示例#1
0
 public virtual void ChangeAimingCubeState(AimingRedDotState _newState)
 {
     if (_newState == AimingRedDotState.Following)
     {
         aimingCube1_Transform.gameObject.SetActive(true);
         aimingCube2_Transform.gameObject.SetActive(true);
         aimingCube1_Renderer.material.color = followingAimingColor;
         aimingCube1_Renderer.material.SetColor("_EmissionColor", followingAimingColor * followingAimingColorIntensity);
         aimingCube2_Renderer.material.color = followingAimingColor;
         aimingCube2_Renderer.material.SetColor("_EmissionColor", followingAimingColor * followingAimingColorIntensity);
     }
     else if (_newState == AimingRedDotState.Locking)
     {
         aimingCube1_Transform.gameObject.SetActive(true);
         aimingCube2_Transform.gameObject.SetActive(true);
         aimingCube1_Renderer.material.color = lockingAimingColor;
         aimingCube1_Renderer.material.SetColor("_EmissionColor", lockingAimingColor * lockingAimingColorIntensity);
         aimingCube2_Renderer.material.color = lockingAimingColor;
         aimingCube2_Renderer.material.SetColor("_EmissionColor", lockingAimingColor * lockingAimingColorIntensity);
     }
     else if (_newState == AimingRedDotState.NotVisible)
     {
         aimingCube1_Transform.gameObject.SetActive(false);
         aimingCube2_Transform.gameObject.SetActive(false);
     }
     aimingCubeState = _newState;
 }
示例#2
0
 public virtual void ChangeAimingRedDotState(AimingRedDotState _newState)
 {
     if (_newState == AimingRedDotState.Following)
     {
         aimingRedDotRenderer.material.color = followingAimingColor;
         aimingRedDotRenderer.material.SetColor("_EmissionColor", followingAimingColor * followingAimingColorIntensity);
         aimingRedDotTransform.localScale = aimingRedDotDefaultScale;
         forwardPredictionRatio           = defaultForwardPredictionRatio + UnityEngine.Random.Range(minMaxRandomRangePredictionRatio.x, minMaxRandomRangePredictionRatio.y);
     }
     else if (_newState == AimingRedDotState.Locking)
     {
         aimingRedDotRenderer.material.color = lockingAimingColor;
         aimingRedDotRenderer.material.SetColor("_EmissionColor", lockingAimingColor * lockingAimingColorIntensity);
         aimingRedDotTransform.localScale = aimingRedDotLockedScale;
     }
     else if (_newState == AimingRedDotState.NotVisible)
     {
         aimingRedDotTransform.localScale = Vector3.zero;
     }
     aimingRedDotState = _newState;
 }