Beispiel #1
0
    override protected void spawnEnemies()
    {
        TweenProperties enterUp    = new SingleTween("5_enterUp", enterDuration);
        TweenProperties enterDown  = new SingleTween("5_enterDown", enterDuration);
        TweenProperties cruiseUp   = new LoopTween(LoopTween.Loop.reverse, new SingleTween("5_cruiseUp", cruiseDuration, cruiseDelay));
        TweenProperties cruiseDown = new LoopTween(LoopTween.Loop.reverse, new SingleTween("5_cruiseDown", cruiseDuration, cruiseDelay));


        for (int i = 1; i <= enemiesToSpawn; i++)
        {
            bool            left   = (i == 2 || i == 3);
            bool            up     = (i <= 2);
            TweenProperties enter  = (up ? enterUp : enterDown).Clone();
            TweenProperties cruise = (up ? cruiseUp : cruiseDown).Clone();

            if (left)
            {
                Vector2 offset = new Vector2(-horizontalOffset, (up ? -1 : 1) * verticalOffset);

                enter.OffsetByXY(offset);
                cruise.OffsetByXY(offset);
            }



            EnemyType type = (left) ? EnemyObjectPool.type_enemy1 : EnemyObjectPool.type_enemy2;
            spawnEnemy(type, enter, cruise);
        }
    }
Beispiel #2
0
    protected override void spawnEnemies()
    {
//		TweenProperties enterPath = new SingleTween ("8_enter", enterDuration);
        TweenProperties cruisePath    = new SingleTween("8_cruise", cruiseDuration, cruiseDelay);
        TweenProperties cruisePathRev = cruisePath.Clone().Reverse();

        for (int i = 0; i < enemiesToSpawn; i++)
        {
            float yOffset = -i * enemyDistance;

            int             enterPathIndex = ((i % 3) + 1);
            float           enterDelay     = enterMaxDelay * Random.value;
            TweenProperties preEnterDelay  = new DelayTween(enterDelay);
            TweenProperties enter          = new SingleTween("8_enter" + enterPathIndex, enterDuration).OffsetByY(yOffset);
            TweenProperties postEnterDelay = new DelayTween(enterMaxDelay - enterDelay);

            TweenProperties preCruiseDelay = new DelayTween((enemiesToSpawn - i) * cruiseDuration);
            TweenProperties postCruiseDlay = new DelayTween(cruiseDuration * i);

            TweenProperties cruise    = cruisePath.Clone().OffsetByY(yOffset);
            TweenProperties cruiseRev = cruisePathRev.Clone().OffsetByY(yOffset);

            TweenProperties loop = new LoopTween(preCruiseDelay, cruise, postCruiseDlay, postCruiseDlay, cruiseRev, preCruiseDelay);
            spawnEnemy(EnemyObjectPool.type_enemy2, preEnterDelay, enter, postEnterDelay, loop);
        }
    }
Beispiel #3
0
    override protected void spawnEnemies()
    {
        TweenProperties enter    = new SingleTween("simpleEnter", enterDuration);
        TweenProperties moveUp   = new LoopTween(LoopTween.Loop.reverse, new SingleTween("2_up", flyDuration, flyDelay));
        TweenProperties moveDown = new LoopTween(LoopTween.Loop.reverse, new SingleTween("2_down", flyDuration, flyDelay));

        spawnEnemy(EnemyObjectPool.type_enemy2, enter.Clone().OffsetByY(enemyOffset), moveUp);
        spawnEnemy(EnemyObjectPool.type_enemy2, enter);
        spawnEnemy(EnemyObjectPool.type_enemy2, enter.Clone().OffsetByY(-enemyOffset), moveDown);
    }
Beispiel #4
0
    override protected void spawnEnemies()
    {
        for (int i = 0; i < enemiesToSpawn; i++)
        {
            TweenProperties enter = new SingleTween("3_enter", enterDuration, i * spawnInterval);
            TweenProperties loop  = new LoopTween(new SingleTween("3_loop", loopDuration, 0));

            EnemyType type = (i % 2 == 0) ? EnemyObjectPool.type_enemy1 : EnemyObjectPool.type_enemy2;
            spawnEnemy(type, enter, loop);
        }
    }
Beispiel #5
0
    override protected void spawnEnemies()
    {
        float spawnInterval = loopDuration / enemiesToSpawn;

        for (int i = 0; i < enemiesToSpawn; i++)
        {
            TweenProperties startDelay = new SingleTween("6_loop", loopDuration, i * spawnInterval);
            TweenProperties loop       = new LoopTween(new SingleTween("6_loop", loopDuration));
            spawnEnemy(EnemyObjectPool.type_enemy1, startDelay, loop);
        }
    }
Beispiel #6
0
    override protected void spawnEnemies()
    {
        TweenProperties enter          = new SingleTween("9_enter", enterDuration);
        TweenProperties postEnterDelay = new DelayTween(loopDelay);

        TweenProperties goDown        = new SingleTween("9_changeSide", changeSideDuration);
        TweenProperties goUp          = goDown.Clone().Reverse();
        TweenProperties attackUp      = new SingleTween("9_attackUp", attackDuration);
        TweenProperties attackUpRev   = attackUp.Clone().Reverse();
        TweenProperties attackDown    = new SingleTween("9_attackDown", attackDuration);
        TweenProperties attackDownRev = attackDown.Clone().Reverse();

        TweenProperties loop = new LoopTween(attackUp, attackUpRev, goDown, attackDown, attackDownRev, goUp);

        spawnEnemy(EnemyObjectPool.type_boss, enter, postEnterDelay, loop);
    }
Beispiel #7
0
    override protected void spawnEnemies()
    {
        TweenProperties enter      = new SingleTween("simpleEnter", enterDuration);
        TweenProperties cruiseUp   = new LoopTween(LoopTween.Loop.reverse, new SingleTween("4_cruiseUp", cruiseDuration, cruiseDelay));
        TweenProperties cruiseDown = new LoopTween(LoopTween.Loop.reverse, new SingleTween("4_cruiseDown", cruiseDuration, cruiseDelay));

        for (int i = 1; i <= 4; i++)
        {
            TweenProperties divide = new SingleTween("4_divide" + i, divideDuration);

            //first two enemies use cruiseUp tween
            TweenProperties cruise = (i <= 2) ? cruiseUp : cruiseDown;
            //second and third are translated down by cruiseOffset
            if (i % 2 == 0)
            {
                cruise = cruise.Clone().OffsetByY(-cruiseOffset);
            }

            spawnEnemy(EnemyObjectPool.type_enemy1, enter, divide, cruise);
        }
    }
Beispiel #8
0
    override protected void spawnEnemies()
    {
        TweenProperties uniteUp   = new SingleTween("7_uniteUp", uniteDuration, 0, true);
        TweenProperties uniteDown = new SingleTween("7_uniteDown", uniteDuration, 0, true);

        for (int i = 1; i <= enemiesToSpawn; i++)
        {
            float           enterDelay     = enterMaxDelay * Random.value;
            TweenProperties enter          = new SingleTween("7_enter" + i, enterDuration, enterDelay);
            TweenProperties postEnterDelay = new DelayTween(enterMaxDelay - enterDelay);              //so all enemies start loop simultaneously

            TweenProperties loopDelay = new DelayTween(this.loopDelay);

            TweenProperties preUniteDelay  = new DelayTween(uniteDuration * (i - 1) / enemiesToSpawn);
            TweenProperties postUniteDelay = new DelayTween(uniteDuration * (enemiesToSpawn - i) / enemiesToSpawn);

            TweenProperties cruise = new SingleTween("7_cruise" + i, loopDuration, 0, true);

            TweenProperties loop = new LoopTween(preUniteDelay, uniteUp, postUniteDelay, cruise, loopDelay,
                                                 preUniteDelay, uniteDown, postUniteDelay, cruise, loopDelay);

            spawnEnemy(EnemyObjectPool.type_enemy1, enter, postEnterDelay, loop);
        }
    }