private void Awake()
 {
     // Randomize delay before firing
     _cooldownTimer = UnityEngine.Random.Range(2.5f, 1.0f);
     _playerShip    = FindObjectOfType <PlayerShipBehavior>();
     _parentCenter  = GenericFunctions.GetClosestCircle(transform.position);
 }
    private void Awake()
    {
        _eventHandler     = FindObjectOfType <GameEventHandler>();
        _playerObject     = GameObject.FindWithTag("Player");
        _genericFunctions = FindObjectOfType <GenericFunctions>();
        _rb = GetComponent <Rigidbody2D>();

        _parentBubbleCenter = GenericFunctions.GetClosestCircle(transform.position);
    }
    private void Start()
    {
        Vector3 position = transform.position;

        _closestCenter = GenericFunctions.GetClosestCircle(position);
        _closestEnemy  = GenericFunctions.FindClosestEnemy(position);

        _rb = GetComponent <Rigidbody2D>();
    }
Ejemplo n.º 4
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    private void Update()
    {
        Vector3 shipPosition = transform.position;

        Vector3 newShipLocation = GenericFunctions.GetClosestCircle(shipPosition);

        shipIsWithinEngagementRange = Vector3.Distance(shipLocation, shipPosition) < 13.5;

        // Only update shipLocation if it has changed
        if (newShipLocation != previousShipLocation)
        {
            previousShipLocation = shipLocation;
            shipLocation         = newShipLocation;

            _architect.GenerateWorld(shipLocation);
            _generateMap.UpdateMap(shipLocation);
        }

        // Rotate
        Vector3 mousePos = _cam.ScreenToWorldPoint(Input.mousePosition);

        Vector3 perpendicular = Vector3.Cross(shipPosition - mousePos, Vector3.forward);

        transform.rotation = Quaternion.LookRotation(Vector3.forward, perpendicular);

        // Move
        Vector3 impulse = new Vector3(Input.GetAxis("Horizontal") * movementForce, Input.GetAxis("Vertical") * movementForce, 0);

        _rb.AddForce(impulse, ForceMode2D.Impulse);

        if (Vector3.Distance(shipLocation, shipPosition) > 12f)
        {
            // Add force towards the center on edges
            Vector3 direction = shipLocation - shipPosition;
            _rb.AddForce(direction * (movementForce / 15.5f), ForceMode2D.Impulse);
        }
    }
Ejemplo n.º 5
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 // Start is called before the first frame update
 void Awake()
 {
     _rb           = gameObject.GetComponent <Rigidbody2D>();
     _parentCenter = GenericFunctions.GetClosestCircle(transform.position);
 }
Ejemplo n.º 6
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    // Start is called before the first frame update
    void Awake()
    {
        _playerShip = FindObjectOfType <PlayerShipBehavior>();

        _parentCenter = GenericFunctions.GetClosestCircle(transform.position);
    }
Ejemplo n.º 7
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 private void Awake()
 {
     _closestCenter = GenericFunctions.GetClosestCircle(transform.position);
 }