Example #1
0
    private void Start()
    {
        collider  = gameObject.GetComponent <Collider2D>();
        rigidbody = gameObject.GetComponent <Rigidbody2D>();
        if (collider == null)
        {
            throw new System.Exception("The player does not have a 2D collider attached.");
        }
        if (rigidbody == null)
        {
            throw new System.Exception("The player does not have a 2D rigidbody attached.");
        }

        ship = transform.Find("Ship").gameObject;

        Health3 = GameObject.Find("Health3").gameObject;
        Health2 = GameObject.Find("Health2").gameObject;
        Health1 = GameObject.Find("Health1").gameObject;

        spawner = gameObject.GetComponent <Spawner>();
        bullet  = new PatternSpawn(0f,
                                   new LineSpawn(SpawnPattern.Single(10f), 3, Vector2.left * 0.2f + Vector2.down * 0.1f, 0f),
                                   new LineSpawn(SpawnPattern.Single(10f), 3, Vector2.right * 0.2f + Vector2.down * 0.1f, 0f));

        fireSound   = Resources.Load <GameObject>("Prefabs/Laser");
        damageSound = Resources.Load <GameObject>("Prefabs/PlayerDamage");
        deathSound  = Resources.Load <GameObject>("Prefabs/Death");
    }
Example #2
0
 public static BulletSpawnDefinition InterlievedFan(float speed, int volleyCount, float spawnPeriod, int bulletsPerVolley)
 {
     return(new FanSpawn(
                SpawnPattern.InterleavedFan(
                    15,
                    bulletsPerVolley,
                    spawnPeriod / 2f,
                    SpawnPattern.Single(speed)),
                volleyCount,
                1f,
                spawnPeriod,
                center: false));
 }
Example #3
0
    // Start is called before the first frame update
    void Start()
    {
        var pattern = new RepeatSpawn(SpawnPattern.InterleavedFan(15, 7, 0.5f, SpawnPattern.Single(2f)), 5, 1f);

        DropInOut.Create(dropInOutPrefab, transform.position, transform.position + Vector3.down * 10f, transform.position, 10, pattern, transform.position + Vector3.down * 15f);
    }