// Token: 0x060032D1 RID: 13009 RVA: 0x000E4C04 File Offset: 0x000E2E04 internal static string AlignmentToString(HAlign a, DirState ds) { switch (a) { case HAlign.AlignLeft: if (ds == DirState.DirRTL) { return("Right"); } return("Left"); case HAlign.AlignRight: if (ds == DirState.DirRTL) { return("Left"); } return("Right"); case HAlign.AlignCenter: return("Center"); case HAlign.AlignJustify: return("Justify"); } return(""); }
//void Update() //{ // //pos1 = obj.transform.position; // //DirState testState; // //testState=CalculateBulletDir(pos1); //} public DirState CalculateBulletDir(Vector3 bulletPos) { posPlayer = PlayerControler.transform.position; bulletPos = new Vector3(bulletPos.x, posPlayer.y, bulletPos.z); vectorDis = bulletPos - posPlayer; angle = CalculateAngle(vectorDis); Cross = CalculateCross(vectorDis); DirState BulletDirectionState = CalculateDirection(angle, Cross); return(BulletDirectionState); }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); audio_Jump = gameObject.AddComponent <AudioSource>(); sound_Jump = Resources.Load <AudioClip>("Audio/Player/sound_Jump"); audio_Jump.clip = sound_Jump; audio_Jump.playOnAwake = false; cur_state = FixedState.unfix; cur_dir_state = DirState.front; extra_strength = 0; }
public Player() { texInfo = new TextureInfo("/Application/textures/spacebro2.png"); sprite = new SpriteUV(texInfo); sprite.Quad.S = texInfo.TextureSizef; sprite.Position = new Vector2(0, 0); dirState = DirState.Still; actState = ActState.Ground; walkSpeed = 2.0f; }
void Transition() { transform.localScale = new Vector3(transform.localScale.x * -1, transform.localScale.y, transform.localScale.z); if (cur_dir_state == DirState.front) { cur_dir_state = DirState.reverse; } else { cur_dir_state = DirState.front; } }
private void GetInput() { dirState = DirState.Still; if (InputHandler.KeyPressed(InputHandler.Key.Right)) { dirState = DirState.Right; } if (InputHandler.KeyPressed(InputHandler.Key.Left)) { dirState = DirState.Left; } }
DirState CalculateDirection(float currentAngle, Vector3 currentCross) { DirState currentDir = DirState.North; if (0 <= currentAngle && currentAngle < 22.5) { currentDir = DirState.North; } if (22.5 <= currentAngle && currentAngle < 67.5) { if (currentCross.y > 0) { currentDir = DirState.NorthEast; } if (currentCross.y < 0) { currentDir = DirState.NorthWest; } } if (67.5 <= currentAngle && currentAngle < 112.5) { if (currentCross.y > 0) { currentDir = DirState.East; } if (currentCross.y < 0) { currentDir = DirState.West; } } if (112.5 <= currentAngle && currentAngle < 157.5) { if (currentCross.y > 0) { currentDir = DirState.SouthEast; } if (currentCross.y < 0) { currentDir = DirState.SouthWest; } } if (157.5 <= currentAngle && currentAngle < 180) { currentDir = DirState.South; } return(currentDir); }
public void weakEnemyMovement() { if (i > 100) { dirState = DirState.Left; if (i == 200) { i = 0; } } else { dirState = DirState.Right; } i++; }
private void OnTriggerStay2D(Collider2D collision) { if (collision.gameObject.tag.Contains("Player")) { Player_1 p1 = collision.gameObject.GetComponent <Player_1>(); float other_strength = p1.strength; DirState other_dir_state = p1.cur_dir_state; Rigidbody2D other_rb = collision.gameObject.GetComponent <Rigidbody2D>(); if (other_dir_state != cur_dir_state) { rb.AddForce(-1 * transform.position * other_strength); other_rb.AddForce(transform.position * strength); } else if (other_dir_state == cur_dir_state) { rb.AddForce(transform.position * other_strength); other_rb.AddForce(-1 * transform.position * strength); } } }
public void strongEnemyMovement(bool second) { if (second == false) { if (i > 50) { dirState = DirState.Left; sprite.Position = new Vector2(sprite.Position.X, sprite.Position.Y - 5); if (i == 100) { i = 0; } } else { dirState = DirState.Right; sprite.Position = new Vector2(sprite.Position.X, sprite.Position.Y + 5); } } else { if (i > 50) { dirState = DirState.Right; sprite.Position = new Vector2(sprite.Position.X, sprite.Position.Y - 5); if (i == 100) { i = 0; } } else { dirState = DirState.Left; sprite.Position = new Vector2(sprite.Position.X, sprite.Position.Y + 5); } } i++; }
// Token: 0x060034AE RID: 13486 RVA: 0x000EA894 File Offset: 0x000E8A94 private void PreCoalesceList(DocumentNode dn) { int index = dn.Index; bool flag = false; DirState dirState = DirState.DirDefault; int num = index + dn.ChildCount; int num2 = index + 1; while (!flag && num2 <= num) { DocumentNode documentNode = this.EntryAt(num2); if (documentNode.Type == DocumentNodeType.dnParagraph && documentNode.IsNonEmpty) { if (dirState == DirState.DirDefault) { dirState = documentNode.FormatState.DirPara; } else if (dirState != documentNode.FormatState.DirPara) { flag = true; } } num2++; } if (!flag && dirState != DirState.DirDefault) { for (int i = index; i <= num; i++) { DocumentNode documentNode2 = this.EntryAt(i); if (documentNode2.Type == DocumentNodeType.dnList || documentNode2.Type == DocumentNodeType.dnListItem) { documentNode2.FormatState.DirPara = dirState; } } } }
internal static string AlignmentToString(HAlign a, DirState ds) { switch (a) { case HAlign.AlignLeft: return (ds != DirState.DirRTL) ? "Left" : "Right"; case HAlign.AlignRight: return (ds != DirState.DirRTL) ? "Right" : "Left"; case HAlign.AlignCenter: return "Center"; case HAlign.AlignJustify: return "Justify"; case HAlign.AlignDefault: default: return ""; } }
internal static bool ConvertToDir(ConverterState converterState, string dirName, ref DirState dirState) { if (dirName.Length == 0) return false; if (string.Compare("RightToLeft", dirName, StringComparison.OrdinalIgnoreCase) == 0) { dirState = DirState.DirRTL; return true; } else if (string.Compare("LeftToRight", dirName, StringComparison.OrdinalIgnoreCase) == 0) { dirState = DirState.DirLTR; return true; } return false; }