Beispiel #1
0
        private void dragon_update(float dt, float flow_speed)
        {
            if (MyCollider.getHitOpponentForEnemy(collider_) != MyCollider.Type.None)
            {
                rigidbody_.addTorque(MyRandom.Range(-20f, 20f),
                                     MyRandom.Range(-20f, 20f),
                                     MyRandom.Range(-20f, 20f));
                life_ -= 20f;
            }
            if (lock_target_.isHitted())
            {
                rigidbody_.addTorque(MyRandom.Range(-200f, 200f),
                                     MyRandom.Range(-200f, 200f),
                                     MyRandom.Range(-200f, 200f));
                lock_target_.clearLock();
                life_ -= 100f;
            }
            if (life_ <= 0f && phase_ == Phase.Alive)
            {
                Explosion.Instance.spawn(ref lock_target_.updated_position_, update_time_);
                Hahen.Instance.spawn(ref lock_target_.updated_position_, update_time_);
                Shockwave.Instance.spawn(ref lock_target_.updated_position_, update_time_);
                SystemManager.Instance.registSound(DrawBuffer.SE.Explosion);
                MyCollider.disableForEnemy(collider_);
                lock_target_.disable();
                phase_ = Phase.Dying;
            }

            rigidbody_.update(dt);
            MyCollider.updateEnemy(collider_, ref rigidbody_.transform_.position_);
            lock_target_.update();
            var head_transform = rigidbody_.transform_.add(ref HEAD_OFFSET);

            dragon_.update(dt, update_time_, ref head_transform);
        }
Beispiel #2
0
        private void dragon_update(float dt)
        {
            if (MyCollider.getHitOpponentForEnemy(collider_) != MyCollider.Type.None)
            {
                float p = 100f;
                rigidbody_.addTorque(MyRandom.Range(-p, p),
                                     MyRandom.Range(-p, p),
                                     MyRandom.Range(-p, p));
                life_ -= 20f;
            }
            if (life_ <= 0f && phase_ == Phase.Alive)
            {
                MyCollider.disableForEnemy(collider_);
                phase_ = Phase.Dying;
            }

            rigidbody_.update(dt);
            MyCollider.updateEnemy(collider_, ref rigidbody_.transform_.position_);
            MyCollider.updateEnemyHoming(collider_homing_, ref rigidbody_.transform_.position_);
            // var head_transform = rigidbody_.transform_.add(ref HEAD_OFFSET);
            dragon_.update(dt, update_time_, ref rigidbody_);

            if (MyRandom.Probability(0.01f))
            {
                var head_pos = new Vector3(0f, 0f, 2f);
                var pos      = rigidbody_.transform_.transformPosition(ref head_pos);
                if (pos.y > 0f)
                {
                    EnemyLaser.create(ref pos, ref rigidbody_.transform_.rotation_, 40f /* speed */, update_time_);
                    SystemManager.Instance.registSound(DrawBuffer.SE.Laser);
                }
            }

            if (MyRandom.Probability(0.1f))
            {
                var pos = rigidbody_.transform_.position_;
                pos.x += MyRandom.Range(-1f, 1f);
                pos.z += MyRandom.Range(-1f, 1f);
                WaterSplash.Instance.spawn(ref pos,
                                           ref CV.Vector3Zero, update_time_ - 0.2f);
            }

            if (-1f < rigidbody_.transform_.position_.y && rigidbody_.transform_.position_.y < 1f)
            {
                WaterSurface.Instance.makeBump(ref rigidbody_.transform_.position_, -0.1f /* value */, 1f /* size */);
                if (MyRandom.Probability(0.1f))
                {
                    var wpos = rigidbody_.transform_.position_;
                    wpos.y = -2f;
                    var vel = new Vector3(0f, MyRandom.Range(5f, 8f), 0f);
                    WaterSplash.Instance.spawn(ref wpos, ref vel, update_time_);
                }
            }
        }