示例#1
0
    // Update is called once per frame
    void Update()
    {
        if (!InRoundLight)//如果没有受到圆台光照射,就判断平行光
        {
            Inlight = IsLight();
        }
        else
        {
            Inlight = true;
        }
        //Debug.Log(Inlight);
        if (!Inlight)
        {
            //增光
            stateQuan += transformSpeed * Time.deltaTime;
            if (stateQuan >= 1)
            {
                stateQuan = 1;
                if (PhotoOrMirk == PlayerBulletManager.bulletstype.Mirk)
                {
                    NotificationCenter.DefaultCenter().PostNotification(this, "whenBWChange");
                }
                PhotoOrMirk = PlayerBulletManager.bulletstype.Photo;
            }

            for (int i = 0; i < T.Count; i++)
            {
                T[i].SetFloat("_bw", stateQuan);
            }
        }
        else
        {
            //减光
            stateQuan -= transformSpeed * Time.deltaTime;
            if (stateQuan <= 0)
            {
                stateQuan = 0;
                if (PhotoOrMirk == PlayerBulletManager.bulletstype.Photo)
                {
                    NotificationCenter.DefaultCenter().PostNotification(this, "whenBWChange");
                }
                PhotoOrMirk = PlayerBulletManager.bulletstype.Mirk;
            }

            for (int i = 0; i < T.Count; i++)
            {
                T[i].SetFloat("_bw", stateQuan);
            }
        }
    }
示例#2
0
 void Start()
 {
     Inlight        = false;
     HP             = 100;
     HPLimited      = 120;
     AddAttack      = 0;
     transformSpeed = 3f;
     NotificationCenter.DefaultCenter().AddObserver(this, "GetFortune");
     NotificationCenter.DefaultCenter().AddObserver(this, "BrainBeAttacked");
     PhotoOrMirk = PlayerBulletManager.bulletstype.Mirk;
     for (int i = 0; i < T.Count; i++)
     {
         T[i].SetFloat("_bw", stateQuan);
     }
 }