Example #1
0
        IEnumerator DoAttack()
        {
            attacking = true;
            Vector3 startPos = transform.position;
            Vector3 endPos   = transform.position + new Vector3(0, attackDistance, 0);

            while (transform.position.y - startPos.y < attackDistance)
            {
                if (!pausing)
                {
                    Vector2DUtils.MoveToSmoothly(transform, endPos, attackSpeed);
                }

                yield return(null);
            }

            while (transform.position.y - startPos.y > Mathf.Epsilon)
            {
                if (!pausing)
                {
                    Vector2DUtils.MoveToSmoothly(transform, startPos, attackSpeed);
                }

                yield return(null);
            }

            attacking = false;
            animRun.StartPlay();
            tracer.OnResume();
        }
Example #2
0
        IEnumerator DoUpdate(Vector3 center, Vector2 size, AnimationDoneCallBack callback, float animateTime)
        {
            Vector2[] scope = Vector2DUtils.GetScreenScope();
            //to radius
            size = size * 0.5f;
            Vector3 lStart = new Vector3(scope[0].x - lr.bounds.size.x * 0.5f, center.y, center.z);
            Vector3 lEnd   = lStart;

            lEnd.x = center.x - size.x - lr.bounds.size.x * 0.5f;

            Vector3 tStart = new Vector3(center.x, scope[1].y + tr.bounds.size.y * 0.5f, center.z);
            Vector3 tEnd   = tStart;

            tEnd.y = center.y + size.y + tr.bounds.size.y * 0.5f;

            Vector3 rStart = new Vector3(scope[1].x + rr.bounds.size.x * 0.5f, center.y, center.z);
            Vector3 rEnd   = rStart;

            rEnd.x = center.x + size.x + rr.bounds.size.x * 0.5f;

            Vector3 bStart = new Vector3(center.x, scope[0].y - br.bounds.size.y * 0.5f, center.z);
            Vector3 bEnd   = bStart;

            bEnd.y = center.y - size.y - br.bounds.size.y * 0.5f;

            lr.transform.position = lStart;
            tr.transform.position = tStart;
            rr.transform.position = rStart;
            br.transform.position = bStart;

            if (Math.Abs(animateTime) > Mathf.Epsilon)
            {
                float lSpeed   = ((lEnd - lStart) / animateTime).magnitude;
                float tSpeed   = ((tEnd - tStart) / animateTime).magnitude;
                float rSpeed   = ((rEnd - rStart) / animateTime).magnitude;
                float bSpeed   = ((bEnd - bStart) / animateTime).magnitude;
                float timeUsed = 0;
                while (timeUsed < animateTime)
                {
                    if (!pausing)
                    {
                        timeUsed += Time.deltaTime;
                        Vector2DUtils.MoveToSmoothly(lr.transform, lEnd, lSpeed);
                        Vector2DUtils.MoveToSmoothly(tr.transform, tEnd, tSpeed);
                        Vector2DUtils.MoveToSmoothly(rr.transform, rEnd, rSpeed);
                        Vector2DUtils.MoveToSmoothly(br.transform, bEnd, bSpeed);
                    }
                    yield return(null);
                }
            }

            lr.transform.position = lEnd;
            tr.transform.position = tEnd;
            rr.transform.position = rEnd;
            br.transform.position = bEnd;

            callback(center, size);
        }
Example #3
0
        IEnumerator DoMyUpdate()
        {
            while (true)
            {
                if (null == GameController.GetSingleton() || null == GameController.GetSingleton().levelsController || null == GameController.GetSingleton().levelsController.eggController)
                {
                    //for design
                    yield return(null);
                }
                Vector3 pos = GameController.GetSingleton().levelsController.eggController.transform.position;
                float   dis = Mathf.Abs((pos - transform.position).magnitude);
                //Log.Debug ("E1 see egg {0}",dis);
                if (sensibleDistance > dis)
                {
                    Log.Debug("E1 see egg {0}", dis);
                    //start fly
                    animIdle.StopPlay();
                    animFly.StartPlay();
                    GameController.singleton.audioController.PlayBirdFly();
                    break;
                }

                yield return(null);
            }

            while (true)
            {
                if (!Vector2DUtils.IsInScreen(transform.position))
                {
                    Log.Debug("E1 out of screen");
                    gameObject.SetActive(false);

                    yield break;
                }
                if (_flyIndex > flyPoints.Length - 1)
                {
                    gameObject.SetActive(false);
                    break;
                }
                Vector3 fp = flyPoints [_flyIndex];
                Vector2DUtils.MoveToSmoothly(transform, fp, flySpeed);
                if (fp == transform.position)
                {
                    _flyIndex++;
                }

                yield return(null);
            }
        }
Example #4
0
        public void Update()
        {
            if (!started)
            {
                return;
            }
            if (_pausing)
            {
                return;
            }
            Vector3 fp = movePoints [movingIndex];
            Vector3 v  = Vector2DUtils.MoveToSmoothly(transform, fp, moveSpeed);
//			Log.Debug ("moving... {0},{1},{2},{3},{4}",movingIndex,fp,v,transform.position,moveSpeed);
            int reachedPoint = -1;

            if ((Vector2)fp == (Vector2)transform.position)
            {
//				Log.Debug ("OnReachPosition {0},{1}",fp , transform.position);
                OnReachPosition(movingIndex, fliping);
                reachedPoint = movingIndex;
                if (!fliping)
                {
                    if (movingIndex == movePoints.Length - 1)
                    {
                        HandleFlip();
                    }
                    else
                    {
                        movingIndex++;
                    }
                }
                else
                {
                    if (movingIndex == 0)
                    {
                        HandleFlip();
                    }
                    else
                    {
                        movingIndex--;
                    }
                }
            }
            PostUpdate(reachedPoint);
        }
Example #5
0
        IEnumerator DoJump(Vector3 pos)
        {
            while (transform.position != pos)
            {
                if (!pausing)
                {
                    Vector2DUtils.MoveToSmoothly(transform, pos, activeJumpSpeed);
                }

                yield return(null);
            }
            animJump.StopPlay();
            animClimb.StartPlay();
            Transform egg = GameController.GetSingleton().levelsController.eggController.transform;

            tracer.target = egg;
            tracer.Start();
            Log.Debug("E9 start trace...");
        }
Example #6
0
        IEnumerator DoUpdate(float speed, Vector3 target)
        {
            animator.StartPlay();
            while (true)
            {
                transform.eulerAngles = startAngulars;
                if (target.x < transform.position.x)
                {
                    Vector2DUtils.Flip(transform);
                }
                while (transform.position != target)
                {
//					Log.Debug ("gooooo : {0},{1}",transform.position , target);
                    if (Vector2DUtils.IsOutsideScreen(transform.position, Direction2D.up))
                    {
//						Log.Debug ("{0} outof screen.",gameObject.name);
                        StopAct();
                        yield break;
                    }
                    if (!pausing)
                    {
                        Vector2DUtils.MoveToSmoothly(transform, target, speed);
                    }

                    yield return(null);
                }

                Vector2[] scope  = Vector2DUtils.GetScreenScope();
                float     xbound = render.bounds.size.x * .5f;
                float     rightX = scope [1].x + xbound + 10;
                float     leftX  = scope [0].x - xbound - 10;
                target.x = UnityEngine.Random.Range(leftX, rightX);
                target.y = UnityEngine.Random.Range(scope[0].y, scope[1].y);

//				Log.Debug ("move to new pos : {0}",target);
            }
        }