protected override void OnUpdate()
        {
            Random random    = Rand.GetRandom();
            float3 playerPos = new float3();

            foreach (var entity in GetEntities <Player>())
            {
                playerPos = entity.transform.position;
            }

            foreach (var entity in GetEntities <Artifact>())
            {
                bool       isActivate = entity.chanceByHpLoseComponent.isActivate;
                GameObject bullet     = entity.aroundShotPassiveArtifact.bullet;
                if (isActivate)
                {
                    //TODO: fix anysizing
                    for (int i = -1; i <= 1; i++)
                    {
                        for (int j = -1; j <= 1; j++)
                        {
                            if (i == 0 && j == 0)
                            {
                                continue;
                            }
                            GameObject      bulletInstance  = GameObject.Instantiate(bullet, playerPos, quaternion.identity);
                            MovingComponent movingComponent = bulletInstance.GetComponent <MovingComponent>();
                            movingComponent.vertical   = i;
                            movingComponent.horizontal = j;
                        }
                    }
                }
            }
        }
Exemple #2
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    ///////////////////////////////////////////////////////////

    private IShip CreateShip()
    {
        var gameObject = new GameObject("Ship");

        var model = new GameObject("Model");

        model.AddComponent <SpriteRenderer>();
        model.transform.parent = gameObject.transform;

        var shipModel = new ShipModel(5, 0, "");
        var shipView  = new ShipView(model);

        var speedConfigs = new MockSpeedConfigs();

        speedConfigs.acceleration = 0;
        speedConfigs.startSpeed   = 5;
        speedConfigs.maxSpeed     = 15;

        var ship            = gameObject.AddComponent <Ship>();
        var movingComponent = new MovingComponent(ship, gameObject.transform, speedConfigs);

        ship.Construct(shipModel, shipView, movingComponent);

        return(ship);
    }
 public virtual void Send(Vector2 target)
 {
     foreach (Entity entity in ProcessedEntities())
     {
         MovingComponent moving = entity.GetComponent <MovingComponent>();
         moving.IsMoving = true;
         moving.Target   = target;
     }
 }
Exemple #4
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    public void InitializeAsteroid()
    {
        GameObject asteroid = pool.Get();

        asteroid.transform.position = new Vector3(spawnPointX, RandomYPosition());
        asteroid.transform.parent   = transform;

        MovingComponent moving = asteroid.GetComponent <MovingComponent>();

        moving.Initialize(RandomSpeed(), new LeftInputAdapter());
        moving.StartCoroutine(WaitForDestruction(asteroid));

        IAsteroidCollider asteroidCollider = asteroid.GetComponent <IAsteroidCollider>();

        asteroidCollider.SetCollisionCallBack(ReturnToPool);
    }
Exemple #5
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    public override void Update(Entity entity)
    {
        MovingComponent moving = entity.GetComponent <MovingComponent>();

        if (!moving.IsMoving)
        {
            return;
        }
        PositionComponent position = entity.GetComponent <PositionComponent>();

        position.Position = Vector2.MoveTowards(position.Position, moving.Target, moving.Speed * Timer.DeltaTime);
        const float eps = 0.001f;

        if (Vector2.Distance(position.Position, moving.Target) < eps)
        {
            moving.IsMoving = false;
        }
    }
Exemple #6
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        protected override void OnUpdate()
        {
            float3 position = new float3();

            foreach (var entity in GetEntities <Player>())
            {
                position = entity.transform.position;
            }

            foreach (PreAttack entity in GetEntities <PreAttack>())
            {
                bool isAttacked = entity.preAttackComponent.isAttacked;

                if (!isAttacked)
                {
                    continue;
                }

                RangedWeapon weapon = entity.preAttackComponent.weapon;

                if (weapon.preAttack != Structures.PreAttack.AroundShot)
                {
                    continue;
                }

                for (int i = -1; i <= 1; i++)
                {
                    for (int j = -1; j <= 1; j++)
                    {
                        if (i == 0 && j == 0)
                        {
                            continue;
                        }
                        GameObject      bulletInstance  = GameObject.Instantiate(weapon.bulletPrefab, position, quaternion.identity);
                        MovingComponent movingComponent = bulletInstance.GetComponent <MovingComponent>();
                        movingComponent.vertical   = i;
                        movingComponent.horizontal = j;
                    }
                }

                entity.preAttackComponent.isAttacked = false;
            }
        }
    private void Awake()
    {
        IPrefabPool asteroidPool = new PrefabPool(asteroidPoolsize, asteroidPrefab);

        asteroidCreator.Initialize(asteroidsSpeedMin, asteroidsSpeedMax,
                                   asteroidSpawnPointX, asteroidSpawnPointY, asteroidSpawnDeley, asteroidPool);


        for (int i = 0; i < ship.Count; i++)
        {
            IGameEnding gameEnding = new GameEnding(ship[i], this,
                                                    gameEndingObject, gameEndingDelay);

            LifeManager lifeManager = gameObject.AddComponent <LifeManager>();
            lifeManager.Initialize(lifeBar, shipMaxLife, ship[i], gameEnding);

            MovingComponent movingComponent = ship[i].GetComponent <MovingComponent>();
            movingComponent.Initialize(shipSpeed, new InputAdapter());
            movingComponent.GetComponent <ShipCollisionDetector>().Initialize(lifeManager.DealDamage);
        }
    }
Exemple #8
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    // Possible Rat States

    /*
     * 1. Patrolling
     * 2. Chasing
     */

    // Start is called before the first frame update
    void Start()
    {
        sensingComp      = GetComponent <SensingComponent>();
        movingComp       = GetComponent <MovingComponent>();
        moveToTargetComp = GetComponent <MoveToTargetComponent>();
    }
Exemple #9
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 // Start is called before the first frame update
 void Start()
 {
     move      = GetComponent <MovingComponent>();
     startTime = Time.time;
     deltaTime = Time.time - startTime;
 }