public void Cast(bool casting)
    {
        GameObject _casting     = m_castingObj;
        Vector2    screenCenter = new Vector2(m_cam.pixelWidth / 2, m_cam.pixelHeight / 2);

        if (casting && m_resourceControl.balance > 0)
        {
            _casting = Instantiate(_casting, m_castPoint, transform.rotation);
            _casting.GetComponent <LucidityControl>().Deposit(m_castCost);
            _casting.GetComponent <Rigidbody>().AddForce(m_cam.transform.forward * m_castForce, ForceMode.Impulse);
            m_resourceControl.Deposit(-m_castCost);
        }
    }
示例#2
0
    public void OnCollisionEnter(Collision other)
    {
        m_rigBodRef.useGravity = true;
        lifeSpan *= 10;

        if (other.collider.gameObject.transform.tag == ("Player"))
        {
            if (m_plrResCont.balance < m_plrResCont.limit)
            {
                m_plrResCont.Deposit(1);
                Destroy(this.gameObject);
            }
        }
    }
示例#3
0
 public void Update()
 {
     if (!m_draining)
     {
         m_DrainEffect.Stop();
     }
     else
     {
         Debug.Log("in!");
         m_resCont.Withdraw(rps);
         m_plrResCont.Deposit(rps);
     }
     //transform.localScale = new Vector3(m_resCont.balance, m_resCont.balance, m_resCont.balance);
     m_draining = false;
 }