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#pragma strict
import DentedPixel;
private var towardsRotation:Vector3;
private var turnForLength:float = 0.5f;
private var turnForIter:float = 0f;
private var fromColor:Vector3;
// It's best to make this a public enum that you use throughout your project, so every class can have access to it
public enum MyEvents{
CHANGE_COLOR,
JUMP,
LENGTH
}
function Awake(){
LeanTween.LISTENERS_MAX = 100; // This is the maximum of event listeners you will have added as listeners
LeanTween.EVENTS_MAX = MyEvents.LENGTH; // The maximum amount of events you will be dispatching
fromColor = new Vector3(GetComponent.<Renderer>().material.color.r, GetComponent.<Renderer>().material.color.g, GetComponent.<Renderer>().material.color.b);
}
function Start () {
// Adding Listeners, it's best to use an enum so your listeners are more descriptive but you could use an int like 0,1,2,...
LeanTween.addListener(gameObject, MyEvents.CHANGE_COLOR, changeColor);
LeanTween.addListener(gameObject, MyEvents.JUMP, jumpUp);
}
// ****** Event Listening Methods
function jumpUp( e:LTEvent ){
GetComponent.<Rigidbody>().AddRelativeForce(Vector3.forward * 300f);
}
function changeColor( e:LTEvent ){
var tran:Transform = e.data as Transform;
var distance:float = Vector3.Distance( tran.position, transform.position);
var to:Vector3 = new Vector3(Random.Range(0f,1f),0f,Random.Range(0f,1f));
LeanTween.value( gameObject, updateColor, fromColor, to, 0.8f ).setLoopPingPong(1).setDelay(distance*0.05f);
}
function updateColor( v:Vector3 ){
GetComponent.<Renderer>().material.color = new Color( v.x, v.y, v.z );
}
// ****** Physics / AI Stuff
function OnCollisionEnter(collision:Collision) {
if(collision.gameObject.layer!=2)
towardsRotation = new Vector3(0f, Random.Range(-180, 180), 0f);
}
function OnCollisionStay( collision:Collision ) {
if(collision.gameObject.layer!=2){
turnForIter = 0f;
turnForLength = Random.Range(0.5f, 1.5f);
}
}
function FixedUpdate(){
if(turnForIter < turnForLength){
GetComponent.<Rigidbody>().MoveRotation( GetComponent.<Rigidbody>().rotation * Quaternion.Euler(towardsRotation * Time.deltaTime ) );
turnForIter += Time.deltaTime;
}
GetComponent.<Rigidbody>().AddRelativeForce(Vector3.forward * 4.5f);
}
// ****** Key and clicking detection
function OnMouseDown(){
if(Input.GetKey( KeyCode.J )){ // Are you also pressing the "j" key while clicking
LeanTween.dispatchEvent(MyEvents.JUMP);
}else{
LeanTween.dispatchEvent(MyEvents.CHANGE_COLOR, transform); // with every dispatched event, you can include an object (retrieve this object with the *.data var in LTEvent)
}
}