void Start() { animator = GetComponent <Animator>(); agente = GetComponent <NavMeshAgent>(); gs = GameStatus.Instance; w = Winston.Instance; }
void Start() { shCollider = GetComponent <BoxCollider>(); ws = WinstonStats.Instance; wa = WinstonAnimator.Instance; gs = GameStatus.Instance; w = Winston.Instance; }
void Awake() { StartCoroutine(sacietyControl()); StartCoroutine(higControl()); StartCoroutine(vejigaControl()); // StartCoroutine (saludControl ()); wins = gameObject.GetComponent <Winston>(); }
private async Task PlayWinstonAnimationAsync() { var height = ((Frame)Window.Current.Content).ActualHeight; var initialDelay = TimeSpan.FromSeconds(0.5).TotalMilliseconds; var animationDuration = TimeSpan.FromSeconds(25).TotalMilliseconds; var animation = Winston .Rotate(delay: initialDelay, duration: animationDuration, centerX: 125, centerY: 125, value: rotation, easingMode: EasingMode.EaseOut) .Offset(delay: initialDelay, duration: animationDuration, offsetX: targetX, offsetY: Rng.Next(0, (int)height), easingMode: EasingMode.EaseOut); animation.Completed += OnWinstonArrivedRight; await animation.StartAsync(); }
void OnCollisionEnter(Collision collision) { Winston w = collision.gameObject.GetComponent <Winston>(); Hay h = collision.gameObject.GetComponent <Hay>(); if (w != null) { w.PlayAction(); //rigidbody.AddForce(Vector3.up * ((12 - Mathf.Clamp(collision.relativeVelocity.y, 3.0f, 10.0f)) * 70)); rigidbody.AddForce(Vector3.up * ((Mathf.Clamp(collision.relativeVelocity.y, 5.0f, 10.0f)) * 60)); Debug.Log(collision.relativeVelocity.y); } else if (h != null) { h.Bounce(); Debug.Log(collision.relativeVelocity.magnitude); rigidbody.AddForce(collision.contacts[0].normal * (Mathf.Clamp(collision.relativeVelocity.magnitude, 5.0f, 10.0f) * 40.0f)); } else { rigidbody.AddForce(Vector3.up * ((Mathf.Clamp(collision.relativeVelocity.y, 0.0f, 15.0f)) * 15)); } }