Пример #1
0
    public override void Tick()
    {
        if (!manfred.playerInput.GetIsHoldingSiphon())
        {
            TransitionToSiphonRecovery();
            return;
        }

        Collider2D[] colliders = Physics2D.OverlapCircleAll(manfred.siphonSinkTransform.position, siphonRadius, siphonLayerMask);
        for (int i = 0; i < colliders.Length; i++)
        {
            Collider2D   collider = colliders[i];
            SiphonSource source   = collider.GetComponentInParent <SiphonSource>();
            if (source != null)
            {
                source.OnSiphoned(manfred.siphonSinkTransform.position, attractForce);

                SiphonDroplet droplet = source as SiphonDroplet;
                if (droplet != null && ShouldCollectDroplet(droplet))
                {
                    CollectDroplet(droplet);
                    Debug.Log("generating impulse");
                    impulseSource.GenerateImpulse();
                }
            }
        }
    }
Пример #2
0
    private void TransitionToSiphonRecovery()
    {
        // This is a hack and should be done smarter by storing the currently attracted droplets and notifying them without finding them again.
        Collider2D[] colliders = Physics2D.OverlapCircleAll(manfred.siphonSinkTransform.position, siphonRadius * 2, siphonLayerMask);
        for (int i = 0; i < colliders.Length; i++)
        {
            Collider2D   collider = colliders[i];
            SiphonSource source   = collider.GetComponentInParent <SiphonSource>();
            if (source != null)
            {
                source.OnSiphonStopped();
            }
        }

        manfred.fsm.ChangeState(manfred.stateSiphonRecovery, manfred.stateSiphonRecovery);
    }