Beispiel #1
0
    protected override IEnumerator PatternFramework()
    {
        isPatternRunning = true;

        for (int i = 0; i < count; ++i)
        {
            if (blockBulletFire == false)
            {
                float deltaDistance = distance * i / (count - 1) - width * 0.5f;

                Vector2 deltaPosition = VEasyCalculator.GetRotatedPosition(direction - 90f, deltaDistance);

                Vector2 targetPosition = position + deltaPosition;

                Bullet bulletInstance = Instantiate(bulletPrefab);

                bulletInstance.transform.position = targetPosition;

                MovementComponent move = bulletInstance.GetComponent <MovementComponent>();

                if (move == null)
                {
                    Destroy(bulletInstance);
                }

                move.Direction = direction;
            }

            if (delay > 0f)
            {
                yield return(new WaitForSeconds(delay));
            }
        }

        blockBulletFire  = false;
        isPatternRunning = false;
    }
    private void MovementProcess(MovementType _movementType)
    {
        Speed = originSpeed;

        foreach (float speedModulateFactor in speedModulateDic.Values)
        {
            Speed = Speed * speedModulateFactor;
        }

        switch (_movementType)
        {
        case MovementType.STRAIGHT:
        {
            float moveDis = speed * Time.fixedDeltaTime;

            Vector2 moveVector = VEasyCalculator.GetRotatedPosition(direction, moveDis);

            Vector2 v2Pos = owner.transform.position;
            owner.transform.position = v2Pos + moveVector;
        }
        break;

        case MovementType.TURN_LERP:
        {
            if (owner.target == null)
            {
                MovementProcess(MovementType.STRAIGHT);

                speedModulateDic[SpeedModulateType.BY_TARGET_LOST] = targetLostSpeed;
                return;
            }

            speedModulateDic[SpeedModulateType.BY_TARGET_LOST] = 1f;

            float moveDis = speed * Time.fixedDeltaTime;

            float dirToTarget = VEasyCalculator.GetDirection(owner, owner.target);

            float deltaDir = VEasyCalculator.GetLerpDirection(
                direction, dirToTarget, turnFactor * Time.fixedDeltaTime) - direction;

            if (Mathf.Abs(deltaDir) < minTurnFactor * Time.fixedDeltaTime)
            {
                Direction += Mathf.Sign(deltaDir) * minTurnFactor * Time.fixedDeltaTime;
            }
            else
            {
                Direction += deltaDir;
            }

            Vector2 moveVector = VEasyCalculator.GetRotatedPosition(direction, moveDis);

            Vector2 v2Pos = owner.transform.position;
            owner.transform.position = v2Pos + moveVector;
        }
        break;

        case MovementType.TURN_LERP_BY_DISTANCE:
        {
            if (owner.target == null)
            {
                MovementProcess(MovementType.STRAIGHT);

                speedModulateDic[SpeedModulateType.BY_TARGET_LOST] = targetLostSpeed;
                return;
            }

            speedModulateDic[SpeedModulateType.BY_TARGET_LOST] = 1f;

            float moveDis = speed * Time.fixedDeltaTime;

            float dirToPlayer = VEasyCalculator.GetDirection(owner, owner.target);

            float disToPlayer = VEasyCalculator.GetDistance(owner.target, owner);

            float deltaDir = VEasyCalculator.GetLerpDirection(
                direction, dirToPlayer, turnFactor * Time.fixedDeltaTime,
                maxTurnByDis, minTurnByDis, disToPlayer, disFactor * Time.fixedDeltaTime) - direction;

            if (Mathf.Abs(deltaDir) < minTurnFactor * Time.fixedDeltaTime)
            {
                Direction += Mathf.Sign(deltaDir) * minTurnFactor * Time.fixedDeltaTime;
            }
            else
            {
                Direction += deltaDir;
            }

            Vector2 moveVector = VEasyCalculator.GetRotatedPosition(direction, moveDis);

            Vector2 v2Pos = owner.transform.position;
            owner.transform.position = v2Pos + moveVector;
        }
        break;

        case MovementType.TURN_REGULAR:
        {
            if (owner.target == null)
            {
                MovementProcess(MovementType.STRAIGHT);

                speedModulateDic[SpeedModulateType.BY_TARGET_LOST] = targetLostSpeed;
                return;
            }

            speedModulateDic[SpeedModulateType.BY_TARGET_LOST] = 1f;

            float moveDis = speed * Time.fixedDeltaTime;

            float dirToTarget = VEasyCalculator.GetDirection(owner, owner.target);

            Direction = VEasyCalculator.GetTurningDirection(
                direction, dirToTarget, turnFactor * Time.fixedDeltaTime);

            Vector2 moveVector = VEasyCalculator.GetRotatedPosition(direction, moveDis);

            Vector2 v2Pos = owner.transform.position;
            owner.transform.position = v2Pos + moveVector;
        }
        break;

        case MovementType.TURN_REGULAR_DISTANCE:
        {
            if (owner.target == null)
            {
                MovementProcess(MovementType.STRAIGHT);

                speedModulateDic[SpeedModulateType.BY_TARGET_LOST] = targetLostSpeed;
                return;
            }

            speedModulateDic[SpeedModulateType.BY_TARGET_LOST] = 1f;

            float moveDis = speed * Time.fixedDeltaTime;

            float dirToPlayer = VEasyCalculator.GetDirection(owner, owner.target);

            float disToPlayer = VEasyCalculator.GetDistance(owner.target, owner);

            Direction = VEasyCalculator.GetTurningDirection(
                direction, dirToPlayer, turnFactor * Time.fixedDeltaTime,
                maxTurnByDis, minTurnByDis, disToPlayer, disFactor * Time.fixedDeltaTime);

            Vector2 moveVector = VEasyCalculator.GetRotatedPosition(direction, moveDis);

            Vector2 v2Pos = owner.transform.position;
            owner.transform.position = v2Pos + moveVector;
        }
        break;

        case MovementType.VECTOR:
        {
            int dirCount = 0;

            for (int d = 0; d < 4; ++d)
            {
                if (moveDir[d] == true)
                {
                    dirCount++;
                }
            }

            float moveDis = speed * Time.fixedDeltaTime;

            float reduceByMultiDirection = 0.7071f;         // 1/root(2)
            if (dirCount >= 2)
            {
                moveDis = speed * Time.deltaTime * reduceByMultiDirection;
            }

            Vector2 delta = new Vector2(0f, 0f);
            if (moveDir[(int)WorldGeneral.Direction.LEFT] == true)
            {
                delta.x -= moveDis;
            }
            else if (moveDir[(int)WorldGeneral.Direction.RIGHT] == true)
            {
                delta.x += moveDis;
            }
            if (moveDir[(int)WorldGeneral.Direction.UP] == true)
            {
                delta.y += moveDis;
            }
            else if (moveDir[(int)WorldGeneral.Direction.DOWN] == true)
            {
                delta.y -= moveDis;
            }

            Vector2 v2Pos = owner.transform.position;
            owner.transform.position = v2Pos + delta;
        }
        break;
        }
    }