide();
            MenuBtn.transform.position    = new Vector3(-400f, -150f, 0f) * GameManager.NGUI_SCALE;
            RestartBtn.transform.position = new Vector3(400f, -150f, 0f) * GameManager.NGUI_SCALE;
            ShareBtn.transform.position   = new Vector3(0f, -500f, 0f) * GameManager.NGUI_SCALE;
            yield return(new WaitForEndOfFrame());

            yield return(StartCoroutine(ShowRanksRoutine()));

            //  if (Balls.Score > GameData.DailyBest)
            {
                OverallRankLoading.SetActive(true);
                DailyRankLoading.SetActive(true);
                WeeklyRankLoading.SetActive(true);
                PlayGameServiceManager.ReportScore(Balls.Score);
            }
            yield return(new WaitForEndOfFrame());

            ScoreText.text     = string.Format("{0}", Balls.Score);
            BestScoreText.text = string.Format("{0}", GameData.OverallBest);
            yield return(new WaitForEndOfFrame());

            if (Balls.Score > GameData.OverallBest)
            {
                GameData.OverallBest = Balls.Score;
                yield return(new WaitForSecondsRealtime(0.5f));

                BestScoreText.text = string.Format("{0}", GameData.OverallBest);
                yield return(new WaitForSecondsRealtime(0.5f));

                NewBestStamp.SetActive(true);
                NewBestStamp.ScaleTo(Vector3.one, 0.5f, 0f, EaseType.spring);
            }
            yield return(new WaitForSeconds(0.5f));

            MenuBtn.MoveTo(new Vector3(-150f, -150f, 0f) * GameManager.NGUI_SCALE, 0.5f, 0f, EaseType.spring);
            ShareBtn.MoveTo(new Vector3(0f, -200f, 0f) * GameManager.NGUI_SCALE, 0.5f, 0f, EaseType.spring);
            RestartBtn.MoveTo(new Vector3(150f, -150f, 0f) * GameManager.NGUI_SCALE, 0.5f, 0f, EaseType.spring);
            yield return(new WaitForSeconds(0.5f));
        }
Пример #20
0
        public void Update(GameTime gameTime)
        {
            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                score = 0;
            }
            ms             = Mouse.GetState();
            mRect.Location = new Point(ms.X, ms.Y);
            for (int i = 0; i < 20; i++)
            {
                GameObject rain     = objects.Items[i.ToString()];
                Point      position = rain.getPosition();
                if (position.X > boundaries.X && position.Y < boundaries.Y)
                {
                    rain.Move(-Speed / 1.5F, Speed / 1.5F);
                }
                else
                {
                    rain.MoveTo(r.Next(0, 800), 0);
                }
            }

            if (ms.LeftButton == ButtonState.Pressed && mPress == false)
            {
                mPress = true;

                for (int i = 0; i < 20; i++)
                {
                    if (mRect.Intersects(objects.Items[i.ToString()].getRect()))
                    {
                        score += 25;
                        objects.Items[i.ToString()].Move(r.Next(0, 400), -objects.Items[i.ToString()].getRect().Location.Y);
                    }
                }

                if (mRect.Intersects(objects.Items["bulut"].getRect()) || mRect.Intersects(objects.Items["bulut1"].getRect()))
                {
                    score += 1;
                }
            }
            if (ms.LeftButton == ButtonState.Released)
            {
                mPress = false;
            }
        }
Пример #21
0
    void luotahti(Vector paikka, Color vari)
    {
        PhysicsObject matta = new PhysicsObject(35, 35);

        matta.Shape             = Shape.Circle;
        matta.Position          = paikka;
        matta.Color             = vari;
        matta.IgnoresExplosions = true;

        Add(matta);
        matta.LifetimeLeft = TimeSpan.FromSeconds(TUHOUTUMINEN);
        matta.Destroying  += () => voimaMittari.Value += 1;
        tahtilista.Add(matta);
        AddCollisionHandler(matta, pallo1, mittaritayttyy);


        piilari.MoveTo(matta.Position, KAMERANOPEUS);
    }
Пример #22
0
    public static GameObject moveTo(GameObject gameObject, GameObject uiTarget, GameObject prefab, float time, float delay)
    {
        Camera gameCamera = NGUITools.FindCameraForLayer(gameObject.layer);
        Camera uiCamera   = UICamera.mainCamera;


        GameObject guiObject = NGUITools.AddChild(uiTarget.transform.parent.gameObject, prefab);

        /* UILabel label = guiObject.GetComponentInChildren<UILabel>();
         * label.text = amout.ToString();*/

        /* MOVE TO CORRECT POSITION*/
        // Get screen location of node
        Vector2 screenPos = Camera.main.WorldToScreenPoint(gameObject.transform.position);

        // Move to node
        guiObject.transform.position = uiCamera.ScreenToWorldPoint(screenPos);


        // радиус окружности на которой находятся точки начала и коца
        float r = (Vector3.Distance(guiObject.transform.position, uiTarget.transform.position) / 3);

        Vector3 middlePoint = 0.5f * Vector3.Normalize(uiTarget.transform.position - guiObject.transform.position) + guiObject.transform.position;

        Vector3 bezierPoint = middlePoint;

        bezierPoint.x += Random.Range(-r, r);
        bezierPoint.y += Random.Range(-r, r);

        //Vector3 bezierPoint = //new Vector3( Random.Range(-r, r), Random.Range(-r, r), 0);

        Vector3[] path = new Vector3[3] {
            guiObject.transform.position, bezierPoint, uiTarget.transform.position
        };

        guiObject.MoveTo(path, time, delay, EaseType.easeInSine);
        guiObject.RotateBy(new Vector3(0, 0, 1f), 0.5f, 0, EaseType.easeInOutSine, LoopType.loop);


        return(guiObject);
    }
Пример #23
0
    IEnumerator ShowGameOverMenu()
    {
        yield return(new WaitForEndOfFrame());

        #region Game Over Animation
        int   numRows        = 11;
        float animationTotal = numRows * animationDuration / 2 + animationDuration;

        List <GameObject> gameOverRows = new List <GameObject>();

        for (int i = 0; i < numRows; i++)
        {
            GameObject gameOverRow = Instantiate(gameOverRowPrefab) as GameObject;
            gameOverRow.transform.position = (Vector2)Camera.main.transform.position + Vector2.down * 6;

            if (GameManager.gotBurned)
            {
                gameOverRow.GetComponent <GameOverRow>().SetColor("Fire");
            }
            else
            {
                gameOverRow.GetComponent <GameOverRow>().SetColor("Water");
            }
            gameOverRows.Add(gameOverRow);
        }

        for (int i = 0; i < gameOverRows.Count; i++)
        {
            gameOverRows[i].MoveTo((Vector2)Camera.main.transform.position + new Vector2(0, -5 + i), animationDuration, i * animationDuration / 2, EaseType.easeOutBack);
        }

        yield return(new WaitForSeconds(animationTotal));

        #endregion

        gameOverMenu.MoveTo(Camera.main.transform.position, animationDuration, 0, EaseType.easeInOutQuart);
    }
Пример #24
0
 public static iTweener MoveTo(this GameObject go, Transform target)
 {
     return(go.MoveTo(target.position));
 }
Пример #25
0
 void OnMouseDown()
 {
     if (!GameObject.Find("GoButtonTrue").GetComponent<GameController>().move) { //If the player has confirmed their tiles, don't let them move.
     }
     else if(this.gameObject.tag.Equals("Respawn")){
         GameObject cam = GameObject.FindWithTag("MainCamera");
         cam.transform.position = new Vector3(0,0,-10);
     }
     else if (this.gameObject.tag.Equals ("Placeable")) { //Selecting a tile to move.
         if (selected != null) {
             selected.ScaleTo (new Vector3 (0.29f, 0.29f, 1), 0.5f, 0);
         }
         selected = this.gameObject;
         selected.ScaleTo (new Vector3 (0.35f, 0.35f, 1), 0.5f, 0);
     } else if (gameObject.tag.Equals ("Spot")) { //Selecting a tile to move to.
         if(selected == null){
             Debug.Log("Nothing selected");
         }
         else{
             if(selected.transform.position.x == 4.93f){
                 inQueue--;
             }
             selected.ScaleTo(new Vector3 (0.29f, 0.29f, 1), 1.0f, 0);
             selected.MoveTo(new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y, -0.2f), 2, 0);
             switch(this.gameObject.name){
             case "Spot 1":
                 GameObject.Find("GoButtonTrue").GetComponent<GameController>().spot1 = selected.name;
                 break;
             case "Spot 2":
                 GameObject.Find("GoButtonTrue").GetComponent<GameController>().spot2 = selected.name;
                 break;
             case "Spot 3":
                 GameObject.Find("GoButtonTrue").GetComponent<GameController>().spot3 = selected.name;
                 break;
             case "Spot 4":
                 GameObject.Find("GoButtonTrue").GetComponent<GameController>().spot4 = selected.name;
                 break;
             }
             selected = null;
             if(inQueue == 0){
                 setGo(true);
             }
         }
     }
     else if(gameObject.tag.Equals("Respawn")){ //Selecting the tile queue to put them back.
         if(selected != null && selected.transform.position.x != 4.93f){
             switch(selected.name){
             case "1":
                 selected.MoveTo (new Vector3 (4.93f, 3.73f, -1), 1.5f, 0);
                 selected.ScaleTo(new Vector3 (0.29f, 0.29f, 1), 0.5f, 0);
                 selected = null;
                 inQueue++;
                 setGo(false);
                 break;
             case "2":
                 selected.MoveTo (new Vector3 (4.93f, 1.75f, -1), 1.0f, 0);
                 selected.ScaleTo(new Vector3 (0.29f, 0.29f, 1), 0.5f, 0);
                 selected = null;
                 inQueue++;
                 setGo(false);
                 break;
             case "3":
                 selected.MoveTo (new Vector3 (4.93f, -0.23f, -1), 1.0f, 0);
                 selected.ScaleTo(new Vector3 (0.29f, 0.29f, 1), 0.5f, 0);
                 selected = null;
                 inQueue++;
                 setGo(false);
                 break;
             case "4":
                 selected.MoveTo (new Vector3 (4.93f, -2.21f, -1), 1.0f, 0);
                 selected.ScaleTo(new Vector3 (0.29f, 0.29f, 1), 0.5f, 0);
                 selected = null;
                 inQueue++;
                 setGo(false);
                 break;
             }
         }
         else if(selected != null){
             selected.ScaleTo(new Vector3 (0.29f, 0.29f, 1), 0.5f, 0);
             selected = null;
         }
     }
 }
Пример #26
0
 public static void MoveToParrent(this GameObject spawnObject, GameObject gameObject) => spawnObject.MoveTo(gameObject.transform.parent);