Пример #1
0
 void Update()
 {
     if (slowed)
     {
         slowEFX.SetActive(true);
     }
     else
     {
         slowEFX.SetActive(false);
     }
     _Main.Update();
     animatorInfo = anim.GetCurrentAnimatorStateInfo(0);
     timer2      += Time.deltaTime;
     if (animatorInfo.IsName("Blue3_Hit") || animatorInfo.IsName("Blue3_Die"))
     {
         anim.speed = 1;
     }
     else if (slowed)
     {
         anim.speed = 1f / gm.SlowMultiplier;
     }
     if (timer2 > SlowTimer && slowed)
     {
         strikeSpeed = tempSpeed;
         anim.speed  = 1;
         timer2      = 0;
         slowed      = false;
     }
 }
Пример #2
0
 // Update is called once per frame
 void Update()
 {
     // Explicitly update the tree, we don't want these coroutines to
     // appear to work by magic. We'll make a new base class or utility
     // method to make coroutines that update automatically, like Unity's.
     _Main.Update();
 }
Пример #3
0
    // Update is called once per frame
    void Update()
    {
        if (_Main != null)
        {
            _Main.Update();
        }

        if (!isRunning)
        {
            return;
        }

        if (timer > GameTime)
        {
            isRunning = false;
            CreditsScroller.Instance.EndGame();
            OpenTween("GameMachine", 50);
            LeanTween.value(gameObject, f =>
            {
                Time.timeScale = f;
            },
                            1f, 0f, 2f).onComplete = () => CloseTween("GameMachine", 50);
        }
        else
        {
            timer += Time.deltaTime;
        }
    }
Пример #4
0
 void Update()
 {
     if (slowed)
     {
         slowEFX.SetActive(true);
     }
     else
     {
         slowEFX.SetActive(false);
     }
     _Main.Update();
     animatorInfo = anim.GetCurrentAnimatorStateInfo(0);
     timer2      += Time.deltaTime;
     if (timer2 > SlowTimer && slowed)
     {
         anim.speed = 1;
         timer2     = 0;
         slowed     = false;
     }
 }
Пример #5
0
    void Update()
    {
        //      if (!player) player = GameObject.FindWithTag("Player");
        //      else
        //      {
        //          dist = player.transform.position - transform.position;
        //      }
        //      if (!isAwake)
        //{
        //	if (Mathf.Abs(dist.x) < farDist) isAwake = true;
        //}
        //else
        //{
        //	if (!isSkill && !isSkillActing[1] && !isSkillActing[2] && !isSkillActing[0])
        //	{
        //		Move();
        //		if (!pubCD)
        //		{
        //			skillNum = SkillSelect();
        //			isSkill = true;
        //		}
        //	}
        //	else
        //	{
        //		if (!pubCD)
        //		{
        //			enemyRigidBody.velocity = Vector2.zero;
        //			SkillUse(skillNum);
        //		}
        //	}
        //}
        Grounded = (isGround2 || isGround);

        _Main.Update();
        if (!shield.activeSelf && needRefill)
        {
            SkillList.Add(OpenShield(transform));
            needRefill = false;
        }
    }
Пример #6
0
 // Update is called once per frame
 void Update()
 {
     _Main.Update();
 }
Пример #7
0
 // Update is called once per frame
 void Update()
 {
     // Just tick our root coroutine
     _Main.Update();
 }
Пример #8
0
    // Update is called once per frame
    void Update()
    {
        _Main.Update();

        CreditsShake();
    }
Пример #9
0
 void Update()
 {
     _Main.Update();        //根节点刷新
 }