Наследование: MonoBehaviour
Пример #1
0
    protected override void Start()
    {
        base.Start();
        hs = GetComponent <HurterSpawner>();

        hs.BaseAngle -= 90;

        transform.localRotation = Quaternion.AngleAxis(hs.BaseAngle, Vector3.forward);
        hs.BaseAngle            = 360 - hs.BaseAngle;
        hs.ShootingVector       = new Vector3(Mathf.Sin(hs.BaseAngle * Mathf.Deg2Rad), Mathf.Cos(hs.BaseAngle * Mathf.Deg2Rad), 0);

        if (invertColors)
        {
            foreach (var r in GetComponentsInChildren <Renderer>())
            {
                //Debug.Log(r.material.name);

                if (r.material.name.StartsWith("clr_Red"))
                {
                    r.material.SetColor("_Emission", new Color(84 / 255.0f, 188 / 255.0f, 28 / 255.0f));
                }
                else if (r.material.name.StartsWith("clr_Green"))
                {
                    r.material.SetColor("_Emission", new Color(255 / 255.0f, 17 / 255.0f, 17 / 255.0f));
                }
            }
        }
    }
Пример #2
0
    void Start()
    {
        Spawner = GetComponent<HurterSpawner>();
        Animations = GetComponentsInChildren<Animation>();

        foreach (var a in Animations)
            foreach (AnimationState state in a)
                state.speed = state.speed * (Clockwise ? RotateSpeed : -RotateSpeed) * Level.ScrollingSpeed;
    }
Пример #3
0
    void Start()
    {
        Spawner    = GetComponent <HurterSpawner>();
        Animations = GetComponentsInChildren <Animation>();

        foreach (var a in Animations)
        {
            foreach (AnimationState state in a)
            {
                state.speed = state.speed * (Clockwise ? RotateSpeed : -RotateSpeed) * Level.ScrollingSpeed;
            }
        }
    }
    protected override void Start()
    {
        base.Start();
        hs = GetComponent<HurterSpawner>();

        hs.BaseAngle -= 90;

        transform.localRotation = Quaternion.AngleAxis(hs.BaseAngle, Vector3.forward);
        hs.BaseAngle = 360 - hs.BaseAngle;
        hs.ShootingVector = new Vector3(Mathf.Sin(hs.BaseAngle * Mathf.Deg2Rad), Mathf.Cos(hs.BaseAngle * Mathf.Deg2Rad), 0);

        if (invertColors)
        {
            foreach (var r in GetComponentsInChildren<Renderer>())
            {
                //Debug.Log(r.material.name);

                if (r.material.name.StartsWith("clr_Red"))
                    r.material.SetColor("_Emission", new Color(84 / 255.0f, 188 / 255.0f, 28 / 255.0f));
                else if (r.material.name.StartsWith("clr_Green"))
                    r.material.SetColor("_Emission", new Color(255 / 255.0f, 17 / 255.0f, 17 / 255.0f));
            }
        }
    }