示例#1
0
    public void SwitchArrowHead()
    {
        int        bowChargeState    = playerAimModule.arrowChargingState;
        GameObject startingArrowHead = availableArrowheads.Peek();

        do
        {
            availableArrowheads.Enqueue(availableArrowheads.Dequeue());
            playerAimModule.currentArrowhead = availableArrowheads.Peek();
        }while (!playerAimModule.CheckIfCurrentArrowIsAvailable(availableArrowheads.Peek().name));

        if (playerAimModule.currentArrowhead == startingArrowHead)
        {
            return;
        }

        playerParticleSystemManager.StopAllShootingParticleSystems();

        playerParticleSystemManager.SetCurrentArrowParticleSystem();
        ui.DisplayCurrentArrowHead(playerAimModule.currentArrowhead);
        if (bowChargeState > 0)
        {
            playerParticleSystemManager.PlayChargingAnimation();
            playerParticleSystemManager.InherentBlinkerCount(bowChargeState);
        }
    }
示例#2
0
    protected override void Initialize()
    {
        GameObject player = GameObject.Find("Player");

        playerParticleSystemManager = player.GetComponentInChildren <PlayerParticleSystemManager>();
        playerAnimatorManager       = player.GetComponent <PlayerAnimatorManager>();
        playerCamera           = GameObject.Find("Main Camera").GetComponent <PlayerCamera>();
        playerSkillModule      = player.GetComponentInChildren <PlayerSkillModule>();
        playerTideComboManager = player.GetComponent <PlayerTideComboManager>();
        cameraMain             = Camera.main;
        playerTransForm        = player.transform;
        lockedOn      = false;
        cursor.sprite = lockOffCursor;
        InitializeModuleID();
        playerParticleSystemManager.SetCurrentArrowParticleSystem();
    }