private void UpdateShieldState() { if (m_extendInput && m_shieldPositionGauge != M_SHIELD_POSITION_GAUGE_EXTENDED_THRESHOLD) { if (m_shieldPosition == ShieldPosition.Default || m_shieldPosition == ShieldPosition.Retracted) { m_shieldPosition = ShieldPosition.Extended; StartCoroutine(GainExtendedPoints()); } else if (m_shieldPosition == ShieldPosition.Extended) { m_shieldPosition = ShieldPosition.Default; } m_extendInput = false; } if (m_retractInput && m_shieldPositionGauge != M_SHIELD_POSITION_GAUGE_RETRACTED_THRESHOLD) { if (m_shieldPosition == ShieldPosition.Default || m_shieldPosition == ShieldPosition.Extended) { m_shieldPosition = ShieldPosition.Retracted; StartCoroutine(GainRetractedPoints()); } else if (m_shieldPosition == ShieldPosition.Retracted) { m_shieldPosition = ShieldPosition.Default; } m_retractInput = false; } }
private void MoveShields() { if (m_shieldPositionGauge >= M_SHIELD_POSITION_GAUGE_EXTENDED_THRESHOLD || m_shieldPositionGauge <= M_SHIELD_POSITION_GAUGE_RETRACTED_THRESHOLD) { m_shieldPosition = ShieldPosition.Default; } if (m_shieldPosition == ShieldPosition.Default) { foreach (Shield shield in m_shields) { shield.MoveToState(shield.m_defaultPosition); } } else if (m_shieldPosition == ShieldPosition.Extended) { foreach (Shield shield in m_shields) { shield.MoveToState(shield.m_extendedPosition); } } else if (m_shieldPosition == ShieldPosition.Retracted) { foreach (Shield shield in m_shields) { shield.MoveToState(shield.m_retractedPosition); } } }
public override void ExecuteAction1() { if (m_ShieldPosition == ShieldPosition.FORWARD) { m_ShieldPosition = ShieldPosition.UP; } else { m_ShieldPosition = ShieldPosition.FORWARD; } }
void Awake() { Debug.Log ("started " + this.name); if (randomise) { // Debug.Log("Randomising."); System.Random random = new System.Random(); int randomType = random.Next(1, 300); // Debug.Log(randomType); if (randomType < 125) { shieldType = ShieldType.Short; } else if (randomType > 175) { shieldType = ShieldType.Tall; } else { shieldType = ShieldType.None; } int randomPosition = 0; if (shieldType == ShieldType.Short) { randomPosition = random.Next(1, 300); } else if (shieldType == ShieldType.Tall) { randomPosition = random.Next(1, 200); } // Debug.Log(randomPosition); if (randomPosition < 100) { shieldPosition = ShieldPosition.Bottom; } else if (randomPosition < 200) { shieldPosition = ShieldPosition.Middle; } else { shieldPosition = ShieldPosition.Top; } // Debug.Log("Position:"); // Debug.Log(shieldPosition.ToString()); // Debug.Log("Type:"); // Debug.Log(shieldType.ToString()); } switch (shieldType) { case ShieldType.None: shielded = false; break; case ShieldType.Short: shieldObject = shortShield; break; case ShieldType.Tall: shieldObject = tallShield; break; } if (shielded) { GameObject shield = (GameObject) Instantiate (shieldObject, transform.position, transform.rotation); shield.transform.parent = transform; shield.transform.position = transform.position + new Vector3 (-1.5f, (float)shieldPosition, 0.0f); shield.transform.localScale = new Vector3(3.0f, 3.0f, 0.0f); } }
void Awake() { Debug.Log("started " + this.name); if (randomise) { // Debug.Log("Randomising."); System.Random random = new System.Random(); int randomType = random.Next(1, 300); // Debug.Log(randomType); if (randomType < 125) { shieldType = ShieldType.Short; } else if (randomType > 175) { shieldType = ShieldType.Tall; } else { shieldType = ShieldType.None; } int randomPosition = 0; if (shieldType == ShieldType.Short) { randomPosition = random.Next(1, 300); } else if (shieldType == ShieldType.Tall) { randomPosition = random.Next(1, 200); } // Debug.Log(randomPosition); if (randomPosition < 100) { shieldPosition = ShieldPosition.Bottom; } else if (randomPosition < 200) { shieldPosition = ShieldPosition.Middle; } else { shieldPosition = ShieldPosition.Top; } // Debug.Log("Position:"); // Debug.Log(shieldPosition.ToString()); // Debug.Log("Type:"); // Debug.Log(shieldType.ToString()); } switch (shieldType) { case ShieldType.None: shielded = false; break; case ShieldType.Short: shieldObject = shortShield; break; case ShieldType.Tall: shieldObject = tallShield; break; } if (shielded) { GameObject shield = (GameObject)Instantiate(shieldObject, transform.position, transform.rotation); shield.transform.parent = transform; shield.transform.position = transform.position + new Vector3(-1.5f, (float)shieldPosition, 0.0f); shield.transform.localScale = new Vector3(3.0f, 3.0f, 0.0f); } }