/// <summary>
        /// Handles a Danmaku collision. Only ever called with Danmaku that pass the filter.
        /// </summary>
        /// <param name="danmaku">the danmaku that hit the collider.</param>
        /// <param name="info">additional information about the collision</param>
        protected override void DanmakuCollision(Danmaku danmaku, RaycastHit2D info)
        {
            if (affected.Contains(danmaku))
            {
                return;
            }
            float baseAngle = angle.Value;

            switch (rotationMode)
            {
            case RotationMode.Relative:
                baseAngle += danmaku.Rotation;
                break;

            case RotationMode.Object:
                if (Target != null)
                {
                    baseAngle += DanmakuUtil.AngleBetween2D(danmaku.Position, Target.position);
                }
                else
                {
                    Debug.LogWarning("Trying to direct at an object but no Target object assinged");
                }
                break;

            case RotationMode.Absolute:
                break;
            }
            danmaku.Rotation = baseAngle;
            affected.Add(danmaku);
        }
Exemple #2
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        /// <summary>
        /// Handles a Danmaku collision. Only ever called with Danmaku that pass the filter.
        /// </summary>
        /// <param name="danmaku">the danmaku that hit the collider.</param>
        /// <param name="info">additional information about the collision</param>
        protected override void DanmakuCollision(Danmaku danmaku,
                                                 RaycastHit2D info)
        {
            if (affected.Contains(danmaku))
            {
                return;
            }

            switch (type)
            {
            case ColorType.Constant:
                if (colors.Length > 0)
                {
                    danmaku.Color = colors[0];
                }
                break;

            case ColorType.Random:
                if (colors.Length > 0)
                {
                    danmaku.Color = colors.Random();
                }
                break;

            case ColorType.Gradient:
                if (gradient != null)
                {
                    danmaku.Color = gradient.Evaluate(Random.value);
                }
                break;
            }

            affected.Add(danmaku);
        }
        /// <summary>
        /// Handles a Danmaku collision. Only ever called with Danmaku that pass the filter.
        /// </summary>
        /// <param name="danmaku">the danmaku that hit the collider.</param>
        /// <param name="info">additional information about the collision</param>
        protected override void DanmakuCollision(Danmaku danmaku, RaycastHit2D info)
        {
            if (affected.Contains(danmaku))
            {
                return;
            }

            danmaku.ClearControllers();

            affected.Add(danmaku);
        }
        /// <summary>
        /// Handles a Danmaku collision. Only ever called with Danmaku that pass the filter.
        /// </summary>
        /// <param name="danmaku">the danmaku that hit the collider.</param>
        /// <param name="info">additional information about the collision</param>
        protected override void DanmakuCollision(Danmaku danmaku, RaycastHit2D info)
        {
            if (affected.Contains(danmaku))
            {
                return;
            }

            danmaku.ControllerUpdate += controllerAggregate;

            affected.Add(danmaku);
        }
        /// <summary>
        /// Handles a Danmaku collision. Only ever called with Danmaku that pass the filter.
        /// </summary>
        /// <param name="danmaku">the danmaku that hit the collider.</param>
        /// <param name="info">additional information about the collision</param>
        protected override void DanmakuCollision(Danmaku danmaku, RaycastHit2D info)
        {
            if (affected.Contains(danmaku))
            {
                return;
            }
            Vector2 normal    = info.normal;
            Vector2 direction = danmaku.direction;

            danmaku.Direction = direction - 2 * Vector2.Dot(normal, direction) * normal;
            danmaku.position  = info.point;
            affected.Add(danmaku);
        }
Exemple #6
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        /// <summary>
        /// Handles a Danmaku collision. Only ever called with Danmaku that pass the filter.
        /// </summary>
        /// <param name="danmaku">the danmaku that hit the collider.</param>
        /// <param name="info">additional information about the collision</param>
        protected override void DanmakuCollision(Danmaku danmaku, RaycastHit2D info)
        {
            if (affected.Contains(danmaku))
            {
                return;
            }

            if (prefab != null)
            {
                danmaku.MatchPrefab(prefab);
            }

            affected.Add(danmaku);
        }
        /// <summary>
        /// Handles a Danmaku collision. Only ever called with Danmaku that pass the filter.
        /// </summary>
        /// <param name="danmaku">the danmaku that hit the collider.</param>
        /// <param name="info">additional information about the collision</param>
        protected override void DanmakuCollision(Danmaku danmaku,
                                                 RaycastHit2D info)
        {
            if (affected.Contains(danmaku))
            {
                return;
            }
            if (rotationMode == RotationType.Reflection)
            {
                Vector2 normal    = info.normal;
                Vector2 direction = danmaku.direction;
                danmaku.Direction = direction -
                                    2 * Vector2.Dot(normal, direction) * normal;
                affected.Add(danmaku);
                return;
            }

            float baseAngle = angle;

            switch (rotationMode)
            {
            case RotationType.Relative:
                baseAngle += danmaku.Rotation;
                break;

            case RotationType.Object:
                if (Target != null)
                {
                    baseAngle += DanmakuUtil.AngleBetween2D(
                        danmaku.Position,
                        Target.position);
                }
                else
                {
                    Debug.LogWarning(
                        "Trying to direct at an object but no Target object assinged");
                }
                break;

            case RotationType.Absolute:
                break;
            }
            danmaku.Rotation = baseAngle;
            affected.Add(danmaku);
        }