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"); }
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); } } }