protected override IEnumerator TickUntilDone() { yield return(CoroutineComposer.MakeParallel(this, DelayedBolt(0, 1), DelayedBolt(.1f, -2), DelayedBolt(.2f, 2), DelayedBolt(.3f, -1), DelayedBolt(.4f, 0) )); }
protected IEnumerator MoveCrew(Vector3 from, Vector3 to) { var effects = Game.Instance.effects; yield return(CoroutineComposer.MakeParallel( this, CoroutineComposer.MakeDelayed(0, effects.Create <EffectSpark>("Spark").Setup(from, to, 1).Run()), CoroutineComposer.MakeDelayed(0.25f, effects.Create <EffectSpark>("Spark").Setup(from, to, 1).Run()), CoroutineComposer.MakeDelayed(0.5f, effects.Create <EffectSpark>("Spark").Setup(from, to, 1).Run()) )); }
private void OnActivateTorpedo() { Vector3 torpedoEmit = visuals.torpedoEmit.position; Vector3 torpedoReceive = opponent.visuals.weaponReceiveHull.position; var torpedoAnimation = Game.Instance.effects.Create <EffectTorpedo>("Torpedo").Setup(torpedoEmit, torpedoReceive).Run(); bool evaded = false; if (opponent.AbilityEvade.IsActive) { float attackerRoll = Stats.RollAttack(); float defenderRoll = opponent.Stats.RollDefense(); float defenderBonus = opponent.Status.engines / (float)VesselStatus.MaxSystemStatus; evaded = (attackerRoll <= (defenderRoll + defenderBonus)); } if (evaded) { owner.EnqueueAnimation(CoroutineComposer.MakeParallel( owner, torpedoAnimation, Game.Instance.effects.Create <EffectEvade>("Evade").Setup(opponent.visuals).Run() )); Debug.LogFormat("{0} firing evaded torpedo", name); } else { owner.EnqueueAnimation(torpedoAnimation); int damage = GetSystemDependentRollEffect( Stats.RollAttack(), Status.weapons, balance.torpedoDamageMin, balance.torpedoDamageMax); Debug.LogFormat("{0} firing torpedo with {1} damage", name, damage); // damage applied to health opponent.Status.ApplyHullDamage(damage, true); } // whether we evaded or not, evade ability deactivates if (opponent.AbilityEvade.IsActive) { opponent.AbilityEvade.Deactivate(); } // consume ammo --Status.ammo; FinishTurn(); }
protected override IEnumerator TickUntilDone() { for (int i = 0; i < 3; ++i) { Game.Instance.audioManager.Play("scan"); yield return(CoroutineComposer.MakeParallel(this, DelayedWave(0, 8), DelayedWave(.05f, 0), DelayedWave(.1f, -8) )); } }
protected override IEnumerator TickUntilDone() { List <IEnumerator> sparks = new List <IEnumerator>(); for (int i = 0; i < sparkCount; ++i) { sparks.Add(DelayedSpark(Random.value)); } sparks.Add(CoroutineComposer.MakeDelayed(.2f, CoroutineComposer.MakeAction(() => Game.Instance.audioManager.Play("repair")))); sparks.Add(CoroutineComposer.MakeDelayed(.6f, CoroutineComposer.MakeAction(() => Game.Instance.audioManager.Play("repair")))); yield return(CoroutineComposer.MakeParallel(this, sparks.ToArray())); }
protected override IEnumerator TickUntilDone() { yield return(base.TickUntilDone()); Destroy(bolt.gameObject); IEnumerator[] sparks = new IEnumerator[sparkCount]; for (int i = 0; i < sparkCount; ++i) { Vector3 movement = Vector3.Scale(Random.onUnitSphere, new Vector3(1, 1, 0)).normalized *sparkRange; Vector3 origin = sparksOrigin; Vector3 target = sparksOrigin + movement; sparks[i] = Game.Instance.effects.Create <EffectSpark>("Spark").Setup(origin, target).Run(); } yield return(CoroutineComposer.MakeParallel(this, sparks)); }
protected override IEnumerator TickUntilDone() { yield return(base.TickUntilDone()); Destroy(torpedo.gameObject); IEnumerator[] sparks = new IEnumerator[sparkCount]; for (int i = 0; i < sparkCount; ++i) { Vector3 movement = (Vector3)Random.insideUnitCircle * sparkRange; Vector3 origin = torpedoTarget; Vector3 target = torpedoTarget + movement; sparks[i] = Game.Instance.effects.Create <EffectSpark>("Spark").Setup(origin, target, .5f).Run(); } Game.Instance.audioManager.Play("torpedo_impact"); yield return(CoroutineComposer.MakeParallel(this, sparks)); }
public void OnVesselEndTurn(VesselEncounter vessel) { Debug.Assert(turnState == TurnState.Deciding); // disable input pageEncounter.IsInputEnabled = false; // enqueue health bar animations EnqueueAnimation(CoroutineComposer.MakeParallel( this, pageEncounter.healthBarPlayer.AnimateFill(owner.playerStatus.GetHealthPercentage(), 1), pageEncounter.healthBarOpponent.AnimateFill(opponentStatus.GetHealthPercentage(), 1) )); // luck roll to prevent player death if (playerEncounter.Status.health <= 0) { float luckRoll = playerEncounter.Stats.RollLuck(); Debug.Log($"Anti-death luck roll: {luckRoll}"); if (luckRoll > 0.9f) { // repair playerEncounter.Status.Repair(true); // repair and health bar animations EnqueueAnimation(CoroutineComposer.MakeParallel(this, Game.Instance.effects.Create <EffectRepair>("Repair").Setup(pageEncounter.playerVisuals.transform.position, pageEncounter.playerVisuals.hull.sprite.rect).Run(), pageEncounter.healthBarPlayer.AnimateFill(owner.playerStatus.GetHealthPercentage(), 1) )); } } // enqueue end of turn pendingCoroutines.Add(CoroutineComposer.MakeAction(OnFinishAnimating)); // run coroutines turnState = TurnState.Animating; StartCoroutine(CoroutineComposer.MakeSequence(pendingCoroutines.ToArray())); }
private void OnDeactivateEvade() { owner.EnqueueAnimation(CoroutineComposer.MakeDelayed(.25f, CoroutineComposer.MakeAction(() => visuals.TrailVisible = false))); }
private void OnActivateEvade() { Debug.LogFormat("Evading"); owner.EnqueueAnimation(CoroutineComposer.MakeDelayed(.25f, CoroutineComposer.MakeAction(() => visuals.TrailVisible = true))); FinishTurn(); }