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@ -23,21 +23,25 @@ public class Catapult : MonoBehaviour |
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private BGCcCursorObjectTranslate splineObjectTranslate; |
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private BGCcCursorObjectTranslate splineObjectTranslate; |
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private Vector3 originalScale; |
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private Vector3 originalScale; |
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private MeshRenderer meshRenderer; |
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private MeshRenderer meshRenderer; |
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private ParticleSystem particleSystem; |
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private Collider boulderCollider; |
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private ParticleSystem boulderParticleSystem; |
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void Start () |
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void Start () |
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{ |
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{ |
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splineCursor = splineCurve.GetComponent<BGCcCursor>(); |
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splineCursor = splineCurve.GetComponent<BGCcCursor>(); |
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splineObjectTranslate = splineCurve.GetComponent<BGCcCursorObjectTranslate>(); |
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splineObjectTranslate = splineCurve.GetComponent<BGCcCursorObjectTranslate>(); |
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meshRenderer = splineObjectTranslate.ObjectToManipulate.GetComponent<MeshRenderer>(); |
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meshRenderer = splineObjectTranslate.ObjectToManipulate.GetComponent<MeshRenderer>(); |
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particleSystem = splineObjectTranslate.ObjectToManipulate.GetComponentInChildren<ParticleSystem>(); |
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boulderCollider = splineObjectTranslate.ObjectToManipulate.GetComponent<Collider>(); |
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boulderParticleSystem = splineObjectTranslate.ObjectToManipulate.GetComponentInChildren<ParticleSystem>(); |
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meshRenderer.enabled = false; |
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meshRenderer.enabled = false; |
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particleSystem.Stop(); |
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boulderCollider.enabled = false; |
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boulderParticleSystem.Stop(); |
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originalScale = splineCurve.transform.parent.localScale; |
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originalScale = splineCurve.transform.parent.localScale; |
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NotificationServer.register("statechange Searchlight", searchlightStateChanged); |
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NotificationServer.register("statechange Searchlight", searchlightStateChanged); |
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NotificationServer.register("BoulderHit", boulderHit); |
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NotificationServer.register("BoulderHit", boulderHit); |
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NotificationServer.register("restart scene", boulderHit); |
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} |
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} |
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void Update() |
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void Update() |
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@ -72,26 +76,31 @@ public class Catapult : MonoBehaviour |
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isLaunching = false; |
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isLaunching = false; |
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return; |
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return; |
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} |
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} |
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particleSystem.Stop(); |
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meshRenderer.enabled = true; |
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boulderParticleSystem.Stop(); |
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splineCursor.DistanceRatio = 0f; |
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splineCursor.DistanceRatio = 0f; |
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splineCurve.transform.parent.position = player.position |
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splineCurve.transform.parent.position = player.position |
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+ Vector3.right * Random.Range(-randomFactor, randomFactor) |
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+ Vector3.right * Random.Range(-randomFactor, randomFactor) |
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+ Vector3.forward * Random.Range(-randomFactor, randomFactor); |
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+ Vector3.forward * Random.Range(-randomFactor, randomFactor); |
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splineCurve.transform.parent.localEulerAngles = Vector3.up * Random.Range(0f, 360f); |
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splineCurve.transform.parent.localEulerAngles = Vector3.up * Random.Range(0f, 360f); |
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splineCurve.transform.parent.localScale = new Vector3(Random.Range(minScale * originalScale.x, maxScale * originalScale.x), originalScale.y, originalScale.z); |
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splineCurve.transform.parent.localScale = new Vector3(Random.Range(minScale * originalScale.x, maxScale * originalScale.x), originalScale.y, originalScale.z); |
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particleSystem.Play(); |
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LeanTween.value(splineObjectTranslate.ObjectToManipulate.gameObject, 0f, 1f, splineCursor.Math.GetDistance() / speed) |
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.setEase(animationCurve) |
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.setOnUpdate((float val)=>{ |
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splineCursor.DistanceRatio = val; |
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}).setOnComplete(()=>{ |
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particleSystem.Stop(); |
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// splineCursor.DistanceRatio = 0f;
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isLaunching = false; |
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meshRenderer.enabled = false; |
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launchBoulder(); |
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}); |
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LeanTween.delayedCall(splineObjectTranslate.ObjectToManipulate.gameObject, 0.1f, ()=>{ |
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boulderParticleSystem.Play(); |
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meshRenderer.enabled = true; |
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boulderCollider.enabled = true; |
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LeanTween.value(splineObjectTranslate.ObjectToManipulate.gameObject, 0f, 1f, splineCursor.Math.GetDistance() / speed) |
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.setEase(animationCurve) |
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.setOnUpdate((float val)=>{ |
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splineCursor.DistanceRatio = val; |
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}).setOnComplete(()=>{ |
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boulderParticleSystem.Stop(); |
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isLaunching = false; |
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meshRenderer.enabled = false; |
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LeanTween.delayedCall(splineObjectTranslate.ObjectToManipulate.gameObject, 0.5f, ()=>{ |
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boulderCollider.enabled = false; |
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launchBoulder(); |
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}); |
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}); |
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}); |
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}); |
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}); |
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} |
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} |
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} |
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} |