示例#1
0
文件: TruckRush.cs 项目: BBJV/camachi
 IEnumerator CarRush(CarProperty car)
 {
     if(rush)
         yield break;
     skillUsing = true;
     rush = true;
     car.AddSkillTime();
     foreach(GameObject effect in speedUpEffects)
     {
         effect.active = true;
     }
     car.SlowDown(false);
     car.RPMUp(skillSetting[skillLevel - 1].effectPercent);
     car.TorqueUp(skillSetting[skillLevel - 1].effectPercent, Color.white);
     car.CanBrake(false);
     RushHornAudio.Play();
     /* show effect
     while(){}
     */
     yield return new WaitForSeconds(skillSetting[skillLevel - 1].skillEffectTimes);
     car.SlowDown(true);
     car.RPMUp(0);
     car.TorqueUp(0, Color.white);
     car.CanBrake(true);
     foreach(GameObject effect in speedUpEffects)
     {
         effect.active = false;
     }
     rush = false;
     skillUsing = false;
     RushHornAudio.Stop();
 }
示例#2
0
文件: Dash.cs 项目: BBJV/camachi
 IEnumerator DashCar(CarProperty car)
 {
     skillUsing = true;
     speedUpSource = gameObject.AddComponent<AudioSource>();
     speedUpSource.loop = false;
     speedUpSource.clip = speedUpAudio;
     speedUpSource.Play();
     car.rigidbody.AddForce(car.transform.forward * car.rigidbody.mass * startForce);
     car.TorqueUp(speedUpPercent, skillColor);
     yield return new WaitForSeconds(effectTime);
     car.TorqueUp(0.0f, Color.white);
     Destroy(speedUpSource);
     skillUsing = false;
 }
示例#3
0
文件: BigRush.cs 项目: BBJV/camachi
 IEnumerator BiggerRush(CarProperty car)
 {
     if(rush)
         yield break;
     rush = true;
     skillUsing = true;
     animation["skill"].time = 0.0f;
     animation["skill"].speed = 1.0f;
     animation.CrossFade("skill");
     StartCoroutine(ShowEffect());
     StartCoroutine(ChangeColor(false));
     car.AddSkillTime();
     car.SlowDown(false);
     car.RPMUp(skillSetting[skillLevel - 1].effectPercent);
     car.TorqueUp(skillSetting[skillLevel - 1].effectPercent, Color.white);
     car.UnCrash(true);
     boxCollider.isTrigger = false;
     //		boxCollider.transform.localPosition = Vector3.zero;
     float size = 1.0f;
     while(size < changeSize)
     {
         size += 0.1f;
         car.ChangeSize(size);
         if(smoothFollow.target == transform.root)
             smoothFollow.SendMessage("SetTarget", transform, SendMessageOptions.DontRequireReceiver);
         //smoothFollow.height = smoothFollow.height + 0.3f;
         yield return new WaitForSeconds(0.1f);
     }
     BigRushGrowAudio.Stop();
     yield return new WaitForSeconds(skillSetting[skillLevel - 1].skillEffectTimes);
     car.SlowDown(true);
     car.RPMUp(0);
     car.TorqueUp(0, Color.white);
     while(size > 1.0f)
     {
         size -= 0.1f;
         car.ChangeSize(size);
         yield return new WaitForSeconds(0.1f);
     }
     foreach(GameObject effect in speedUpEffects)
     {
         effect.active = false;
     }
     animation["skill"].time = animation["skill"].length;
     animation["skill"].speed = -1.0f;
     animation.CrossFade("skill");
     StartCoroutine(ChangeColor(true));
     car.UnCrash(false);
     boxCollider.isTrigger = true;
     //		boxCollider.transform.localPosition = new Vector3(0, -0.5f, 0);
     BigRushTurboAudio.Stop();
     rush = false;
     skillUsing = false;
     if(smoothFollow.target == transform.root)
     {
         smoothFollow.SendMessage("SetTarget", transform, SendMessageOptions.DontRequireReceiver);
     }
 }
示例#4
0
 IEnumerator InvincibleCar(CarProperty car)
 {
     if(skillUsing)
         yield break;
     skillUsing = true;
     InvincibleTrigger invincibleTrigger = gameObject.AddComponent<InvincibleTrigger>();
     car.Protect(true);
     boxCollider.isTrigger = false;
     car.SlowDown(false);
     if(turboAudio)
     {
         turboSource = gameObject.AddComponent<AudioSource>();
         turboSource.loop = true;
         turboSource.clip = turboAudio;
     }
     if(growAudio)
     {
         growSource = gameObject.AddComponent<AudioSource>();
         growSource.loop = true;
         growSource.clip = growAudio;
         growSource.Play();
     }
     car.RPMUp(skillSetting[skillLevel - 1].effectPercent);
     car.TorqueUp(skillSetting[skillLevel - 1].effectPercent, skillColor);
     car.UnCrash(true);
     float size = 1.0f;
     while(size < changeSize)
     {
         size += 0.1f;
         car.ChangeSize(size);
         if(smoothFollow.target == transform.root)
             smoothFollow.SendMessage(methodName, transform, SendMessageOptions.DontRequireReceiver);
         //smoothFollow.height = smoothFollow.height + 0.3f;
         yield return new WaitForSeconds(0.1f);
     }
     growSource.Stop();
     turboSource.Play();
     yield return new WaitForSeconds(skillSetting[skillLevel - 1].skillEffectTimes);
     turboSource.Stop();
     growSource.Play();
     while(size > 1.0f)
     {
         size -= 0.1f;
         car.ChangeSize(size);
         growSource.Play();
         if(smoothFollow.target == transform.root)
             smoothFollow.SendMessage(methodName, transform, SendMessageOptions.DontRequireReceiver);
         yield return new WaitForSeconds(0.1f);
     }
     growSource.Stop();
     car.Protect(false);
     boxCollider.isTrigger = true;
     car.SlowDown(true);
     car.RPMUp(0);
     car.TorqueUp(0, Color.white);
     car.UnCrash(false);
     Destroy(turboSource);
     Destroy(growSource);
     Destroy(invincibleTrigger);
     skillUsing = false;
 }