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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GamefeelManager : MonoBehaviour
{
public static GamefeelManager instance;
private List<GameFeeler> m_GameFeelers = new List<GameFeeler>();
private void Awake()
{
instance = this;
}
public static void RegisterGamefeeler(GameFeeler gameFeeler)
{
instance.m_GameFeelers.Add(gameFeeler);
}
public void AddUIGameFeel(Vector2 directionForce)
{
for (int i = 0; i < instance.m_GameFeelers.Count; i++)
{
instance.m_GameFeelers[i].OnUIGameFeel(directionForce);
}
}
public void AddGameFeel(Vector2 directionForce)
{
for (int i = 0; i < instance.m_GameFeelers.Count; i++)
{
instance.m_GameFeelers[i].OnGameFeel(directionForce);
}
}
public static void GameFeel(Vector2 directionForce)
{
for (int i = 0; i < instance.m_GameFeelers.Count; i++)
{
instance.m_GameFeelers[i].OnGameFeel(directionForce);
}
}
public void AddUIGameFeelOverTime(float amount, float time)
{
StartCoroutine(DoUIGameFeelOverTime(amount, time));
}
private IEnumerator DoUIGameFeelOverTime(float amount, float time)
{
float startTime = time;
while (time > 0f)
{
instance.AddUIGameFeel(amount * (Vector2)Random.onUnitSphere * Time.unscaledDeltaTime * (time / startTime));
time -= Time.unscaledDeltaTime;
yield return null;
}
}
}
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