Example #1
0
    public void SpawnPortal()
    {
        m_PortalObjects.Clear();

        //Spawn Portal
        Vector3      randomPosition1 = new Vector3(portalPosition1.position.x + Random.Range(-0f, 2f), portalPosition1.position.y, 0f);
        BulletObject portalObject1   = m_PortalPool.Pop(randomPosition1);

        m_PortalObjects.Add(portalObject1);

        Vector3      randomPosition2 = new Vector3(portalPosition2.position.x + Random.Range(-0f, -2f), portalPosition1.position.y, 0f);
        BulletObject portalObject2   = m_PortalPool.Pop(randomPosition2);

        m_PortalObjects.Add(portalObject2);


        //Link portals
        Portal portal1 = m_PortalObjects[0].transform.GetComponent <Portal>();
        Portal portal2 = m_PortalObjects[1].transform.GetComponent <Portal>();

        portal1.RemoveListener(Portalling);
        portal1.linkedPortal = portal2;
        portal1.AddListener(Portalling);
        portal1.CanPortal(false);

        portal2.RemoveListener(Portalling);
        portal2.linkedPortal = portal1;
        portal2.AddListener(Portalling);
        portal2.CanPortal(false);

        m_PortalLiveTimer = 12f;

        m_PortalDelayTimer = 1f;
    }
Example #2
0
    public void StartJumpAttack()
    {
        jumpDamager.EnableDamage();

        //Fire magic spells
        for (int i = 0; i < 4; i++)
        {
            Vector3 rightOffset = new Vector3(1.5f - i * 0.2f, (i - 1) * 0.35f + 0.1f, 0);
            Vector3 leftOffset  = rightOffset;
            leftOffset.x *= -1;

            if (m_SpriteRenderer.flipX)
            {
                BulletObject bulletObject = m_JumpAttackSpellPool.Pop(transform.position + leftOffset);
                bulletObject.rigidbody2D.velocity = Vector2.left * 7;
                bulletObject.rigidbody2D.transform.RotateToDirection(Vector2.right);
            }
            else
            {
                BulletObject bulletObject = m_JumpAttackSpellPool.Pop(transform.position + rightOffset);
                bulletObject.rigidbody2D.velocity = Vector2.right * 7;
                bulletObject.rigidbody2D.transform.RotateToDirection(Vector2.left);
            }
        }
    }
Example #3
0
    public void Spread()
    {
        BulletObject darkMatter1 = m_DarkMatterPool.Pop(transform.position);
        BulletObject darkMatter2 = m_DarkMatterPool.Pop(transform.position);

        darkMatter1.rigidbody2D.velocity = 5f * Vector2.left;
        darkMatter2.rigidbody2D.velocity = 5f * Vector2.right;
    }
    private void LaserFollowAttack()
    {
        Vector2 startingShootPosition1 = new Vector3(-0.45f, 0.45f, 0) + transform.position;
        Vector2 startingShootPosition2 = new Vector3(0.45f, 0.45f, 0) + transform.position;

        //get bullet object
        BulletObject laserAttackBulletObject = m_LaserAttackPool.Pop(Random.Range(0, 2) == 1 ? startingShootPosition1 : startingShootPosition2);

        Vector2 direction = (laserFollower.position - laserAttackBulletObject.transform.position).normalized;

        //rotate
        laserAttackBulletObject.transform.RotateToDirection(direction);

        laserAttackBulletObject.rigidbody2D.velocity = direction * 15f;
    }
Example #5
0
    public void SpawnChaserAttack()
    {
        BulletObject chaserObject = m_ChaserPool.Pop(m_CurrentDarkVoidPosition);

        chaserObject.transform.GetComponent <ChaseTarget>().StartChasing();
        chaserObject.transform.RotateTo(targetToTrack.position);
    }
Example #6
0
    public void Shoot()
    {
        BulletObject bulletObject = m_BulletPool.Pop(transform.position);

        bulletObject.transform.RotateToDirection(transform.up);
        bulletObject.rigidbody2D.velocity = bulletSpeed * transform.up;
    }
Example #7
0
    private bool Attack1()
    {
        if (timeToCoolDown <= 0)
        {
            //throw new NotImplementedException();
            for (int i = 0; i < shootPoints.Length; i++)
            {
                bulletObjects[i] = bulletPool.Pop(shootPoints[i].position);
                bulletObjects[i].instance.GetComponent <StartShooting>().speed = 0;
            }
            StartCoroutine(WaitToShoot());
            timeToCoolDown = attack1CoolDown;
            if (++currentAmount == amount)
            {
                currentAmount = 0;
                return(true);
            }
        }
        else
        {
            timeToCoolDown -= Time.deltaTime;
        }

        return(false);
    }
    public void InstantiateSlashPrefab()
    {
        BulletObject slash       = m_SlashPool.Pop(transform.position + (m_SpriteRenderer.flipX ? Vector3.left * 0.5f : Vector3.right * 0.5f));
        PlayerSlash  playerSlash = slash.transform.GetComponent <PlayerSlash>();

        playerSlash.speed = Mathf.Abs(playerSlash.speed) * (m_SpriteRenderer.flipX ? -1 : 1);
    }
 private void PopLoadThorn()
 {
     Debug.Log("Pop Thorn");
     foreach (var item in loadThornPos)
     {
         thornLoadBulletPool.Pop(item.position);
     }
 }
Example #10
0
 private IEnumerator PopBullet(Vector3 pos)
 {
     for (int i = 0; i < bulletObjects.Length; ++i)
     {
         bulletObjects[i] = bulletPool.Pop(pos);
         bulletObjects[i].instance.GetComponent <StartShooting>().direction = (Quaternion.Euler(0, 0, angleToTarget) * Vector2.left).normalized;
         yield return(new WaitForSeconds(0.1f));
     }
 }
    public void Shoot()
    {
        BulletObject bulletObject = bulletPool.Pop(transform.position + transform.up * 0.8f);

        bulletObject.transform.SetParent(this.transform);
        bulletObject.transform.RotateToDirection(-transform.up);
        bulletObject.rigidbody2D.velocity = bulletSpeed * transform.up;
        shootAudio.Play();
    }
 private void PopSphere()
 {
     sphereBulletObjects = new BulletObject[spherePos.Length];
     for (int i = 0; i < spherePos.Length; ++i)
     {
         sphereBulletObjects[i] = sphereBulletPool.Pop(spherePos[i].position);
         sphereBulletObjects[i].instance.GetComponent <FallTowardTarget>().target = targetToTrack;
     }
 }
 private void PopVortex()
 {
     vortexGrounds = new BulletObject[numberOfSoldier];
     for (int i = 0; i < numberOfSoldier; ++i)
     {
         float x = Random.Range(startRandomBombPos.position.x, endRandomBombPos.position.x);
         vortexGrounds[i] = vortexGroundEffect.Pop(new Vector2(x, startRandomBombPos.position.y));
     }
 }
    private void SpawnConcentratingAttack()
    {
        Vector3 spawnPosition = new Vector3(targetToTrack.transform.position.x, targetToTrack.transform.position.y + 0.5f, 0);

        BulletObject concentratingAttack = m_ConcentratingAttackPool.Pop(spawnPosition);

        m_CurrentConcentratingAttack = concentratingAttack.bullet.GetComponent <Damager>();

        m_CurrentConcentratingAttack.DisableDamage();
    }
Example #15
0
    public void Shoot()
    {
        BulletObject bulletObject = m_BulletPool.Pop(transform.position + transform.up * 0.8f);

        bulletObject.transform.RotateToDirection(transform.up);
        bulletObject.rigidbody2D.velocity = bulletSpeed * transform.up;
        if (shootAudioPlayer != null)
        {
            shootAudioPlayer.PlayRandomSound();
        }
    }
Example #16
0
 public void StartSlashAttacking()
 {
     for (int i = 0; i < 2; i++)
     {
         if (transform.localScale.x < 0)
         {
             Vector3      position    = transform.position + new Vector3(-1f - 0.6f * i, 0.9f, 0);
             BulletObject slashObject = m_SlashPool.Pop(position);
             slashObject.transform.GetComponent <SpriteRenderer>().flipX = true;
             slashObject.rigidbody2D.velocity = Vector2.left * 6f;
         }
         else
         {
             Vector3      position    = transform.position + new Vector3(1f + 0.6f * i, 0.9f, 0);
             BulletObject slashObject = m_SlashPool.Pop(position);
             slashObject.transform.GetComponent <SpriteRenderer>().flipX = false;
             slashObject.rigidbody2D.velocity = Vector2.right * 6f;
         }
     }
 }
 private void SpawnSoldier()
 {
     attack3BulletObject = new BulletObject[numberOfSoldier];
     for (int i = 0; i < numberOfSoldier; ++i)
     {
         float x = Random.Range(startRandomBombPos.position.x, endRandomBombPos.position.x);
         attack3BulletObject[i] = bulletPool3.Pop(new Vector2(vortexGrounds[i].instance.transform.position.x, startRandomBombPos.position.y - 1.9f));
         attack3BulletObject[i].instance.GetComponent <Rigidbody2D>().velocity = Vector2.up;
         //attack3BulletObject[i].instance.GetComponent<MiniSoldier>().Active();
     }
 }
 private void Attack1()
 {
     if (spriteRenderer.flipX)
     {
         foreach (var item in shootRight)
         {
             BulletObject bullet = bulletPool1.Pop(item.position);
             bullet.instance.GetComponent <StartShooting>().direction = Vector2.right;
         }
     }
     else
     {
         foreach (var item in shootLeft)
         {
             BulletObject bullet = bulletPool1.Pop(item.position);
             bullet.instance.GetComponent <StartShooting>().direction = Vector2.left;
         }
     }
     Shooting.Play();
 }
Example #19
0
    public void StartTopToBottomAttack()
    {
        shortDamager.EnableDamage();

        BulletObject m_DarkMatter1 = m_DarkMatterPool.Pop(transform.position + (m_SpriteRenderer.flipX ? new Vector3(-0.5f, 0, 0) : new Vector3(0.5f, 0, 0)));

        m_DarkMatter1.rigidbody2D.velocity = (m_SpriteRenderer.flipX ? Vector2.left : Vector2.right) * 2;

        BulletObject m_DarkMatter2 = m_DarkMatterPool.Pop(transform.position + (m_SpriteRenderer.flipX ? new Vector3(-0.5f, 0, 0) : new Vector3(0.5f, 0, 0)));

        m_DarkMatter2.rigidbody2D.velocity = (m_SpriteRenderer.flipX ? Vector2.left : Vector2.right) * 2;

        m_PrincessFuryPosition = transform.position;


        m_DarkMatters.Add(m_DarkMatter1);
        m_DarkMatters.Add(m_DarkMatter2);

        m_DarkMatterTimer = 0;
    }
    private void ShootThorns()
    {
        int angle = 0;

        //Debug.Log("load thorn position: " + loadThornPos.Length);
        for (int i = 0; i < loadThornPos.Length; ++i)
        {
            for (int j = 0; j < 6; ++j)
            {
                BulletObject bulletObject = thornBulletPool.Pop(loadThornPos[i].position);
                bulletObject.instance.GetComponent <StartShooting>().direction = (Quaternion.Euler(0, 0, angle) * Vector2.right).normalized;
                bulletObject.instance.GetComponent <Transform>().rotation      = Quaternion.Euler(0, 0, angle);
                angle = angle - 60 == -360 ? 0 : angle - 60;
                //Debug.Log("thorn " + i + " :" + bulletObject.instance.GetComponent<Transform>().rotation.z);
            }
        }
    }
Example #21
0
 // Update is called once per frame
 void Update()
 {
     if (GameController.Instance.gameMode == Mode.fight)
     {
         if (type == ItemType.playerWeapons)
         {
             timer -= Time.deltaTime;
             if (timer < 0)
             {
                 timer = time;
                 if (bulletPool != null)
                 {
                     BulletObject bullet = bulletPool.Pop(transform.position);
                     bullet.rigidbody2D.velocity = Vector2.up;
                 }
             }
         }
     }
 }
    public void AttackHit(Damager damager, Damageable damageable)
    {
        OnAttackHit(damager);


        if (damageable.CurrentHealth - damager.damage <= 0 && LayerMask.LayerToName(damageable.gameObject.layer) == "Enemy")
        {
            int count = Random.Range(4, 8);

            for (int i = 0; i < count; i++)
            {
                //VFXController.Instance.Trigger("MiniCollectableHealth", damageable.transform.position + (Vector3)Random.insideUnitCircle * 1f, 0, false, null);

                BulletObject miniCollectableHealth = m_MiniCollectableHealthPool.Pop(damageable.transform.position + (Vector3)Random.insideUnitCircle * 1f);
            }
        }

        //VFXController.Instance.Trigger(m_HashSlashHitEffect, damageable.transform.position, 0, false, null);

        //if (slashHitAudioPlayer)
        //{
        //    slashHitAudioPlayer.PlayRandomSound();
        //}

        ////Slowdown time a little bit
        //TimeManager.SlowdownTime(0.2f, 0.2f);


        ////Push damageable object back just a tiny bit
        //Rigidbody2D damageableBody = damageable.GetComponent<Rigidbody2D>();

        //if (damageableBody == null) return;

        //Vector2 damagerToDamageable = damager.transform.position - damageableBody.transform.position;
        //if (damagerToDamageable.x > 0)
        //{
        //    damageableBody.MovePosition(damageableBody.position + new Vector2(-0.2f, 0));
        //}
        //else
        //{
        //    damageableBody.MovePosition(damageableBody.position + new Vector2(0.2f, 0));
        //}
    }
Example #23
0
    public void SummonMiniSoldier()
    {
        m_Soldiers.Clear();
        m_SoldierAppearingTimer = 0;
        for (int i = 0; i < m_SoldierCount; i++)
        {
            float xPosition = Random.Range(summonPosition1.position.x, summonPosition2.position.x);
            VFXController.Instance.Trigger(m_VortexGroundEffectHash, new Vector3(xPosition, summonPosition1.position.y, 0), 0, false, null);
            BulletObject soldier = m_SoldierPool.Pop(new Vector3(xPosition, summonPosition1.position.y - 1.5f));
            soldier.bullet.GetComponent <MiniSoldier>().DeActive();
            m_Soldiers.Add(soldier);
            soldier.rigidbody2D.velocity = Vector2.up * 0.5f;
        }


        m_SoldierAppearingTimer = 3.7f;

        m_SoldierCount++;
    }
    public void Shooting()
    {
        Vector2 force = spriteForward.x > 0 ? Vector2.right.Rotate(shootAngle) : Vector2.left.Rotate(-shootAngle);

        force *= shootForce;

        Vector2 shootPosition = shootingOrigin.transform.localPosition;

        if ((spriteFaceLeft && spriteForward.x > 0) || (!spriteFaceLeft && spriteForward.x > 0))
        {
            shootPosition.x *= -1;
        }

        BulletObject obj = bulletPool.Pop(shootingOrigin.TransformPoint(shootPosition));

        shootingAudio.PlayRandomSound();

        obj.rigidbody2D.velocity = (GetProjectileVelocity(targetShootPosition, shootingOrigin.transform.position));
    }
Example #25
0
    public void Shooting()
    {
        Vector2 force = m_SpriteForward.x > 0 ? Vector2.right.Rotate(shootAngle) : Vector2.left.Rotate(-shootAngle);

        force *= shootForce;

        Vector2 shootPosition = shootingOrigin.transform.localPosition;

        //if we are flipped compared to normal, we need to localy flip the shootposition too
        if ((spriteFaceLeft && m_SpriteForward.x > 0) || (!spriteFaceLeft && m_SpriteForward.x < 0))
        {
            shootPosition.x *= -1;
        }

        BulletObject obj = m_BulletPool.Pop(shootingOrigin.TransformPoint(shootPosition));

        if (shootingAudio != null)
        {
            shootingAudio.PlayRandomSound();
        }

        obj.rigidbody2D.velocity = GetProjectilVelocity(m_TargetShootPosition, shootingOrigin.transform.position);
    }
    protected void SpawnBullet() // Tests location of bullet spawn to make sure it isn't on the other side of a wall. If ok, spawns bullet by popping from bullet pool. Adds velocity in proper direction.
    {
        Vector2 testPosition = transform.position;

        testPosition.y = currentBulletSpawnPoint.position.y;
        Vector2 direction = (Vector2)currentBulletSpawnPoint.position - testPosition;
        float   distance  = direction.magnitude;

        direction.Normalize();

        RaycastHit2D[] results = new RaycastHit2D[12];
        if (Physics2D.Raycast(testPosition, direction, characterController2D.GroundContactFilter, results, distance) > 0)
        {
            return;
        }

        BulletObject bullet     = bulletPool.Pop(currentBulletSpawnPoint.position);
        bool         facingLeft = currentBulletSpawnPoint == facingLeftBulletSpawnPoint;

        bullet.rigidbody2D.velocity = new Vector2(facingLeft ? -bulletSpeed : bulletSpeed, 0f);
        bullet.spriteRenderer.flipX = facingLeft ^ bullet.bullet.spriteOriginallyFacesLeft;

        rangedAttackAudioPlayer.PlayRandomSound();
    }
Example #27
0
 private void PopBlackKnightBullet()
 {
     skill3NumberOfButllet++;
     skill3PollIndex = 0;
     if (skill3NumberOfButllet == 1)
     {
         skill3BulletObjects[(skill3PollIndex) % 4] = skill3BulletPool.Pop(skill3Pos[0].position);
     }
     if (skill3NumberOfButllet == 2)
     {
         skill3BulletObjects[(skill3PollIndex++) % 4] = skill3BulletPool.Pop(skill3Pos[1].position);
         skill3BulletObjects[(skill3PollIndex) % 4]   = skill3BulletPool.Pop(skill3Pos[2].position);
     }
     if (skill3NumberOfButllet >= 3)
     {
         skill3BulletObjects[(skill3PollIndex++) % 4] = skill3BulletPool.Pop(skill3Pos[0].position);
         skill3BulletObjects[(skill3PollIndex++) % 4] = skill3BulletPool.Pop(skill3Pos[1].position);
         skill3BulletObjects[(skill3PollIndex) % 4]   = skill3BulletPool.Pop(skill3Pos[2].position);
     }
 }
Example #28
0
 private void Shoot()
 {
     m_CurrentBulletPool.Pop(bulletSpawnPoint.position, transform.position, m_CurrentBulletPattern);
 }
Example #29
0
    public void StartDarkVoidAttacking()
    {
        BulletObject darkVoidObject = m_DarkVoidPool.Pop(new Vector3(Random.Range(darkVoidPosition1.position.x, darkVoidPosition2.position.x), darkVoidPosition1.position.y, 0f));

        darkVoidObject.rigidbody2D.velocity = Vector2.down * 2f;
    }