Ejemplo n.º 1
0
    void Shoot360()
    {
        if (!isFacingPlayer)
        {
            bulletSpawner.transform.LookAt(new Vector3(Player.transform.position.x, bulletSpawner.transform.position.y, Player.transform.position.z));
            isFacingPlayer = true;
        }
        else if (isFacingPlayer)
        {
            fullCircleTimer += Time.deltaTime;

            if (fullCircleTimer < spinTime)
            {
                bulletSpawner.transform.Rotate(Vector3.up * Time.deltaTime * spinSpeed, Space.World);

                GameObject tmpObj = Instantiate(normalBulletPrefab, bulletSpawner.transform.position, bulletSpawner.transform.rotation);
                tmpObj.GetComponent <Rigidbody>().velocity = bulletSpawner.transform.forward * bulletSpeed;
            }
            else if (fullCircleTimer >= spinTime)
            {
                isFacingPlayer  = false;
                fullCircleTimer = 0.0f;
                curState        = BossCurrentState.SHOOTINGNORMAL;
                preState        = curState;
            }
        }
    }
Ejemplo n.º 2
0
 void SpawnSpiders()
 {
     if (GameObject.FindGameObjectsWithTag("Destroyable").Length <= 3)
     {
         Instantiate(spiderMinesPrefab, this.transform.position, Quaternion.identity);
     }
     else
     {
         preState = curState;
         curState = BossCurrentState.SHOOTINGNORMAL;
     }
 }
Ejemplo n.º 3
0
    void ShootExplodingRadial()
    {
        bulletSpawner.transform.LookAt(new Vector3(Player.transform.position.x, bulletSpawner.transform.position.y, Player.transform.position.z));

        GameObject tmpObj = Instantiate(explodingBulletPrefab, bulletSpawner.transform.position, bulletSpawner.transform.rotation);

        tmpObj.GetComponent <Rigidbody>().velocity = tmpObj.transform.forward * bulletSpeed;

        preState        = curState;
        curState        = BossCurrentState.SHOOTINGNORMAL;
        shootTimeNormal = 0.5f;
    }
Ejemplo n.º 4
0
 void CheckGameStatus()
 {
     preState = curState;
     curState = BossCurrentState.SHOOTINGRADIAL;
 }
Ejemplo n.º 5
0
    void checkCurrentHealth()
    {
        curGlobalTime += Time.deltaTime;

        float currentPercent = bossHealth / maxbossHealth * 100.0f;

        if (curState == BossCurrentState.IDLE)
        {
            preState = curState;
            curState = BossCurrentState.SHOOTINGNORMAL;
        }

        if (currentPercent >= 70 && curGlobalTime >= firstStageSwitchTime)
        {
            if (curState == BossCurrentState.SHOOTINGNORMAL)
            {
                preState        = curState;
                curState        = BossCurrentState.SHOOTINGRADIAL;
                shootTimeNormal = 0.5f;
                curGlobalTime   = 0.0f;
            }
            else if (curState == BossCurrentState.SHOOTINGRADIAL)
            {
                preState        = curState;
                curState        = BossCurrentState.SHOOTINGNORMAL;
                shootTimeRadial = 0.5f;
                curGlobalTime   = 0.0f;
            }
            else if (curState == BossCurrentState.SHOOTING360SHOT)
            {
            }
        }

        if (currentPercent < 70 && currentPercent >= 40)
        {
            curGlobalTime2 += Time.deltaTime;
            WallScript.Instance.curState        = WallScript.StageState.STAGE2;
            GetComponent <NavMeshAgent>().speed = 3.0f;
            if (curGlobalTime >= secondStageSwitchTime)
            {
                preState      = curState;
                curState      = BossCurrentState.SHOOTINGEXPLODINGRADIAL;
                curGlobalTime = 0.0f;
            }
            if (curGlobalTime2 >= second2ndStageSwitchTime)
            {
                preState       = curState;
                curState       = BossCurrentState.SHOOTING360SHOT;
                curGlobalTime2 = 0.0f;
            }
        }

        if (currentPercent < 40 && currentPercent > 0)
        {
            curGlobalTime2 += Time.deltaTime;
            if (curGlobalTime2 >= secondStageSwitchTime)
            {
                preState       = curState;
                curState       = BossCurrentState.SHOOTINGEXPLODINGRADIAL;
                curGlobalTime2 = 0.0f;
            }
            if (curGlobalTime >= finalStageSwitchTime)
            {
                preState      = curState;
                curState      = BossCurrentState.SPAWNSPIDERS;
                curGlobalTime = 0.0f;
            }
        }

        if (currentPercent <= 0)
        {
            LoadScenes.Instance.afterGame();
            GameManager.Instance.curState = CurrentGameState.GameWon;
        }
    }