public void ToggleBeacon() { //changed = true; for (int i = 0; i < animStages.Length; i++) { if (beaconActivated) { UnityEngine.Debug.Log("Deactivating Beacon"); foreach (var animation in part.FindModelAnimators(animStages[i])) { //animation[animationName].speed = 0; // animation[animationName].enabled = false; rampDirection = RampDirection.down; // animation.Play(animationName); } } else { UnityEngine.Debug.Log("Activating Beacon"); foreach (var animation in part.FindModelAnimators(animStages[i])) { //animation[animationName].speed = 1; //animation[animationName].enabled = true; rampDirection = RampDirection.up; //animation.Play(animationName); } } } beaconActivated = !beaconActivated; UpdateEvents(); }
public List <Ramp> Track; // Initialised in inspector public void BuildRamp(RampDirection direction, Action onBallEnteredCb) { Ramp previous = Track[Track.Count - 1]; Vector3 prevXYEuler = new Vector3(previous.transform.eulerAngles.x, previous.transform.eulerAngles.y, 0f); Ramp r = Instantiate(RampPrefab, previous.EndConnector.position, RampRotations[direction] * Quaternion.Euler(prevXYEuler)).GetComponent <Ramp>(); r.OnBallEnteredCb = onBallEnteredCb; Track.Add(r); }
// Start is called before the first frame update void Start() { health = 100; rigidbody2D = GetComponent <Rigidbody2D>(); rampDirection = RampDirection.NONE; player = GameObject.FindObjectOfType <PlayerScript>(); hitSound = GetComponent <AudioSource>(); animator = GetComponent <Animator>(); spriteRenderer = GetComponent <SpriteRenderer>(); }
private static bool CheckForFlatRampPart(double vTotal, double vTarget, RampDirection direction) { if (direction == RampDirection.Decelerate) { return(vTotal > vTarget); } else { return(vTotal <= vTarget); } }
public async Task <LightStatus> RampAsync(InsteonId dst, RampDirection dir, int durationMs = 0) { LightStatus s = await StartRampAsync(dst, dir); if (durationMs > 0) { await Task.Delay(durationMs); s = await StopRampAsync(dst); } return(s); }
// Start is called before the first frame update void Start() { m_rigidBody2D = GetComponent <Rigidbody2D>(); m_spriteRenderer = GetComponent <SpriteRenderer>(); m_animator = GetComponent <Animator>(); rampDirection = RampDirection.NONE; dustTrail = GetComponentInChildren <ParticleSystem>(); dispText = false; life = 3; victory = false; isPaused = false; score = 0; isAttacking = false; }
private void _LookInFront() { var wallHit = Physics2D.Linecast(transform.position, lookInFrontPoint.position, collisonWallLayer); if (wallHit) { if (!wallHit.collider.CompareTag("Ramps")) { rampDirection = RampDirection.DOWN; } else { rampDirection = RampDirection.UP; } } }
void LookInFront() { var wallhit = Physics2D.Linecast(transform.position, lookInFrontP.position, wall); if (wallhit) { if (!wallhit.collider.CompareTag("ramp")) { if (!onRamp && transform.rotation.z == 0) { FlipX(); } rampdir = RampDirection.DOWN; } else { rampdir = RampDirection.UP; } } Debug.DrawLine(transform.position, lookInFrontP.position, Color.red); }
private void _LookInFront() { if (!isGrounded) { rampDirection = RampDirection.NONE; return; } var wallHit = Physics2D.Linecast(transform.position, lookInFrontPoint.position, collisionWallLayer); if (wallHit && isOnSlope()) { rampDirection = RampDirection.UP; } else if (!wallHit && isOnSlope()) { rampDirection = RampDirection.DOWN; } Debug.DrawLine(transform.position, lookInFrontPoint.position, Color.red); }
private void _LookInFront() { var wallHit = Physics2D.Linecast(transform.position, lookAheadPoint.position, colWallLayer); if (wallHit) { if (!wallHit.collider.CompareTag("Ramps")) { if (!onRamp) { _FlipX(); } rampDirection = RampDirection.DOWN; } } else { rampDirection = RampDirection.UP; } Debug.DrawLine(transform.position, lookAheadPoint.position, Color.green); }
private void _LookInFront() { var wallHit = Physics2D.Linecast(transform.position, lookInFrontPoint.position, collisionWallLayer); if (wallHit) { if (!wallHit.collider.CompareTag("Ramps")) { if (!onRamp && transform.rotation.z == 0.0f) { _FlipX(); } rampDirection = RampDirection.DOWN; } else { rampDirection = RampDirection.UP; } } Debug.DrawLine(transform.position, lookInFrontPoint.position, Color.red); }
//looking in front private void _LookInFront() { var wallhit = Physics2D.Linecast(transform.position, LookInFrontPoint.position, CollisionWallLayer); if (wallhit) { if (!wallhit.collider.CompareTag("Ramps")) { if (!OnRampHit && transform.rotation.z == 0) { _flipX(); } rampDir = RampDirection.DOWN; } else { rampDir = RampDirection.UP; } } Debug.DrawLine(transform.position, LookInFrontPoint.position, Color.black); }
void LookAhead() { var groundhit = Physics2D.Linecast(transform.position, lookAheadP.position, ground); if (groundhit) { if (groundhit.collider.CompareTag("ramp")) { onRamp = true; } if (groundhit.collider.CompareTag("platform")) { onRamp = false; } isGroundAhead = true; } else { rampdir = RampDirection.DOWN; isGroundAhead = false; } Debug.DrawLine(transform.position, lookAheadP.position, Color.green); }
// Start is called before the first frame update void Start() { rigidbody2D = GetComponent <Rigidbody2D>(); rampDirection = RampDirection.NONE; player = GameObject.FindObjectOfType <PlayerBehaviour>(); }
// Start is called before the first frame update void Start() { m_rigidbody2D = GetComponent <Rigidbody2D>(); rampDirection = RampDirection.NONE; }
public Task <LightStatus> StartRampAsync(InsteonId dst, RampDirection dir) => Send <LightStatus>(dst, Command.RampStart, (byte)dir);
public void LateUpdate() { if (!HighLogic.LoadedSceneIsFlight && !HighLogic.LoadedSceneIsEditor || rampDirection == RampDirection.none) { return; } string activeAnim = animStages[animStage]; int curAnimStage = animStage; foreach (var anim in part.FindModelAnimators(activeAnim)) { if (anim != null) { float origSpd = anim[activeAnim].speed; switch (rampDirection) { case RampDirection.up: if (ramp < 1f) { ramp += animationRampSpeed; } if (ramp > 1f) { ramp = 1f; animStage++; } break; case RampDirection.down: if (ramp > 0) { ramp -= animationRampSpeed; } if (ramp < 0) { ramp = 0f; animStage--; } break; } if (curAnimStage < animStages.Length - 1) { anim[activeAnim].normalizedTime = ramp; } else { anim[activeAnim].speed = customAnimationSpeed * ramp; } if (ramp == 0) { if (animStage < 0) { animStage = 0; rampDirection = RampDirection.none; } else { ramp = 1; } } else if (ramp == 1) { if (animStage >= animStages.Length) { animStage = animStages.Length - 1; rampDirection = RampDirection.none; } else { ramp = 0; } } anim.Play(activeAnim); } else { Debug.Log("anim is null"); } } }
public void toggleEvent() { Events["toggleEvent"].active = false; //see if this removes the button when clicking isAnimating = true; //if (startDeployed && reverseAnimation && anim[animationName].normalizedTime == 0f) // anim[animationName].normalizedTime = 0.999f; if (reverseAnimation) { Actions["toggleAction"].guiName = startEventGUIName; Events["toggleEvent"].guiName = startEventGUIName; if (toggleActionName != string.Empty) { Actions["toggleAction"].guiName = toggleActionName; } // Following two commented out lines (anim[animationName].speed =, and anim.Play) now taken care of in LateUpdate //anim[animationName].speed = -1f * customAnimationSpeed; if (anim[animationName].normalizedTime == 0f || anim[animationName].normalizedTime == 1f) { anim[animationName].normalizedTime = 1f; } anim.Play(animationName); startDeployed = false; // to get the hangar toggle button state right if (startRetractEffect != string.Empty) { part.Effect(startRetractEffect); Debug.Log("start retract effect"); } rampDirection = RampDirection.down; } else { Actions["toggleAction"].guiName = endEventGUIName; Events["toggleEvent"].guiName = endEventGUIName; if (toggleActionName != string.Empty) { Actions["toggleAction"].guiName = toggleActionName; } // Following two commented out lines (anim[animationName].speed =, and anim.Play) now taken care of in LateUpdate //anim[animationName].speed = 1f * customAnimationSpeed; if (anim[animationName].normalizedTime == 0f || anim[animationName].normalizedTime == 1f) { anim[animationName].normalizedTime = 0f; Debug.Log("normalizedTime 2 "); } anim.Play(animationName); startDeployed = true; // to get the hangar toggle button state right if (startDeployEffect != string.Empty) { part.Effect(startDeployEffect); Debug.Log("start deploy effect"); } rampDirection = RampDirection.up; } reverseAnimation = !reverseAnimation; oldspeed = -9999f; //if (isOneShot) //{ // locked = true; // Events["toggleEvent"].active = false; //} }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); rampdir = RampDirection.NONE; }
unsafe internal static void RampPCM16Volume(ref byte[] pcm16Samples, int length, RampDirection direction) { int count = length / 2; fixed(byte *p = pcm16Samples) for (int sampleIndex = 1; sampleIndex < count; sampleIndex++) { float volumeScalar; volumeScalar = sampleIndex / (float)count; if (direction == RampDirection.FullToZero) { volumeScalar = 1.0f - volumeScalar; } ApplyVolumeScalar(volumeScalar, p, sampleIndex); } }
public void UpdateAnimations() { if (!(HighLogic.LoadedSceneIsFlight || HighLogic.LoadedSceneIsEditor) || rampDirection == RampDirection.none) { return; } string activeAnim = animationStages[animStage]; int curAnimStage = animStage; var mas = part.FindModelAnimators(activeAnim).ToList(); for (int i = mas.Count - 1; i >= 0; i--) { var anim = mas[i]; //} //foreach (var anim in part.FindModelAnimators(activeAnim)) //{ if (anim != null) { float origSpd = anim[activeAnim].speed; if (rampDirection == RampDirection.up) { if (ramp < 1f) { ramp += animationRampSpeed; } if (ramp > 1f) { ramp = 1f; animStage++; } } else if (rampDirection == RampDirection.down) { if (ramp > 0) { ramp -= animationRampSpeed; } if (ramp < 0) { ramp = 0f; animStage--; } } if (curAnimStage < animationStages.Length - 1) { anim[activeAnim].normalizedTime = ramp; } else { anim[activeAnim].speed = customAnimationSpeed * ramp; } if (ramp == 0) { if (animStage < 0) { animStage = 0; rampDirection = RampDirection.none; } else { ramp = 1; } } else if (ramp == 1) { if (animStage >= animationStages.Length) { animStage = animationStages.Length - 1; rampDirection = RampDirection.none; } else { ramp = 0; } } anim.Play(activeAnim); } } }
internal static unsafe void RampPCM16Volume(ref byte[] pcm16Samples, int length, RampDirection direction) { int count = length / 2; fixed (byte* p = pcm16Samples) for (int sampleIndex = 1; sampleIndex < count; sampleIndex++) { float volumeScalar; volumeScalar = sampleIndex / (float)count; if (direction == RampDirection.FullToZero) volumeScalar = 1.0f - volumeScalar; ApplyVolumeScalar(volumeScalar, p, sampleIndex); } }