示例#1
0
        public IEnumerator AnimateLettersCO(float periodRatio, bool tutorialMode)
        {
            for (var iLetter = 0; iLetter < animDatas.Length; iLetter++)
            {
                var animData = animDatas[iLetter];
                var llData   = new LL_ImageData(animData.dataID);
                var gameLL   = new GameLivingLetter(transform.parent, letterObjectViewPrefab, shadowPrefab,
                                                    llData,
                                                    animData.startPosTr.position - Vector3.up * animData.jumpHeight, transform.localPosition,
                                                    animData.startPosTr.position, animData.timing * periodRatio, null, animData.scale,
                                                    danceSpeedMultiplier);
                gameLetters.Add(gameLL);
                StartCoroutine(WaitThenAnimateCO(animData, gameLL, periodRatio));
            }

            if (!tutorialMode)
            {
                mayDrop = true;
                yield return(new WaitForSeconds(waitBeforeStill * periodRatio));

                for (var iLetter = 0; iLetter < animDatas.Length; iLetter++)
                {
                    var animData = animDatas[iLetter];
                    var gameLL   = gameLetters[iLetter];
                    gameLL.livingLetter.SetState(LLAnimationStates.LL_still);
                    StartCoroutine(WaitThenDropCO(animData, gameLL, periodRatio));
                }
            }
        }
示例#2
0
        private IEnumerator WaitThenAnimateCO(LetterAnimData animData, GameLivingLetter gameLL, float periodRatio)
        {
            yield return(new WaitForSeconds((animData.timing + 0.5f) * periodRatio));

            gameLL.livingLetter.DancingSpeed = danceSpeedMultiplier;
            gameLL.livingLetter.SetState(LLAnimationStates.LL_dancing);
            yield return(new WaitForSeconds(animData.timing2 * periodRatio));

            gameLL.livingLetter.DoTwirl(null);
            yield return(new WaitForSeconds(0f));

            gameLL.livingLetter.SetState(LLAnimationStates.LL_dancing);
        }
示例#3
0
        private IEnumerator WaitThenDropCO(LetterAnimData animData, GameLivingLetter gameLL, float periodRatio)
        {
            yield return(new WaitForSeconds((waitBeforeCrouching + animData.timing3) * periodRatio));

            if (!mayDrop)
            {
                yield break;
            }
            if (gameLL == null || gameLL.livingLetter == null)
            {
                yield break;
            }
            gameLL.livingLetter.SetState(LLAnimationStates.LL_dancing);
            gameLL.livingLetter.DoDancingLose();
            gameLL.dropped = true;
        }