virtual public void Blow(Vector2 vel, BlowType blowType = BlowType.Normal) { if (blowType == BlowType.Normal) { state = PetalState.Fly; } else if (blowType == BlowType.FlyAway) { state = PetalState.FlyAway; } }
public BlowEffectBox GetBlowByType(BlowType blowType) { BlowEffectBox result = null; foreach (var b in BlowCache) { if (b.BlowType == blowType) { result = b; break; } } return result; }
public override void Blow(Vector2 vel, BlowType blowType = BlowType.Normal) { base.Blow(vel, blowType); // Vector3 blowDirection = move; // float blowVelocity = vel * Random.Range(0.75f , 1.25f); // Vector3 blowImpulse = ( blowDirection * blowVelocity * blowIntense * 0.001f ); // blowImpulse = Vector3.ClampMagnitude(blowImpulse, BlowImpulseRange.max); // // // if ( blowImpulse.magnitude < BlowImpulseRange.min ) // blowImpulse = blowImpulse.normalized * BlowImpulseRange.min; // AddImpluse( blowImpulse ); if (blowType.Equals(BlowType.Normal)) { SetColliderTrigger(false); } else if (blowType.Equals(BlowType.FlyAway)) { float fadeTime = Random.Range(flyAwayFadeTime.min, flyAwayFadeTime.max); // set different animation for flower petal/ non-flower petal // flower petal should have a longer animation if (isFlowerPetal) { petalModel.transform.DOScale(0, fadeTime).OnComplete(SelfDestory).SetEase(Ease.InExpo); } else { petalModel.transform.DOScale(0, fadeTime).OnComplete(SelfDestory).SetEase(Ease.OutCubic); } // if ( isFlowerPetal ) // { // SpriteRenderer render = petalModel.GetComponentInChildren<SpriteRenderer>(); // render.DOFade( 0 , fadeTime ); // } } // set parent to level transform.SetParent(LogicManager.LevelManager.GetLevelObject().transform); // update the velocity LinkVelocity(vel * blowIntense); // link to the wind follow.windSensablParameter.shouldUpdate = true; }
public BlowEffectBox GetWithRemoveBlowByType(BlowType blowType) { BlowEffectBox result = null; foreach (var b in BlowCache) { if (b.BlowType == blowType) { result = b; break; } } if (result != null) { BlowCache.Remove(result); } return result; }
public override void Blow (Vector2 vel , BlowType blowType = BlowType.Normal) { base.Blow(vel , blowType ); // Vector3 blowDirection = move; // float blowVelocity = vel * Random.Range(0.75f , 1.25f); // Vector3 blowImpulse = ( blowDirection * blowVelocity * blowIntense * 0.001f ); // blowImpulse = Vector3.ClampMagnitude(blowImpulse, BlowImpulseRange.max); // // // if ( blowImpulse.magnitude < BlowImpulseRange.min ) // blowImpulse = blowImpulse.normalized * BlowImpulseRange.min; // AddImpluse( blowImpulse ); if ( blowType.Equals(BlowType.Normal) ) { SetColliderTrigger( false ); } else if (blowType.Equals(BlowType.FlyAway)) { float fadeTime = Random.Range( flyAwayFadeTime.min , flyAwayFadeTime.max); // set different animation for flower petal/ non-flower petal // flower petal should have a longer animation if ( isFlowerPetal ) petalModel.transform.DOScale(0, fadeTime).OnComplete( SelfDestory ).SetEase(Ease.InExpo ); else petalModel.transform.DOScale(0, fadeTime).OnComplete( SelfDestory ).SetEase(Ease.OutCubic ); // if ( isFlowerPetal ) // { // SpriteRenderer render = petalModel.GetComponentInChildren<SpriteRenderer>(); // render.DOFade( 0 , fadeTime ); // } } // set parent to level transform.SetParent( LogicManager.LevelManager.GetLevelObject().transform ); // update the velocity LinkVelocity( vel * blowIntense ); // link to the wind follow.windSensablParameter.shouldUpdate = true; }
override public void Blow(Vector2 vel, BlowType blowType = BlowType.Normal) { base.Blow(vel); RemoveConnectBody(); top2D.AddForce((vel.normalized + Global.GetRandomDirection() * 0.1f).normalized * vel.magnitude * blowIntense, ForceMode2D.Impulse); }
public void AddBlow(BlowType blowType, BlowEffect blow) { BlowCache.Add(new BlowEffectBox() { BlowType = blowType, BlowEffect = blow }); }
public override void Blow(Vector2 vel, BlowType blowType = BlowType.Normal) { base.Blow(vel); AddForce((vel.normalized + 0.4f * Global.GetRandomDirection()).normalized * vel.magnitude * blowIntense); }
override public void Blow(Vector2 vel, BlowType blowType = BlowType.Normal) { base.Blow(vel); RemoveConnectBody(); top2D.AddForce( ( vel.normalized + Global.GetRandomDirection() * 0.1f ).normalized * vel.magnitude * blowIntense, ForceMode2D.Impulse); }
virtual public void Blow(Vector2 vel, BlowType blowType = BlowType.Normal) { if (blowType == BlowType.Normal ) state = PetalState.Fly; else if (blowType == BlowType.FlyAway) state = PetalState.FlyAway; }
// Called by Flower.cs // Call when player blow the dendalion public void Blow(Vector2 move, float vel, BlowType blowType = BlowType.Normal) { Blow( move.normalized * vel , blowType ); }
// Called by Flower.cs // Call when player blow the dendalion public void Blow(Vector2 move, float vel, BlowType blowType = BlowType.Normal) { Blow(move.normalized * vel, blowType); }
public override void Blow (Vector2 vel, BlowType blowType = BlowType.Normal) { base.Blow( vel); AddForce((vel.normalized + 0.4f * Global.GetRandomDirection()).normalized * vel.magnitude * blowIntense ); }