示例#1
0
    private void Animate()
    {
        Vector4 whiteVector = VectorColor.ColorToVector(Color.white);

        sRenderer.color = VectorColor.VectorToColor(whiteVector * (1 - timer.timePassed / fadeoutTime));
        if (timer.ready)
        {
            Destroy(gameObject);
        }
    }
示例#2
0
    void Animate()
    {
        float timePassed = triggerTimer.timePassed;
        float cosArg;

        if (timePassed > speedUpAnimationStartTime)
        {
            cosArg = 2 * Mathf.PI * (speedUpAnimationStartTime * triggeredAnimationSpeedStart + (speedUpAnimationStartTime - timePassed) * triggeredAnimationSpeedEnd);
        }
        else
        {
            cosArg = 2 * Mathf.PI * timePassed * triggeredAnimationSpeedStart;
        }

        float   fraction       = 1 - Mathf.Cos(cosArg);
        Vector4 newColorVector = colorVector + (triggeredColorVector - colorVector) * fraction;

        sRenderer.color = VectorColor.VectorToColor(newColorVector);
    }
示例#3
0
    void Start()
    {
        Rigidbody2D[] rbs = FindObjectsOfType <Rigidbody2D>();
        foreach (var rb in rbs)
        {
            if (rb.GetComponent <PlayerMover>() == null)
            {
                Add(rb);
            }
        }
        Creator creator = FindObjectOfType <Creator>();

        creator.Event += Add;
        GameObject worldSpriteRenderer = new GameObject();

        effectRenderer = worldSpriteRenderer.AddComponent <SpriteRenderer>();
        effectRenderer.sortingOrder = 2;
        effectRenderer.sprite       = effectSprite;
        effectRenderer.color        = VectorColor.VectorToColor(whiteVector);
        colorVector = VectorColor.ColorToVector(effectColor);
        whiteVector = VectorColor.ColorToVector(new Color(1, 1, 1, 0));
    }
示例#4
0
 private void ChangeWorldColor(Vector4 target)
 {
     effectRenderer.color = VectorColor.VectorToColor(Vector4.Lerp(effectRenderer.color, target, Time.deltaTime / base.speedUpSpeed));
 }
示例#5
0
 protected virtual void DamageAnimation()
 {
     spriteRenderer.color = VectorColor.VectorToColor(Vector4.Lerp(spriteRenderer.color, colorVector, 2 * Time.deltaTime / invincibilityTime));
 }