Example #1
0
    private bool block = false;//avoid taking damage in triggerevent

    void Awake()
    {
        updateReferences();

        cooldowns = new List <Coroutine>();

        RotationPattern rotationPattern = new RotationPattern(this);
        CyclicPattern   cyclicPattern   = new CyclicPattern(this);
        WavePattern     wavePattern     = new WavePattern(this);

        patternsAvailable.Add("RotationPattern", rotationPattern);
        patternsAvailable.Add("CyclicPattern", cyclicPattern);
        patternsAvailable.Add("WavePattern", wavePattern);

        EventManager.StartListening("OnSurvivalPhase", goVulnerable);
        EventManager.StartListening("OnCounterPhase", goInvicible);

        //Pause between each phase
        EventManager.StartListening("OnSurvivalPhase", onChangingPhase);
        EventManager.StartListening("OnCounterPhase", onChangingPhase);
        EventManager.StartListening("OnAdaptationPhase", onChangingPhase);

        cc = GetComponent <CircleCollider2D>();

        //coroutine = SelectingPaterns();

        weakPoint = transform.Find("WeakPoint");
    }
Example #2
0
    void Awake()
    {
        updateReferences();

        cooldowns = new List <Coroutine>();

        RotationPattern rotationPattern = new RotationPattern(this);
        CyclicPattern   cyclicPattern   = new CyclicPattern(this);
        WavePattern     wavePattern     = new WavePattern(this);
        LaserPattern    laserPattern    = new LaserPattern(this);

        patternsAvailable.Add("RotationPattern", rotationPattern);
        patternsAvailable.Add("CyclicPattern", cyclicPattern);
        patternsAvailable.Add("WavePattern", wavePattern);
        patternsAvailable.Add("LaserPattern", laserPattern);

        //Take damage or not
        EventManager.StartListening("OnSurvivalPhase", goVulnerable);
        EventManager.StartListening("OnCounterPhase", goInvicible);
        EventManager.StartListening("OnCounterPhase", growWeakPoint);
        EventManager.StartListening("OnAdaptationPhase", goInvicible);

        //Pause between each phase
        EventManager.StartListening("OnSurvivalPhase", onChangingPhase);
        EventManager.StartListening("OnCounterPhase", onChangingPhase);
        EventManager.StartListening("OnAdaptationPhase", onChangingPhase);

        //Rotating or not
        EventManager.StartListening("OnSurvivalPhase", restrictMovement);
        EventManager.StartListening("OnCounterPhase", allowMovement);
        EventManager.StartListening("OnAdaptationPhase", restrictMovement);

        EventManager.StartListening("OutroOver", doExplode);
        EventManager.StartListening("EndGame", willExplode);

        EventManager.StartListening("IntroOver", stopRrrr);

        cc = GetComponent <CircleCollider2D>();

        //coroutine = SelectingPaterns();
        GetComponent <SpriteRenderer>().sprite = sleepingSprite;

        weakPoint = transform.Find("WeakPoint");
    }