示例#1
0
        public void Spawn(Vector2 p_spawnAt)
        {
            State = mg_pt_ECoinState.ACTIVE;
            base.gameObject.SetActive(value: true);
            base.transform.position = p_spawnAt;
            float num  = UnityEngine.Random.Range(0f, 1f) * 90f + 45f;
            float f    = (float)Math.PI / 180f * num;
            float num2 = 0.3f;

            m_velocity = new Vector2(num2 * Mathf.Cos(f), num2 * Mathf.Sin(f));
            MinigameManager.GetActive().PlaySFX("mg_pt_sfx_coin");
        }
示例#2
0
 public void MinigameUpdate(float p_deltaTime)
 {
     if (State == mg_pt_ECoinState.ACTIVE)
     {
         m_velocity.y -= 1f * p_deltaTime;
         Vector2 vector = base.transform.localPosition;
         vector += m_velocity;
         base.transform.localPosition = vector;
         if (base.transform.position.y < m_screenBottom.y)
         {
             State = mg_pt_ECoinState.INACTIVE;
             base.gameObject.SetActive(value: false);
         }
     }
 }