25 public DOTweenAnimation[]
anime;
85 public void Play(Vector3 to)
87 base.transform.position = base.transform.position.SetZ(0f);
88 dest2 = (
dest = to.SetZ(0f) +
fix +
new Vector3(0.2f, 0.2f, 0f).Random());
105 DOTweenAnimation[] array =
anime;
106 for (
int i = 0; i < array.Length; i++)
120 startGoPiece.transform.localPosition = vector;
122 middleGoPiece.transform.localPosition = vector2;
127 endGoPiece.transform.localPosition = vector3;
136 float y = Mathf.Clamp(Mathf.Sin((
float)i + Time.time * UnityEngine.Random.Range(0.5f, 1.3f)), 0f -
laserArcMax + UnityEngine.Random.RandomRange(0f,
laserArcMax * 0.5f),
laserArcMax + UnityEngine.Random.RandomRange(0f,
laserArcMax * 0.5f));
137 Vector2 vector =
new Vector2((
float)i * 1.2f *
arcNum2, y);
182 base.transform.rotation = Quaternion.Slerp(base.transform.rotation, Quaternion.AngleAxis(angle, base.transform.forward), Time.deltaTime *
turningRate);
186 base.transform.rotation = Quaternion.AngleAxis(angle, base.transform.forward);
192 hitSparkParticleSystem.transform.position =
dest;
193 hitSparkEmission.enabled =
true;
199 laserLineRendererArc.enabled =
true;
206 laserLineRendererArc.enabled =
false;
Vector2 randomPointInCircle
void SetLaserArcVertices(float distancePoint, bool useHitPoint)
float maxLaserRaycastDistance
bool waitingForTriggerTime
void OscillateLaserParts(float currentLaserDistance)
ParticleSystem hitSparkParticleSystem
void SetLaserArcSegmentLength()
float collisionTriggerInterval
float oscillationThreshold
bool laserRotationEnabled
LineRenderer laserLineRendererArc
GameObject gameObjectCached
LaserHitTriggerHandler OnLaserHitTriggered
delegate void LaserHitTriggerHandler(RaycastHit2D hitInfo)
ParticleSystem.EmissionModule hitSparkEmission
RandomPositionMover laserOscillationPositionerScript