//private IEnumerator Flash(float waitTime) //{ // m_spriteRenderer.sprite = white; // yield return new WaitForSeconds(waitTime); // if (color == Projectile.Color.RED) // { // m_spriteRenderer.sprite = red; // } // else if (color == Projectile.Color.BLUE) // { // m_spriteRenderer.sprite = blue; // } // else if (color == Projectile.Color.PURPLE) // { // m_spriteRenderer.sprite = purple; // } // yield break; //} #endregion public void Retaliate(Projectile.Color color) { foreach (GameObject gun in mainGunsPhase2) { GameObject newBullet = pooler.NewObject(projectile, gun.transform.position, Quaternion.identity); Projectile bulletComp = newBullet.GetComponent <Projectile>(); bulletComp.InitializeBulletVelocity(gun.transform.up * 5f); bulletComp.AssignColor(color); bulletComp.AssignSize(0.5f); bulletComp.AssignSprite("Orb"); } }
public void Spawn() { Vector3 vectorToSpawn = (points[4].transform.position - transform.position); float distanceToSpawn = vectorToSpawn.magnitude; Debug.DrawLine(transform.position, transform.position + vectorToSpawn, Color.green); transform.position = Vector3.MoveTowards(transform.position, transform.position + vectorToSpawn, 2f * Time.deltaTime); if (distanceToSpawn <= 0.01f) { Debug.Log("Change to colorize"); color = (Projectile.Color)Random.Range(1, 3); ChangeState(ZStates.COLORIZE); } }
private void OnEnable() { pooler = ObjectPooler.instance; if (this.gameObject.tag == "Red") { color = Projectile.Color.RED; } else if (this.gameObject.tag == "Blue") { color = Projectile.Color.BLUE; } else if (this.gameObject.tag == "Purple") { color = Projectile.Color.PURPLE; } }
private void OnEnable() { pooler = ObjectPooler.instance; projectile = Resources.Load <GameObject>("BasicProjectile"); if (camera == null) { camera = Camera.main; } spawnPoint = transform.position; endPoint = GenerateEndPoint(); arcHeight = -2.5f; moveInterpolator = 0; color = (Projectile.Color)Random.Range(1, 3); }
private void OnEnable() { bossDeathSFX = GetComponent <AudioSource>(); red = Resources.Load <Sprite>("boss_red"); blue = Resources.Load <Sprite>("boss_blue"); purple = Resources.Load <Sprite>("boss_purple"); white = Resources.Load <Sprite>("boss_white"); m_spriteRenderer = GetComponent <SpriteRenderer>(); m_spriteRenderer.sprite = purple; color = Projectile.Color.PURPLE; points = new List <GameObject>(); cornerParent = GameObject.Find("ZarPoints"); gunGimbal = transform.GetChild(0).gameObject; for (int i = 0; i < cornerParent.transform.childCount; i++) { points.Add(cornerParent.transform.GetChild(i).gameObject); } }
public void Retreat() { Vector3 vectorToSpawn = (points[4].transform.position - transform.position); float distanceToSpawn = vectorToSpawn.magnitude; Debug.DrawLine(transform.position, transform.position + vectorToSpawn, Color.green); transform.position = Vector3.MoveTowards(transform.position, transform.position + vectorToSpawn, speed * Time.deltaTime); if (distanceToSpawn <= 0.01f) { Debug.Log("Change to colorize"); if (color == Projectile.Color.RED) { color = Projectile.Color.BLUE; } else if (color == Projectile.Color.BLUE) { color = Projectile.Color.RED; } cornerIncrement = 0; ChangeState(ZStates.COLORIZE); } }
void Update() { if (pooler == null) { pooler = ObjectPooler.instance; } isFiring = states.isShooting; if (isFiring) { Debug.Log("ISFIRING"); color = states.color; if (!coroutineStarted) { StartCoroutine(ShootCoroutine(0.1f)); coroutineStarted = true; } } else { StopAllCoroutines(); coroutineStarted = false; } }
private void OnEnable() { redGun = Resources.Load <Sprite>("boss_gun_red"); blueGun = Resources.Load <Sprite>("boss_gun_blue"); redFlash = Resources.Load <Sprite>("boss_gun_red_WHITE"); blueFlash = Resources.Load <Sprite>("boss_gun_blue_WHITE"); spriteRenderer = transform.GetChild(0).GetComponent <SpriteRenderer>(); layer = LayerMask.NameToLayer("Projectile"); parentStates = transform.parent.parent.GetComponent <DualShockerStates>(); projectilePrefab = Resources.Load <GameObject>("BasicProjectile"); if (gameObject.tag == "Red") { color = Projectile.Color.RED; } if (gameObject.tag == "Blue") { color = Projectile.Color.BLUE; } gunHealth = 20f; }