FloaterLock.cs
using Sandbox;
using System.Drawing;
public class FloaterLock : Component
{
public int NumTurns { get; set; }
private TimeSince _timeSinceSpawn;
public float Lifetime { get; set; }
public bool ShowLocked { get; set ; }
private float _startScale;
private float _endScale;
private Vector2 _velocity;
private float _deceleration;
public float Scale { get; set; }
public float Opacity { get; set; }
public void Init( int numTurns )
{
NumTurns = numTurns;
Lifetime = 1.25f;
_velocity = new Vector2( 0f, 12f );
_deceleration = 4f;
Scale = _startScale = 1f;
_endScale = 1f;
}
protected override void OnStart()
{
base.OnStart();
_timeSinceSpawn = 0f;
Manager.Instance.PlaySfx( "lock_start", new Vector3( WorldPosition.x, WorldPosition.y, Manager.Instance.Camera.WorldPosition.z - 100f ), volume: 0.9f, pitch: Game.Random.Float( 1.05f, 1.13f ) );
}
protected override void OnUpdate()
{
Opacity = Utils.Map( _timeSinceSpawn, 0f, 0.3f, 0f, 1f, EasingType.QuadOut ) * Utils.Map( _timeSinceSpawn, 0f, Lifetime - 0.1f, 1f, 0.1f, EasingType.ExpoIn ) * Utils.Map( _timeSinceSpawn, Lifetime - 0.3f, Lifetime - 0.05f, 1f, 0f, EasingType.Linear );
Scale = Utils.Map( _timeSinceSpawn, 0f, Lifetime, _startScale, _endScale, EasingType.SineOut );
WorldPosition += new Vector3( _velocity.x, _velocity.y, 0f ) * Time.Delta;
_velocity *= (1f - _deceleration * Time.Delta);
if( !ShowLocked && _timeSinceSpawn > 0.5f )
{
ShowLocked = true;
_velocity = new Vector2( 0f, -20f );
_deceleration = 7f;
Manager.Instance.PlaySfx( "lock", new Vector3( WorldPosition.x, WorldPosition.y, Manager.Instance.Camera.WorldPosition.z - 100f ), volume: 2f, pitch: Game.Random.Float( 0.97f, 1.03f ) );
}
if ( _timeSinceSpawn > Lifetime )
{
Manager.Instance.NumFloaters--;
GameObject.Destroy();
}
}
}