示例#1
0
 // FixedUpdate is called once for physics frame
 void FixedUpdate()
 {
     if (CurrentGameState == GameState.SWEEPING)
     {
         ActiveRock.GetComponent <Rock>().UseReducedFriction = Utils.GetKey_Confirm();
         if (Utils.GetKey_Confirm())
         {
             Rigidbody2D rb = ActiveRock.GetComponent <Rigidbody2D>();
             rb.velocity += new Vector2(0f, Sweeper.GetComponent <Sweeper>().SweepOffset.y *rb.velocity.magnitude *SWEEP_COEF);
         }
     }
 }
示例#2
0
 void StartThrow()
 {
     ActiveRock = Instantiate(RockPrefab);
     rocks.Add(ActiveRock);
     ActiveRock.GetComponent <Rock>().Team    = GetCurrentTeam();
     ActiveRock.GetComponent <Rock>().Minimap = Minimap;
     ActiveRock.GetComponent <Rock>().InstantiateIndicator();
     Thrower.GetComponent <SpriteRenderer>().sprite = GetCurrentTeam().AimSprite;
     Sweeper.GetComponent <SpriteRenderer>().sprite = GetCurrentTeam().SweepSprite;
     Sweeper.GetComponent <Sweeper>().ResetOffsets();
     trajectory          = Instantiate(TrajectoryPrefab);
     trajectoryIndicator = Instantiate(TrajectoryIndicatorPrefab);
     trajectory.transform.SetParent(ActiveRock.transform);
     trajectoryIndicator.transform.SetParent(ActiveRock.GetComponent <Rock>().Indicator.transform);
     trajectory.transform.localPosition          = new Vector3();
     trajectoryIndicator.transform.localPosition = new Vector3();
     CurrentGameState = GameState.AIMING;
     if (CurrentTurn == Turn.P1 ? GameConfig.P1ShowTutorial : GameConfig.P2ShowTutorial)
     {
         helpStage = HelpScreen.ID.SCORING;
     }
 }