Ejemplo n.º 1
0
    public void Shoot()
    {
        Director.GlobalDirector.PlaySFX_Aquatic(Director.SoundEffectsAquatic.OctoShoot);
        GameObject Slurpie = ProjPool.GlobalPool.GetFirstActiveArrow();

        Slurpie.gameObject.SetActive(true);
        Slurpie.gameObject.transform.position = SlurpiePos.transform.position;
        if (transform.localScale.x > 0)
        {
            Slurpie.GetComponent <Rigidbody2D>().velocity = new Vector2(SlurpVelocity, 0);
        }
        else
        {
            Vector3 Vec = Slurpie.transform.localScale;
            Vec.x *= -1;
            Slurpie.transform.localScale = Vec;
            Slurpie.GetComponent <Rigidbody2D>().velocity = new Vector2(-SlurpVelocity, 0);
        }


        int X = Random.Range(0, 100);

        if (X >= ProcThreshold)
        {
            MyAnimator.SetBool("Slurpie", false);
            MyState = OctoStates.Idle;
        }
    }
Ejemplo n.º 2
0
    void Update()
    {
        if (!MyRenderer.isVisible)
        {
            return;
        }
        switch (MyState)
        {
        case OctoStates.Idle:
            CurOctoShooterTimer += Time.deltaTime;
            if (CurOctoShooterTimer > OctoShooterTimer)
            {
                MyAnimator.SetBool("Slurpie", true);
                CurOctoShooterTimer = 0;
                MyState             = OctoStates.Slurp;
            }
            break;

        case OctoStates.Slurp:

            break;

        default:
            break;
        }
    }
Ejemplo n.º 3
0
    public void Shoot()
    {
        Director.GlobalDirector.PlaySFX_Aquatic(Director.SoundEffectsAquatic.OctoShoot);
        GameObject Slurpie = ProjPool.GlobalPool.GetFirstActiveArrow();
        Slurpie.gameObject.SetActive(true);
        Slurpie.gameObject.transform.position = SlurpiePos.transform.position;
        if (transform.localScale.x > 0)
            Slurpie.GetComponent<Rigidbody2D>().velocity = new Vector2(SlurpVelocity, 0);
        else
        {
            Vector3 Vec = Slurpie.transform.localScale;
            Vec.x *= -1;
            Slurpie.transform.localScale = Vec;
            Slurpie.GetComponent<Rigidbody2D>().velocity = new Vector2(-SlurpVelocity, 0);
        }


        int X = Random.Range(0, 100);

        if (X >= ProcThreshold)
        {
            MyAnimator.SetBool("Slurpie", false);
            MyState = OctoStates.Idle;
        }
    }
Ejemplo n.º 4
0
	void Update () 
    {
        if (!MyRenderer.isVisible) return;
        switch (MyState)
        {
            case OctoStates.Idle:
                CurOctoShooterTimer += Time.deltaTime;
                if (CurOctoShooterTimer > OctoShooterTimer)
                {
                    MyAnimator.SetBool("Slurpie", true);
                    CurOctoShooterTimer = 0;
                    MyState = OctoStates.Slurp;
                }
                break;
            case OctoStates.Slurp:

                break;
            default:
                break;
        }
        
	}
Ejemplo n.º 5
0
 public void ResetThisEnemy()
 {
     MyAnimator.SetBool("Slurpie", false);
     MyState             = OctoStates.Idle;
     CurOctoShooterTimer = 0;
 }
Ejemplo n.º 6
0
 public void ResetThisEnemy()
 {
     MyAnimator.SetBool("Slurpie", false);
     MyState = OctoStates.Idle;
     CurOctoShooterTimer = 0;
 }