Ejemplo n.º 1
0
        private IEnumerator LeafFallSubPattern()
        {
            IUDERandom rand = new UDEXORRandom();

            UDECartesianMovementBuilder builder = UDECartesianMovementBuilder.Create();

            builder.Velocity(Vector2.zero)
            .Accel(t => new UDEMath.CartesianCoord(
                       6f * Mathf.Log10(t + 1f) * Mathf.Cos(2 * Mathf.PI * t / 2.0f),
                       -2.0f
                       ))
            .MinVelocity(new Vector2(float.MinValue, -6.0f))
            .DoNotFaceToMovingDirection();

            UDEBulletMovement leafFall = builder.Build();

            while (true)
            {
                UDEAbstractBullet bullet = UDEBulletPool.Instance.GetBullet(patternBullets[GreenLuminusBullet]);
                bullet.transform.localScale = new Vector3(0.82f, 0.82f);
                bullet.SummonTime           = 0f;

                Vector2 initPos = (Vector2)Camera.main.ViewportToWorldPoint(new Vector3(rand.NextFloat(0.01f, 0.99f), 1.05f, 0));
                bullet.Initialize(initPos, initPos, 0, originEnemy, this, leafFall);

                yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.25f, UDETime.TimeScale.ENEMY)));
            }
        }
Ejemplo n.º 2
0
        protected override IEnumerator ShotPattern()
        {
            originEnemy.transform.SetPositionAndRotation(Camera.main.ViewportToWorldPoint(new Vector3(1.1f, 0.5f, 0)), Quaternion.Euler(0, 0, 0));
            var trResult = UDETransitionHelper.MoveTo(originEnemy.gameObject, Camera.main.ViewportToWorldPoint(new Vector3(0.8f, 0.5f, 0)), 0.5f, UDETransitionHelper.easeOutCubic, UDETime.TimeScale.ENEMY, true);

            originEnemy.CanBeDamaged = false;
            yield return(new WaitUntil(() => trResult.EndTransition));

            originEnemy.CanBeDamaged = true;

            IUDERandom random     = new UDEXORRandom();
            Vector2    moveVector = Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0.65f, 0));

            moveVector = new Vector2(0, moveVector.y);

            while (true)
            {
                float dtheta = 360f / numberOfGreenBullets;
                for (int i = 0; i < numberOfGreenBullets; i++)
                {
                    UDEAbstractBullet bullet = UDEBulletPool.Instance.GetBullet(patternBullets[GreenLuminusBullet]);
                    bullet.transform.localScale = new Vector3(0.7f, 0.7f);
                    bullet.SummonTime           = 0.08f;
                    (float x, float y)          = UDEMath.Polar2Cartesian(greenBulletSpeed, i * dtheta);
                    bullet.MoveBulletToDirection(originEnemy, this, originEnemy.transform.position, 0, new Vector2(x, y));
                }

                yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.35f, UDETime.TimeScale.ENEMY)));

                Vector2 playerPos = GameManager.player.transform.position;
                Vector2 direction = playerPos - (Vector2)originEnemy.transform.position;
                (_, float angle) = UDEMath.Cartesian2Polar(direction);

                Vector2 vel1 = UDEMath.Polar2Cartesian(blueBulletSpeed, angle).ToVector2();
                Vector2 vel2 = UDEMath.Polar2Cartesian(blueBulletSpeed, angle + blueBulletAngle).ToVector2();
                Vector2 vel3 = UDEMath.Polar2Cartesian(blueBulletSpeed, angle - blueBulletAngle).ToVector2();

                for (int i = 0; i < 5; i++)
                {
                    UDEAbstractBullet bullet = UDEBulletPool.Instance.GetBullet(patternBullets[LightBlueLuminusBullet]);
                    bullet.transform.localScale = new Vector3(0.7f, 0.7f);
                    bullet.SummonTime           = 0.08f;
                    bullet.MoveBulletToDirection(originEnemy, this, originEnemy.transform.position, 0, vel1);

                    bullet = UDEBulletPool.Instance.GetBullet(patternBullets[LightBlueLuminusBullet]);
                    bullet.transform.localScale = new Vector3(0.7f, 0.7f);
                    bullet.SummonTime           = 0.08f;
                    bullet.MoveBulletToDirection(originEnemy, this, originEnemy.transform.position, 0, vel2);

                    bullet = UDEBulletPool.Instance.GetBullet(patternBullets[LightBlueLuminusBullet]);
                    bullet.transform.localScale = new Vector3(0.7f, 0.7f);
                    bullet.SummonTime           = 0.08f;
                    bullet.MoveBulletToDirection(originEnemy, this, originEnemy.transform.position, 0, vel3);

                    yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.15f, UDETime.TimeScale.ENEMY)));
                }

                int     flag   = random.NextInt(0, 100);
                Vector2 curPos = Camera.main.WorldToViewportPoint(originEnemy.transform.position);
                if (flag < 50)             // Move up
                {
                    if (curPos.y >= 0.79f) // Move down
                    {
                        UDETransitionHelper.MoveAmount(originEnemy.gameObject, -moveVector, 1f, UDETransitionHelper.easeOutCubic, UDETime.TimeScale.ENEMY, true);
                    }
                    else
                    {
                        UDETransitionHelper.MoveAmount(originEnemy.gameObject, moveVector, 1f, UDETransitionHelper.easeOutCubic, UDETime.TimeScale.ENEMY, true);
                    }
                }
                else // Move down
                {
                    if (curPos.y <= 0.21f) // Move up
                    {
                        UDETransitionHelper.MoveAmount(originEnemy.gameObject, moveVector, 1f, UDETransitionHelper.easeOutCubic, UDETime.TimeScale.ENEMY, true);
                    }
                    else
                    {
                        UDETransitionHelper.MoveAmount(originEnemy.gameObject, -moveVector, 1f, UDETransitionHelper.easeOutCubic, UDETime.TimeScale.ENEMY, true);
                    }
                }

                yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.3f, UDETime.TimeScale.ENEMY)));

                for (int i = 0; i < numberOfGreenBullets; i++)
                {
                    UDEAbstractBullet bullet = UDEBulletPool.Instance.GetBullet(patternBullets[GreenLuminusBullet]);
                    bullet.transform.localScale = new Vector3(0.7f, 0.7f);
                    bullet.SummonTime           = 0.08f;
                    (float x, float y)          = UDEMath.Polar2Cartesian(greenBulletSpeed, i * dtheta);
                    bullet.MoveBulletToDirection(originEnemy, this, originEnemy.transform.position, 0, new Vector2(x, y));
                }

                yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.7f, UDETime.TimeScale.ENEMY)));
            }
        }