Beispiel #1
0
    // Both paws go together and create random spray of objects
    IEnumerator C_PawCombine(float StartDelay)
    {
        yield return(new WaitForSeconds(StartDelay));

        if (LeftArm.gameObject.activeInHierarchy)
        {
            LeftArm.SetDeathTimer(0, 5);
            LeftArm.MoveToPosition_X(0, gameObject.transform, 1);
            LeftArm.RandomSprayOutwards(2, 0.1f, 50, 1f);
            LeftArm.MoveObjectToPoint(8, LeftArmStartingPosition, 1);
        }

        if (RightArm.gameObject.activeInHierarchy)
        {
            RightArm.SetDeathTimer(0, 5);
            RightArm.MoveToPosition_X(0, gameObject.transform, 1);
            RightArm.RandomSprayOutwards(2, 0.1f, 50, 1.1f);
            RightArm.MoveObjectToPoint(8, RightArmStartingPosition, 1);
        }

        for (float I = 2; I < 7; I = I + 0.1f)
        {
            CenterHead.PlayClip(I, Bullet1);
        }

        yield return(new WaitForSeconds(10));
    }
Beispiel #2
0
    // Final attack - head
    IEnumerator C_HeadAttack(float StartDelay)
    {
        CenterHead.WaveEffect_children(0, 0.8f, 30, 0, 0);
        CenterHead.ChangeColor_Children(0, Color.red, 0.3f);
        CenterHead.StopWaveEffect(3f);
        CenterHead.BreakRandomly(3f, 0, 2);

        CenterHead.SetColor(3, Color.red);
        CenterHead.RandomSprayOutwards(3.3f, 0.05f, 50, 2);
        CenterHead.SprayInDirection(3.3f, 30, new Vector2(-1, 4), 0.1f, 4);
        CenterHead.SprayInDirection(3.3f, 30, new Vector2(1, 4), 0.1f, 4);
        CenterHead.SprayInDirection(3.3f, 20, new Vector2(0, 1), 0.2f, 1);
        CenterHead.DestroyChildren(5, 0.08f);

//		LeftEye.SetColor_Random (8);
        LeftEye.CircleBurst(8, 20, 1);
        LeftEye.BreakCircleBurst(8.5f, 20, 0, 1);

//		RightEye.SetColor_Random (8);
        RightEye.CircleBurst(8, 20, 1.2f);
        RightEye.BreakCircleBurst(9, 20, 0, 1);

        for (float I = 3.1f; I < 6.1f; I = I + 0.1f)
        {
            CenterHead.PlayClip(I, Bullet1);
        }

        CenterHead.PlayClip(1, Predeath);
        RightEye.PlayClip(8, Death1);

        yield return(new WaitForSeconds(13));

//		CenterHead.EnableObject (0, ExitWarp);
//		BackgroundSpin.SetActive (false);
        CenterHead.DisableObject(0, ExitWarp);
        BackgroundSpin.GetComponent <NewObjectSpawner> ().FadeObject(0, BackgroundSpin, 1);
        MusicController.control.FadeMusic();
    }
Beispiel #3
0
    IEnumerator C_StartCoroutine()
    {
        yield return(new WaitForSeconds(StartDelay));

//		if (NumberOfSets == 0)
//			NumberOfSets = 1000;

        int I = 0;

//		for(int I=0; I<NumberOfSets; I++)
        while (I < NumberOfSets || NumberOfSets == 0)
        {
            if (ShootDirection)
            {
                SuperScript.ShootDirection(0, ObjectAmount, Target, ObjectDelay, ObjectSpeed);
            }
            if (ShootAtPlayer)
            {
                SuperScript.ShootAtTarget_Player(0, ObjectDelay, ObjectAmount, ObjectSpeed);
            }
            if (WaveyLine)
            {
                if (Xdirection != 0)
                {
                    SuperScript.WaveSpray_Horizontal(0, ObjectAmount, ObjectDelay, Amplitude_Y, PeriodSpeed_Y, ObjectSpeed);
                }
                if (Ydirection != 0)
                {
                    SuperScript.WaveSpray_Vertical(0, ObjectAmount, ObjectDelay, Amplitude_X, PeriodSpeed_X, ObjectSpeed);
                }
            }

            if (SprayInDirection)
            {
                SuperScript.SprayInDirection(0, ObjectAmount, Target, ObjectDelay, ObjectSpeed);
            }
            if (RandomSprayOutwards)
            {
                SuperScript.RandomSprayOutwards(0, ObjectDelay, ObjectAmount, ObjectSpeed);
            }

            // Next 3 count as one object
            if (CircleBurst)
            {
                SuperScript.CircleBurst(0, ObjectAmount, ObjectSpeed);
            }
            if (RandomRain)
            {
                SuperScript.ShootFromTopScreen(0, ObjectAmount, ObjectDelay, ObjectSpeed);
            }
            if (FollowTarget)
            {
                SuperScript.FollowTarget_Player(0, DeathTimer, ObjectSpeed);
            }
            if (RandomSprayBounce)
            {
                SuperScript.RandomSprayBounce(0, ObjectDelay, ObjectAmount, ObjectSpeed);
            }


            yield return(new WaitForSeconds(TimeToSpawnObjects));

            yield return(new WaitForSeconds(DelayBetweenSets));

            I++;
        }

        print(" I AM DONE");
        yield return(null);
    }