private void Start() { m_motion = GetComponent <Klak.Motion.BrownianMotion>(); m_actualResolution = PlayerPrefs.GetInt("Sea_Resolution", 0); SetResolution(m_actualResolution); }
void Delay(){ Rigidbody mainRB = mainColl.attachedRigidbody; if (mainRB != null) { Klak.Motion.BrownianMotion objMotion = mainColl.gameObject.GetComponent<Klak.Motion.BrownianMotion> (); Destroy (objMotion); mainRB.useGravity= true; mainRB.drag = 0; isHit = false; cameraShake.enabled = false; Instantiate (smokeRing, mainRB.gameObject.transform.position, Quaternion.identity); Instantiate (trail, mainRB.gameObject.transform); mainRB.AddExplosionForce (power, hit.point, radius); } foreach (Collider col in colliders) { Rigidbody rb = col.gameObject.GetComponent<Rigidbody> (); if (rb != null) { rb.AddExplosionForce (power/10, hit.point, radius); } } }
void Update () { //transform.LookAt (target); if(Input.GetKeyDown(KeyCode.R)){ SceneManager.LoadScene ("PunchTest"); } Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Input.GetMouseButtonDown(0) && !isHit) { if (Physics.Raycast (ray, out hit, 1000)) { Debug.DrawLine (ray.origin, hit.point); mainColl = hit.collider; colliders = Physics.OverlapSphere(hit.point, radius); Rigidbody mainRB = mainColl.attachedRigidbody; if (mainRB != null) { //mainRB.AddExplosionForce (power / 100, hit.point, radius); mainRB.useGravity = false; mainRB.drag = 10; isHit = true; Instantiate (punchHit, hit.point, Quaternion.identity); cameraShake.enabled = true; cameraShake.positionAmplitude = 0; Invoke ("Delay", 1.5f); Klak.Motion.BrownianMotion objMotion = mainColl.gameObject.AddComponent<Klak.Motion.BrownianMotion> (); } foreach (Collider col in colliders) { Rigidbody rb = col.gameObject.GetComponent<Rigidbody> (); if (rb != null) { //rb.AddExplosionForce (power / 100, hit.point, radius); Instantiate (punchHit, hit.point, Quaternion.identity); } } } } if (isHit) { Klak.Motion.BrownianMotion objMotion = mainColl.gameObject.GetComponent<Klak.Motion.BrownianMotion> (); objMotion.enablePositionNoise = true; objMotion.enableRotationNoise = false; objMotion.positionAmplitude = cameraShake.positionAmplitude* 4; objMotion.positionScale = new Vector3(0.1f, 0.1f, 0.1f); objMotion.positionFrequency = 60; cameraShake.positionAmplitude += 0.01f; } }
void Start () { cameraShake = GetComponent<Klak.Motion.BrownianMotion> (); }