void initialBoom(float rotateTime) { float basef = 10; //if (rotateTime >= 0.5) // basef = 5; //if (rotateTime >= 0.7) // basef = 10; //if (rotateTime >= 0.8) // basef = 20; //if(rotateTime >= 0.9) // basef = 30; //if (rotateTime >= 1) // basef = 50; //if (rotateTime >= 1.1) // basef = 70; //if (rotateTime >= 1.2) // basef = 90; //if (rotateTime >= 1.3) // basef = 110; //if (rotateTime >= 1.4) // basef = 130; float booMPower = rotateTime * rotateTime * basef + 0.2f; AttackPower attackPower = AttackPower.pa; if (booMPower >= 6.2f) { attackPower = AttackPower.boom; centerController.showNotify("DOOM", Color.red, attackPower); } else if (booMPower > 3f) { attackPower = AttackPower.dong; centerController.showNotify("Dong", Color.yellow, attackPower); } else { attackPower = AttackPower.pa; centerController.showNotify("Pa", Color.white, attackPower); } // Debug.Log("Roteta" + rotateTime * rotateTime *basef+ "velo " ); GameObject a = Instantiate(BoomEFprefab, armController.getHitPos(), Quaternion.identity); a.transform.localScale *= 1 + rotateTime * 2; a.GetComponent <BoomEF>().beCreat(attackPower); CinemachineCollisionImpulseSource cs = this.GetComponent <CinemachineCollisionImpulseSource>(); cs.m_ImpulseDefinition.m_AmplitudeGain = booMPower; cs.GenerateImpulse(); }
public void SuperJump() { float superPower = 1.5F * jumpSpeed - Mathf.Abs(rig.velocity.y); if (superPower <= jumpSpeed / 2) { superPower = jumpSpeed / 2; } // rig.AddForce(Vector2.up * 1000,ForceMode2D.Impulse); if (superPower >= 1.4f * jumpSpeed) { centerController.showNotify("Perfect", Color.blue); } else if (superPower >= 1.1 * jumpSpeed) { centerController.showNotify("Good", Color.green); } rig.velocity = new Vector2(rig.velocity.x, superPower); }