public virtual GameObject OnSpawn()
        {
            var obj = AdvancedGameObjectPooler.GetAvailableObject(spawnerSettings[loopSettings.index].prefab);

            if (obj)
            {
                if (spawnerSettings[loopSettings.index].trackProgress)
                {
                    var spawnerProgress = obj.GetComponent <ProgressCounter>();
                    if (spawnerProgress == null)
                    {
                        spawnerProgress = obj.AddComponent <ProgressCounter>();
                    }
                    //spawnerProgress.hideFlags= HideFlags.HideInInspector;
                }

                SetPosition(obj);

                obj.SetActive(true);

                spawnerSettings[loopSettings.index].layerSettings.OrderInLayer(obj);

                counter += 1;
            }

            return(obj);
        }
Beispiel #2
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            void _Random(CollisionData collisionData)
            {
                var i = Random.Range(0, prefab.Length);
                var o = AdvancedGameObjectPooler.GetAvailableObject(prefab[i]);

                o.transform.position = collisionData.transform.position;
                o.SetActive(true);
            }
Beispiel #3
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 void _AllAtOnce(CollisionData collisionData)
 {
     for (int i = 0; i < prefab.Length; i++)
     {
         if (prefab[i])
         {
             var o = AdvancedGameObjectPooler.GetAvailableObject(prefab[i]);
             o.transform.position = collisionData.transform.position;
             o.SetActive(true);
         }
     }
 }
Beispiel #4
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        void _Fire()
        {
            _timer -= 1 * Time.deltaTime;
            if (_timer > 0)
            {
                return;
            }

            _timer = Random.Range(.25f, .75f);

            if (frame == 0 || frame == frames.Length - 1)
            {
                if (bulletSettings.prefab)
                {
                    var obj = AdvancedGameObjectPooler.GetAvailableObject(bulletSettings.prefab);
                    if (obj)
                    {
                        obj.transform.position = transform.position;
                        obj.transform.rotation = transform.rotation;
                        obj.SetActive(true);

                        var bulletBase = obj.GetComponent <BulletBase>();
                        if (bulletBase)
                        {
                            var direction = -1;
                            var position  = bulletSettings.position;

                            if (frame == frames.Length - 1)
                            {
                                direction = -direction;
                            }

                            position.x *= -direction;

                            bulletBase.velocity = new Vector3(bulletSettings.speed + Random.Range(0, 5), 0, 0) * direction;

                            bulletBase.transform.position += position;

                            if (direction == -1)
                            {
                                bulletBase.transform.rotation *= Quaternion.Euler(0, 180, 0);
                            }

                            var spark = AdvancedGameObjectPooler.GetAvailableObject(bulletSettings.effectPrefab);
                            spark.transform.position = bulletBase.transform.position;
                            spark.transform.SetParent(transform, true);
                            spark.SetActive(true);
                        }
                    }
                }
            }
        }
Beispiel #5
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        public GameObject OnSpawn()
        {
            var obj = AdvancedGameObjectPooler.GetAvailableObject(spawnerSettings[loopSettings.index].prefab);

            if (obj)
            {
                _SetPosition(obj, Random.Range(0, 2));

                obj.SetActive(true);

                spawnerSettings[loopSettings.index].layerSettings.OrderInLayer(obj);

                counter += 1;
            }

            return(obj);
        }
Beispiel #6
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        void _Fire()
        {
            var frame = additionalSettings.animator.GetCurrentAnimatorClipInfo(0)[0].clip.length * (additionalSettings.animator.GetCurrentAnimatorStateInfo(0).normalizedTime % 1) * additionalSettings.animator.GetCurrentAnimatorClipInfo(0)[0].clip.frameRate;

            if (_state == 0 && (int)frame == fireFrame)
            {
                if (bulletSettings.prefab)
                {
                    var obj = AdvancedGameObjectPooler.GetAvailableObject(bulletSettings.prefab);
                    if (obj)
                    {
                        obj.transform.position    = transform.position;
                        obj.transform.rotation    = transform.rotation;
                        obj.transform.localScale *= bulletSettings.scale;

                        var bulletBase = obj.GetComponent <BulletBase>();
                        if (bulletBase)
                        {
                            bulletBase.transform.Translate(bulletSettings.position, Space.Self);
                            bulletBase.transform.eulerAngles = new Vector3(0, 0, bulletSettings.rotation);

                            bulletBase.velocity = obj.transform.rotation * new Vector3(bulletSettings.speed, 0, 0);
                        }

                        obj.SetActive(true);
                    }
                }

                if (bulletSettings.effectPrefab)
                {
                    var obj = AdvancedGameObjectPooler.GetAvailableObject(bulletSettings.effectPrefab);
                    obj.transform.SetParent(transform, false);
                    obj.transform.Translate(bulletSettings.position, Space.Self);
                    obj.transform.localScale *= bulletSettings.scale;

                    obj.SetActive(true);
                }

                _state = 1;
            }
            else if (_state == 1 && (int)frame != fireFrame)
            {
                _state = 0;
            }
        }
Beispiel #7
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        void _Shrapnel()
        {
            for (int i = 0; i < shrapnelProperties.parts; i++)
            {
                var obj = AdvancedGameObjectPooler.GetAvailableObject(shrapnelProperties.prefab);
                if (obj)
                {
                    var bullet = obj.GetComponent <BulletBase>();
                    if (bullet)
                    {
                        obj.transform.position = transform.position;

                        float angle = i * (360f / shrapnelProperties.parts) * Mathf.Deg2Rad;

                        obj.transform.eulerAngles = new Vector3(0, 0, angle * Mathf.Rad2Deg);

                        bullet.velocity = new Vector3(Mathf.Cos(angle), Mathf.Sin(angle)) * shrapnelProperties.speed;
                    }

                    obj.SetActive(true);
                }
            }
        }
Beispiel #8
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            public void Update(Vector3 position, GameObject target)
            {
                glow.transform.position = position;

                timer -= 1 * Time.deltaTime;
                if (timer > 0)
                {
                    return;
                }

                timer = interval;

                var obj = AdvancedGameObjectPooler.GetAvailableObject(prefab);

                if (obj == null)
                {
                    return;
                }

                var bullet = obj.GetComponent <BulletBase>();

                if (bullet == null)
                {
                    return;
                }

                obj.transform.position = position;

                obj.SetActive(true);

                var angle = Mathf.Atan2(target.transform.position.y - position.y, target.transform.position.x - position.x);

                bullet.velocity = new Vector3(Mathf.Cos(angle), Mathf.Sin(angle)) * speed;

                glow.color   = glowColor;
                glow.enabled = true;
            }
Beispiel #9
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        public virtual GameObject OnSpawn()
        {
            if (mode == Mode.TargetPlayer)
            {
                var target = PlayersGroup.GetAny();
                if (target)
                {
                    var obj = AdvancedGameObjectPooler.GetAvailableObject(prefab);
                    if (obj)
                    {
                        obj.transform.position = transform.position;
                        obj.transform.rotation = transform.rotation;
                        obj.transform.Translate(position, Space.Self);

                        layerSettings.OrderInLayer(obj);

                        obj.SetActive(true);

                        var bulletBase = obj.GetComponent <BulletBase>();
                        if (bulletBase)
                        {
                            var angle = Mathf.Atan2(target.transform.position.y - obj.transform.position.y, target.transform.position.x - obj.transform.position.x);

                            obj.transform.eulerAngles = new Vector3(0, 0, angle * Mathf.Rad2Deg);

                            bulletBase.velocity = new Vector3(Mathf.Cos(angle), Mathf.Sin(angle)) * _RandomFloat(speed);
                        }
                    }

                    return(obj);
                }
            }
            else if (mode == Mode.TargetEnemy)
            {
                var target = Targetable.GetClosest(gameObject, targetEnemySettings.targetRange);
                if (target)
                {
                    var obj = AdvancedGameObjectPooler.GetAvailableObject(prefab);
                    if (obj)
                    {
                        obj.transform.position = transform.position;
                        obj.transform.rotation = transform.rotation;
                        obj.transform.Translate(position, Space.Self);

                        layerSettings.OrderInLayer(obj);

                        obj.SetActive(true);

                        var bulletBase = obj.GetComponent <BulletBase>();
                        if (bulletBase)
                        {
                            var angle = Mathf.Atan2(target.transform.position.y - obj.transform.position.y, target.transform.position.x - obj.transform.position.x);

                            obj.transform.eulerAngles = new Vector3(0, 0, angle * Mathf.Rad2Deg);

                            bulletBase.velocity = new Vector3(Mathf.Cos(angle), Mathf.Sin(angle)) * _RandomFloat(speed);
                        }
                    }

                    return(obj);
                }
            }
            else if (mode == Mode.Random)
            {
                var obj = AdvancedGameObjectPooler.GetAvailableObject(prefab);
                if (obj)
                {
                    obj.transform.position = transform.position;
                    obj.transform.rotation = transform.rotation;
                    obj.transform.Translate(position, Space.Self);

                    layerSettings.OrderInLayer(obj);

                    obj.SetActive(true);

                    var bulletBase = obj.GetComponent <BulletBase>();
                    if (bulletBase)
                    {
                        var angle = Random.Range(0, 359) * Mathf.Deg2Rad;

                        obj.transform.eulerAngles = new Vector3(0, 0, angle * Mathf.Rad2Deg);

                        bulletBase.velocity = new Vector3(Mathf.Cos(angle), Mathf.Sin(angle)) * _RandomFloat(speed);
                    }
                }

                return(obj);
            }
            else if (mode == Mode.Direction)
            {
                if (directionSettings.smartSpawn == true && ObjectCounter.counter > 0 || directionSettings.smartSpawn == false)
                {
                    var obj = AdvancedGameObjectPooler.GetAvailableObject(prefab);
                    if (obj)
                    {
                        obj.transform.position = transform.position;
                        obj.transform.rotation = transform.rotation * Quaternion.Euler(directionSettings.rotation);
                        obj.transform.Translate(position, Space.Self);

                        layerSettings.OrderInLayer(obj);

                        obj.SetActive(true);

                        var bulletBase = obj.GetComponent <BulletBase>();
                        if (bulletBase)
                        {
                            bulletBase.velocity = obj.transform.rotation * new Vector3(_RandomFloat(speed), 0, 0);
                        }
                    }

                    return(obj);
                }
            }

            return(null);
        }
Beispiel #10
0
        void _Update()
        {
            var fire = -1;

            _timer += 1 * Time.deltaTime;
            if (_timer > .1)
            {
                fire = Random.Range(0, guns.Length);

                _timer = 0;
            }

            for (int i = 0; i < guns.Length; i++)
            {
                if (guns[i] == null)
                {
                    continue;
                }

                var angle = i * Mathf.PI * 2f / guns.Length;

                angle += rotation;

                guns[i].transform.localPosition = new Vector3(Mathf.Cos(angle) * radius, -Mathf.Sin(angle) * radius);

                var frame = (int)MathHelpers.Mod(angle * Mathf.Rad2Deg, 360);

                guns[i].sprite = frames[frame];

                if (bulletSettings.prefab && fire == i)
                {
                    var obj = AdvancedGameObjectPooler.GetAvailableObject(bulletSettings.prefab);
                    if (obj)
                    {
                        obj.transform.position = guns[i].transform.position;
                        obj.transform.rotation = guns[i].transform.rotation;

                        var bulletBase = obj.GetComponent <BulletBase>();
                        if (bulletBase)
                        {
                            bulletBase.transform.eulerAngles = new Vector3(0, 0, -frame);

                            bulletBase.velocity = obj.transform.rotation * new Vector3(bulletSettings.speed + Random.Range(0, 5), 0, 0);

                            bulletBase.transform.Translate(bulletSettings.position, Space.Self);
                        }

                        obj.SetActive(true);
                    }
                }

                if (bulletSettings.effectPrefab && fire == i)
                {
                    var obj = AdvancedGameObjectPooler.GetAvailableObject(bulletSettings.effectPrefab);
                    obj.transform.SetParent(guns[i].transform, false);
                    obj.SetActive(true);
                }
            }

            rotation += -1 * Time.deltaTime;
        }