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using System;
using System.Collections;
using UnityEngine;
public class CrystalBehaviour : MonoBehaviour
{
public CrystalBehaviour Above;
public CrystalBehaviour Below;
public CrystalBehaviour.Parentness ParentSide;
public SpriteRenderer Renderer;
public BoxCollider2D Collider;
public FloatRange Padding;
private const float Speed = 15f;
private const float FloatMag = 0.05f;
private const float FloatSpeed = 0.35f;
public enum Parentness
{
None,
Above,
Below
}
private void Update()
{
Vector3 position = base.transform.position;
Vector3 vector;
if (this.ParentSide == CrystalBehaviour.Parentness.Above)
{
if (!this.Above)
{
return;
}
vector = this.Above.transform.position - new Vector3(0f, this.Above.Padding.min + this.Padding.max, 0f);
}
else
{
if (this.ParentSide != CrystalBehaviour.Parentness.Below)
{
return;
}
if (!this.Below)
{
return;
}
vector = this.Below.transform.position + new Vector3(0f, this.Below.Padding.max + this.Padding.min, 0f);
}
float num = Time.time / 0.35f;
vector.x += (Mathf.PerlinNoise(num, position.z * 20f) * 2f - 1f) * 0.05f;
vector.y += (Mathf.PerlinNoise(position.z * 20f, num) * 2f - 1f) * 0.05f;
vector.z = position.z;
position.x = Mathf.SmoothStep(position.x, vector.x, Time.deltaTime * 15f);
position.y = Mathf.SmoothStep(position.y, vector.y, Time.deltaTime * 15f);
base.transform.position = position;
}
public void FlashUp(float delay = 0f)
{
base.StopAllCoroutines();
base.StartCoroutine(CrystalBehaviour.Flash(this, delay));
if (this.Above)
{
this.Above.FlashUp(delay + 0.1f);
}
}
public void FlashDown(float delay = 0f)
{
base.StopAllCoroutines();
base.StartCoroutine(CrystalBehaviour.Flash(this, delay));
if (this.Below)
{
this.Below.FlashDown(delay + 0.1f);
}
}
private static IEnumerator Flash(CrystalBehaviour c, float delay)
{
for (float time = 0f; time < delay; time += Time.deltaTime)
{
yield return null;
}
Color col = Color.clear;
for (float time = 0f; time < 0.1f; time += Time.deltaTime)
{
float t = time / 0.1f;
col.r = (col.g = (col.b = Mathf.Lerp(0f, 1f, t)));
c.Renderer.material.SetColor("_AddColor", col);
yield return null;
}
for (float time = 0f; time < 0.1f; time += Time.deltaTime)
{
float t2 = time / 0.1f;
col.r = (col.g = (col.b = Mathf.Lerp(1f, 0f, t2)));
c.Renderer.material.SetColor("_AddColor", col);
yield return null;
}
col.r = (col.g = (col.b = 0f));
c.Renderer.material.SetColor("_AddColor", col);
yield break;
}
}
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