//make a rebar/impaler crossbow that pins enemies to walls private void BigGoop(Projectile proj) { DeadlyDeadlyGoopManager ddgm = DeadlyDeadlyGoopManager.GetGoopManagerForGoopType(goopDefinition); ddgm.TimedAddGoopCircle(proj.sprite.WorldCenter, 1.25f, .3f); if (goopDefinition == Library.goopDefs[5]) { ddgm.ElectrifyGoopCircle(proj.LastPosition, 1.25f); } }
private IEnumerator DoGoop(PlayerController player) { float elapsed = 0; while (elapsed < 8) { elapsed += BraveTime.DeltaTime; DeadlyDeadlyGoopManager ddgm = DeadlyDeadlyGoopManager.GetGoopManagerForGoopType(Library.goopDefs[5]); ddgm.TimedAddGoopCircle(player.sprite.WorldBottomCenter, 1.25f, .3f); ddgm.ElectrifyGoopCircle(player.sprite.WorldBottomCenter, 1.25f); yield return(new WaitForSeconds(0.005f)); } yield break; }
private void Update() { if (proj != null) { if (timer < .008f) { timer += BraveTime.DeltaTime; } if (timer >= .008f) { timer = 0; DeadlyDeadlyGoopManager ddgm = DeadlyDeadlyGoopManager.GetGoopManagerForGoopType(goopDefinition); ddgm.TimedAddGoopCircle(proj.sprite.WorldCenter, .6f, .3f); if (goopDefinition == Library.goopDefs[5]) { ddgm.ElectrifyGoopCircle(proj.sprite.WorldCenter, .6f); } } } }
private void GoopReload(PlayerController player, Gun gun) { if (gun.ClipShotsRemaining == 0) { int amount = UnityEngine.Random.Range(5, 12); for (int i = 0; i < amount; i++) { float size = UnityEngine.Random.Range(1.5f, 4); float lifetime = UnityEngine.Random.Range(.2f, .4f); Vector2 location = player.sprite.WorldCenter + (UnityEngine.Random.insideUnitCircle * 7); GoopDefinition goop = possibleGoops[UnityEngine.Random.Range(0, possibleGoops.Count)]; DeadlyDeadlyGoopManager ddgm = DeadlyDeadlyGoopManager.GetGoopManagerForGoopType(goop); ddgm.TimedAddGoopCircle(location, size, lifetime); if (goop == Library.goopDefs[5]) { ddgm.ElectrifyGoopCircle(player.sprite.WorldCenter, size); } } } }