Пример #1
0
    public void spawnParticles(verletter.JellyColor color, Rigidbody centerBody)
    {
        ParticleSystem ps = getParticleSystemByColor(color);

        ps.transform.position = centerBody.position;
        ps.GetComponent <Rigidbody>().velocity = centerBody.velocity;

        ps.Emit(100);

        ps.transform.position = Vector3.zero;
    }
Пример #2
0
    public ParticleSystem getParticleSystemByColor(verletter.JellyColor color)
    {
        switch (color)
        {
        case verletter.JellyColor.RED: return(thoughtExplodeRed);

        case verletter.JellyColor.GREEN: return(thoughtExplodeGreen);

        case verletter.JellyColor.BLUE: return(thoughtExplodeBlue);

        default: return(thoughtExplodeGray);
        }
    }
Пример #3
0
    public static Material getMatFromJellyColor(verletter.JellyColor c, bool highlight)
    {
        switch (c)
        {
        case verletter.JellyColor.RED: return(highlight ? Game.instance.data.brightRedTargetMat : Game.instance.data.redTargetMat);

        case verletter.JellyColor.GREEN: return(highlight ? Game.instance.data.brightGreenTargetMat : Game.instance.data.greenTargetMat);

        case verletter.JellyColor.BLUE: return(highlight ? Game.instance.data.brightBlueTargetMat : Game.instance.data.blueTargetMat);

        default: throw new System.Exception("expected valid target jellycolor, but had " + c.ToString());
        }
    }
Пример #4
0
    public void instantiateThought(GameObject thoughtPrefab, verletter.JellyColor color)
    {
        Vector3    velocity = new Vector3(12, 11);
        GameObject thought  = Instantiate(thoughtPrefab, thoughtsContainer);
        verletter  jelly    = thought.GetComponent <verletter>();

        if (jelly == null)
        {
            Destroy(thought);
            throw new System.Exception("failed to instanciate thought because prefab didn't have a verletter component, prefab: " + thoughtPrefab.ToString());
        }

        jelly.color = color;

        Vector3 offset = firemanBrain.position - jelly.centerPoint.position;

        offset.z = 0;
        foreach (Rigidbody rb in jelly.GetComponentsInChildren <Rigidbody>())
        {
            rb.position += offset;
            rb.velocity  = velocity;
        }
    }