Пример #1
0
    /// <summary>
    /// Move
    /// </summary>
    private void FixedUpdate()
    {
        //Check freezen
        if (timeToUnfrozen == 0)
        {
            //Check input
            var input = Input.GetAxis("Horizontal");
            if (input != 0)
            {
                //Calculate new position
                var targetPosition = new Vector2
                {
                    x = rb2d.position.x + (input * ConfigurationUtils.PaddleMoveUnitsPerSecond * Time.fixedUnscaledDeltaTime),
                    y = frozenPositionY
                };
                //Apply new position
                rb2d.MovePosition(targetPosition);
            }
        }
        else
        {
            timeToUnfrozen -= (UFloat)Time.fixedUnscaledDeltaTime;
            if (timeToUnfrozen == 0)
            {
                AudioManager.Play(AudioName.EffectFreezerDeactivated);
            }

            //Activate the animation for unfreezing
            if (timeToUnfrozen < 0.5f) //0.5f it's the current duration of the animation
            {
                animator.SetBool("IsFreezing", false);
            }
        }
    }
Пример #2
0
    private void FreezerEffectActivated(float freezerEffectDuration)
    {
        timeToUnfrozen += (UFloat)freezerEffectDuration;

        //Activate the animation for freezing
        animator.SetBool("IsFreezing", true);
    }
Пример #3
0
 private void SpeedupEffectActivated(float duration, float force)
 {
     if (Time.timeScale == 1)
     {
         Time.timeScale *= force;
     }
     timeToNormalSpeed += (UFloat)duration;
 }
Пример #4
0
 private void Update()
 {
     //Check time to normal speed
     if (timeToNormalSpeed != 0 && !PauseWaiter.IsPauseMod())
     {
         timeToNormalSpeed -= (UFloat)Time.unscaledDeltaTime;
         //Stop speedupEffect, if it is the time
         if (timeToNormalSpeed == 0 && !EndGameWaiter.IsGameOver())
         {
             AudioManager.Play(AudioName.EffectSpeedupDeactivated);
             Time.timeScale = 1;
         }
     }
 }