Exemple #1
0
 // Start is called before the first frame update
 void Start()
 {
     rb               = GetComponent <Rigidbody>();
     Fs               = GetComponent <FireSystem>();
     Hs               = GetComponent <PlayerResorSystem>();
     CurrentSpeed     = StarSpeed;
     Cursor.lockState = CursorLockMode.Locked;
 }
    private void SetupFireSystem(FireSystem fs, Material mat)
    {
        FlammableMaterial fm = GetMaterialProperties(mat);

        if (fm != null)
        {
            fs.igniteTime            = fm.fireSettingNoise ? fm.igniteTime + Random.Range(-1f, 1f) : fm.igniteTime;
            fs.lifeSpanSeconds       = fm.fireSettingNoise ? fm.lifeSpanSeconds + Random.Range(-1f, 1f) : fm.lifeSpanSeconds;
            fs.maxFireSizeMultiplier = fm.fireSettingNoise ? fm.maxFireSizeMultiplier + Random.Range(-1f, 1) : fm.maxFireSizeMultiplier;
            fs.windDirection         = windDirection;
            fs.breaksOnExtinguish    = fm.breaksOnExtinguish;
        }
    }
Exemple #3
0
    private void InitializeLevel(Scene arg0, LoadSceneMode arg1)
    {
        Debug.Log("initializing level");
        _gameMaster = FindObjectOfType <GameMaster>();

        _gameMaster.RegisterLevel(this);

        GameMaster.LoadFireSystem(FireSystem, () =>
        {
            _timeLeft  = FireSystem.LevelTime;
            _startTime = Time.time;
            FireSystem.Initialize();
        });


        GameMaster.LoadPlayer(Player, () =>
        {
            Player.Initialize();
        });
        //start the timer
    }
 public void RemoveFireSystem(FireSystem fs)
 {
     fireSystems.Remove(fs);
 }
 // Start is called before the first frame update
 void Start()
 {
     Fs = GetComponent <FireSystem>();
 }
Exemple #6
0
 public void BurnOther(FireSystem other)
 {
     other.SetBeingIgnited();
 }
Exemple #7
0
 private void Awake()
 {
     singleton = this;
     //fireAudio=
 }
Exemple #8
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		public void OnFireSystemSwordAttack(FireSystem fs, GameObject target, object info){
			GameObject v = GetViewObjectBySeqId( fs.GetComponent<TagObject>().SeqID );
			if( v != null )
				v.GetComponent<Player> ().SetState ("SwordAttack");
		}
 public override void onRemovedFromEntity()
 {
     FireSystem.Remove(this);
 }
 public override void onAddedToEntity()
 {
     FireSystem.Add(this);
 }
Exemple #11
0
    void Start()
    {
        Enemies++;
        life       = GetComponent <UnitLife>();
        target     = PlayerController.player;
        fireSystem = GetComponent <FireSystem>();

        float maxPowerLevel = RandomEnemies.maxDifficulty;
        float powerLevel    = maxPowerLevel;

        if (Random.value < RandomEnemies.BossChance)
        {
            powerLevel *= 10f;
            RandomEnemies.BossChance = 0;
            isBoss = true;
            //AudioManager.playOnce(AudioManager.instance.bossIsCommingClip);
            AudioManager.playRepeatedEffect(AudioManager.instance.bossIsCommingClip, 6, 2, 1);
        }
        else
        {
            powerLevel = maxPowerLevel * (Random.value + 2) * 0.05f;
            float reducePower = maxPowerLevel * (Random.value + 2) * 0.05f;
            if (powerLevel > reducePower)
            {
                powerLevel = reducePower;
            }
        }

        repositionChance = Random.value * 0.1f;

        camRatio            = Random.value * 0.5f;
        fireSystem.camRatio = camRatio;

        difficulty = fireSystem.RandomValues(powerLevel);

        float vv = (difficulty / RandomEnemies.maxDifficulty);
        float Rv = 0.75f + .15f * vv;

        life.life = (difficulty * 2) + 35;
        life.life = Mathf.Clamp(life.life, RandomEnemies.maxDifficulty + 35, RandomEnemies.maxDifficulty * 20);
        maxLife   = life.life;

        float scale = Rv < 2.5f ? Rv : 2.5f;

        transform.localScale = scale * Vector3.one;

        goldDrop = difficulty * 3 + 5;
        if (goldDrop > RandomEnemies.maxDifficulty * 10)
        {
            goldDrop *= 0.25f + Random.value * 0.75f;
        }

        rotationSpeed = 2;
        behaviorType  = 1;
        Range         = 0;
        fleeRange     = 0;



        speed = Random.value * 4f + 1;

        if (vv < 1 || Random.value > 0.85)
        {
            if (Random.value > 0.7)
            {
                behaviorType = 0;
                Range        = Random.Range(6f, 12f);
                AdRange      = Range * .05f + 1f;
                shootRange   = Random.Range(Range * 1.5f, Range * 2.5f);
                fleeRange    = Range * 0.5f * Random.value;
            }
            else
            {
                suicider = Random.value > vv * 4f ? true : false;
                if (suicider)
                {
                    if (Random.value > .5f)
                    {
                        difficulty *= .5f;

                        Range = 0;
                        speed = 3.25f / Rv;
                        speed = Mathf.Clamp(speed, 2.5f, 5f);

                        StartCoroutine(DestroySelf(7.5f));

                        rotationSpeed = 6f;
                        life.life    *= 0.75f;
                        camRatio      = 0;
                    }
                }
            }
        }

        StartCoroutine(damageColliding());

        stayPos = CameraFlow.randomScreenPos();
        RandomEnemies.liveDifficulty += difficulty;

        StartCoroutine(CheckDestroy());

        life.onGetHitCallback += onGethit;
    }
 protected override void DidMove()
 {
     ItemPickupSystem.ModifierChange();
     FireSystem.Age();
 }