示例#1
0
        // Called by ShootTarget instances when a valid mouseDown is detected
        public static void TargetHit(Vector3 position, TARGET_COLOUR colour)
        {
            // Grab next available text animation instance from object pool
            EffectManager hit_effect = m_instance.m_hit_effects[m_instance.m_hit_effect_index];

            // Position effect object
            hit_effect.transform.position = position;

            // Grab reference to the audio effect setup on our text animation
            AudioEffectSetup audio_setup = hit_effect.GetAnimation(0).GetAction(0).GetAudioEffectSetup(0);

            // Depending on its colour value, dynamically alter the audio effect setup data.
            // Then set the text to the associated word, which automatically performs the necessary PrepareAnimationData() step.
            // Note: If text wasn't changing, you'd need to manually call hit_effect.PrepareAnimationData() before playing the animation, in order to see the effects of your changes
            switch (colour)
            {
            case TARGET_COLOUR.RED:
                audio_setup.m_audio_clip = m_instance.m_boom_clip;
                audio_setup.m_offset_time.SetConstant(0.2f);
                audio_setup.m_volume.SetConstant(0.5f);
                audio_setup.m_pitch.SetRandom(1.5f, 2.2f, true);
                hit_effect.SetText("BOOM!");

                m_instance.m_points_manager.AddPoints(1);
                break;

            case TARGET_COLOUR.GREEN:
                audio_setup.m_audio_clip = m_instance.m_ding_clip;
                audio_setup.m_offset_time.SetConstant(0);
                audio_setup.m_volume.SetConstant(1);
                audio_setup.m_pitch.SetRandom(1.8f, 2.2f, true);
                hit_effect.SetText("DING!");

                m_instance.m_points_manager.AddPoints(2);
                break;

            case TARGET_COLOUR.BLUE:
                audio_setup.m_audio_clip = m_instance.m_ding_clip;
                audio_setup.m_offset_time.SetConstant(0);
                audio_setup.m_volume.SetConstant(1);
                audio_setup.m_pitch.SetRandom(0.8f, 0.9f, true);
                hit_effect.SetText("DONG!");

                m_instance.m_points_manager.AddPoints(3);
                break;
            }

            //			hit_effect.PrepareAnimationData();		// Not required, since we've already set the text above, which will automatically prepare the animation data
            hit_effect.PlayAnimation();

            // Progress the object pool index
            m_instance.m_hit_effect_index = (m_instance.m_hit_effect_index + 1) % EFFECT_POOL_SIZE;
        }
		// Called by ShootTarget instances when a valid mouseDown is detected
		public static void TargetHit(Vector3 position, TARGET_COLOUR colour)
		{
			// Grab next available text animation instance from object pool
			EffectManager hit_effect = m_instance.m_hit_effects[m_instance.m_hit_effect_index];
			
			// Position effect object
			hit_effect.transform.position = position;
			
			// Grab reference to the audio effect setup on our text animation
			AudioEffectSetup audio_setup = hit_effect.GetAnimation(0).GetAction(0).GetAudioEffectSetup(0);
			
			// Depending on its colour value, dynamically alter the audio effect setup data.
			// Then set the text to the associated word, which automatically performs the necessary PrepareAnimationData() step.
			// Note: If text wasn't changing, you'd need to manually call hit_effect.PrepareAnimationData() before playing the animation, in order to see the effects of your changes
			switch(colour)
			{
				case TARGET_COLOUR.RED:
					audio_setup.m_audio_clip = m_instance.m_boom_clip;
					audio_setup.m_offset_time.SetConstant(0.2f);
					audio_setup.m_volume.SetConstant(0.5f);
					audio_setup.m_pitch.SetRandom(1.5f, 2.2f, true);
					hit_effect.SetText("BOOM!");
				
					m_instance.m_points_manager.AddPoints(1);
					break;
				case TARGET_COLOUR.GREEN:
					audio_setup.m_audio_clip = m_instance.m_ding_clip;
					audio_setup.m_offset_time.SetConstant(0);
					audio_setup.m_volume.SetConstant(1);
					audio_setup.m_pitch.SetRandom(1.8f, 2.2f, true);
					hit_effect.SetText("DING!");
				
					m_instance.m_points_manager.AddPoints(2);
					break;
				case TARGET_COLOUR.BLUE:
					audio_setup.m_audio_clip = m_instance.m_ding_clip;
					audio_setup.m_offset_time.SetConstant(0);
					audio_setup.m_volume.SetConstant(1);
					audio_setup.m_pitch.SetRandom(0.8f, 0.9f, true);
					hit_effect.SetText("DONG!");
				
					m_instance.m_points_manager.AddPoints(3);
					break;
			}
			
	//			hit_effect.PrepareAnimationData();		// Not required, since we've already set the text above, which will automatically prepare the animation data
			hit_effect.PlayAnimation();
			
			// Progress the object pool index
			m_instance.m_hit_effect_index = (m_instance.m_hit_effect_index+1) % EFFECT_POOL_SIZE;
		}
示例#3
0
		void SetupRandomColour()
		{
			m_colour = (TARGET_COLOUR) Random.Range(0,3);
			
			switch(m_colour)
			{
				case TARGET_COLOUR.BLUE:
					m_active_colour = m_blue_colour; break;
				case TARGET_COLOUR.GREEN:
					m_active_colour = m_green_colour; break;
				case TARGET_COLOUR.RED:
					m_active_colour = m_red_colour; break;
			}
		}
示例#4
0
        void SetupRandomColour()
        {
            m_colour = (TARGET_COLOUR)Random.Range(0, 3);

            switch (m_colour)
            {
            case TARGET_COLOUR.BLUE:
                m_active_colour = m_blue_colour; break;

            case TARGET_COLOUR.GREEN:
                m_active_colour = m_green_colour; break;

            case TARGET_COLOUR.RED:
                m_active_colour = m_red_colour; break;
            }
        }