override protected void spawnEnemies() { TweenProperties enterUp = new SingleTween("5_enterUp", enterDuration); TweenProperties enterDown = new SingleTween("5_enterDown", enterDuration); TweenProperties cruiseUp = new LoopTween(LoopTween.Loop.reverse, new SingleTween("5_cruiseUp", cruiseDuration, cruiseDelay)); TweenProperties cruiseDown = new LoopTween(LoopTween.Loop.reverse, new SingleTween("5_cruiseDown", cruiseDuration, cruiseDelay)); for (int i = 1; i <= enemiesToSpawn; i++) { bool left = (i == 2 || i == 3); bool up = (i <= 2); TweenProperties enter = (up ? enterUp : enterDown).Clone(); TweenProperties cruise = (up ? cruiseUp : cruiseDown).Clone(); if (left) { Vector2 offset = new Vector2(-horizontalOffset, (up ? -1 : 1) * verticalOffset); enter.OffsetByXY(offset); cruise.OffsetByXY(offset); } EnemyType type = (left) ? EnemyObjectPool.type_enemy1 : EnemyObjectPool.type_enemy2; spawnEnemy(type, enter, cruise); } }
protected override void spawnEnemies() { // TweenProperties enterPath = new SingleTween ("8_enter", enterDuration); TweenProperties cruisePath = new SingleTween("8_cruise", cruiseDuration, cruiseDelay); TweenProperties cruisePathRev = cruisePath.Clone().Reverse(); for (int i = 0; i < enemiesToSpawn; i++) { float yOffset = -i * enemyDistance; int enterPathIndex = ((i % 3) + 1); float enterDelay = enterMaxDelay * Random.value; TweenProperties preEnterDelay = new DelayTween(enterDelay); TweenProperties enter = new SingleTween("8_enter" + enterPathIndex, enterDuration).OffsetByY(yOffset); TweenProperties postEnterDelay = new DelayTween(enterMaxDelay - enterDelay); TweenProperties preCruiseDelay = new DelayTween((enemiesToSpawn - i) * cruiseDuration); TweenProperties postCruiseDlay = new DelayTween(cruiseDuration * i); TweenProperties cruise = cruisePath.Clone().OffsetByY(yOffset); TweenProperties cruiseRev = cruisePathRev.Clone().OffsetByY(yOffset); TweenProperties loop = new LoopTween(preCruiseDelay, cruise, postCruiseDlay, postCruiseDlay, cruiseRev, preCruiseDelay); spawnEnemy(EnemyObjectPool.type_enemy2, preEnterDelay, enter, postEnterDelay, loop); } }
override protected void spawnEnemies() { TweenProperties enter = new SingleTween("simpleEnter", enterDuration); spawnEnemy(EnemyObjectPool.type_enemy1, enter.Clone().OffsetByY(enemyOffset)); spawnEnemy(EnemyObjectPool.type_enemy1, enter.Clone().OffsetByY(-enemyOffset)); }
override protected void spawnEnemies() { TweenProperties enter = new SingleTween("simpleEnter", enterDuration); TweenProperties moveUp = new LoopTween(LoopTween.Loop.reverse, new SingleTween("2_up", flyDuration, flyDelay)); TweenProperties moveDown = new LoopTween(LoopTween.Loop.reverse, new SingleTween("2_down", flyDuration, flyDelay)); spawnEnemy(EnemyObjectPool.type_enemy2, enter.Clone().OffsetByY(enemyOffset), moveUp); spawnEnemy(EnemyObjectPool.type_enemy2, enter); spawnEnemy(EnemyObjectPool.type_enemy2, enter.Clone().OffsetByY(-enemyOffset), moveDown); }
public override TweenProperties Clone() { SingleTween result = new SingleTween(); result.delay = delay; result.path = (Vector3[])path.Clone(); result.time = time; result.moveToPath = moveToPath; return(result); }
override protected void spawnEnemies() { for (int i = 0; i < enemiesToSpawn; i++) { TweenProperties enter = new SingleTween("3_enter", enterDuration, i * spawnInterval); TweenProperties loop = new LoopTween(new SingleTween("3_loop", loopDuration, 0)); EnemyType type = (i % 2 == 0) ? EnemyObjectPool.type_enemy1 : EnemyObjectPool.type_enemy2; spawnEnemy(type, enter, loop); } }
override protected void spawnEnemies() { float spawnInterval = loopDuration / enemiesToSpawn; for (int i = 0; i < enemiesToSpawn; i++) { TweenProperties startDelay = new SingleTween("6_loop", loopDuration, i * spawnInterval); TweenProperties loop = new LoopTween(new SingleTween("6_loop", loopDuration)); spawnEnemy(EnemyObjectPool.type_enemy1, startDelay, loop); } }
override protected void spawnEnemies() { TweenProperties enter = new SingleTween("9_enter", enterDuration); TweenProperties postEnterDelay = new DelayTween(loopDelay); TweenProperties goDown = new SingleTween("9_changeSide", changeSideDuration); TweenProperties goUp = goDown.Clone().Reverse(); TweenProperties attackUp = new SingleTween("9_attackUp", attackDuration); TweenProperties attackUpRev = attackUp.Clone().Reverse(); TweenProperties attackDown = new SingleTween("9_attackDown", attackDuration); TweenProperties attackDownRev = attackDown.Clone().Reverse(); TweenProperties loop = new LoopTween(attackUp, attackUpRev, goDown, attackDown, attackDownRev, goUp); spawnEnemy(EnemyObjectPool.type_boss, enter, postEnterDelay, loop); }
override protected void spawnEnemies() { TweenProperties enter = new SingleTween("simpleEnter", enterDuration); TweenProperties cruiseUp = new LoopTween(LoopTween.Loop.reverse, new SingleTween("4_cruiseUp", cruiseDuration, cruiseDelay)); TweenProperties cruiseDown = new LoopTween(LoopTween.Loop.reverse, new SingleTween("4_cruiseDown", cruiseDuration, cruiseDelay)); for (int i = 1; i <= 4; i++) { TweenProperties divide = new SingleTween("4_divide" + i, divideDuration); //first two enemies use cruiseUp tween TweenProperties cruise = (i <= 2) ? cruiseUp : cruiseDown; //second and third are translated down by cruiseOffset if (i % 2 == 0) { cruise = cruise.Clone().OffsetByY(-cruiseOffset); } spawnEnemy(EnemyObjectPool.type_enemy1, enter, divide, cruise); } }
override protected void spawnEnemies() { TweenProperties uniteUp = new SingleTween("7_uniteUp", uniteDuration, 0, true); TweenProperties uniteDown = new SingleTween("7_uniteDown", uniteDuration, 0, true); for (int i = 1; i <= enemiesToSpawn; i++) { float enterDelay = enterMaxDelay * Random.value; TweenProperties enter = new SingleTween("7_enter" + i, enterDuration, enterDelay); TweenProperties postEnterDelay = new DelayTween(enterMaxDelay - enterDelay); //so all enemies start loop simultaneously TweenProperties loopDelay = new DelayTween(this.loopDelay); TweenProperties preUniteDelay = new DelayTween(uniteDuration * (i - 1) / enemiesToSpawn); TweenProperties postUniteDelay = new DelayTween(uniteDuration * (enemiesToSpawn - i) / enemiesToSpawn); TweenProperties cruise = new SingleTween("7_cruise" + i, loopDuration, 0, true); TweenProperties loop = new LoopTween(preUniteDelay, uniteUp, postUniteDelay, cruise, loopDelay, preUniteDelay, uniteDown, postUniteDelay, cruise, loopDelay); spawnEnemy(EnemyObjectPool.type_enemy1, enter, postEnterDelay, loop); } }