Exemple #1
0
    private void FixedUpdate()
    {
        float dt = timeScale.DeltaTime();

        if (velocity != Vector2.zero)
        {
            mover.TeleportPosition(
                UtilApproach.Vector2D(mover.GetPosition(), target, velocity * dt));
            if (mover.GetPosition() == target)
            {
                // The object has reached its destination.
                // Do different things depending on the current state.
                if (state == State.Rise)
                {
                    state = State.Idle;
                    timerIdle.Run();
                }
                else if (state == State.Lower)
                {
                    Destroy(gameObject);
                }
            }
        }

        timerWarning.Tick(dt);
        timerIdle.Tick(dt);
    }
Exemple #2
0
    public void Tick(float deltaTime)
    {
        Vector2 velocity = vius.GetVelocity();

        // Decelerate if the Rigidbody is grounded and not accelerating.
        if (groundChecker.IsOnGround() && accumulatedHorizontalAcceleration == 0.0f)
        {
            velocity.x = UtilApproach.Float(velocity.x, 0.0f, groundDeceleration * deltaTime);
        }

        // Accelerate the Rigidbody based on applied forces.
        velocity.x += accumulatedHorizontalAcceleration * deltaTime;
        accumulatedHorizontalAcceleration = 0.0f;

        // Cap the Rigidbody's velocity.
        if (Mathf.Abs(velocity.x) > maxHorizontalSpeed)
        {
            velocity.x = Mathf.Sign(velocity.x) * maxHorizontalSpeed;
        }

        vius.SetVelocity(velocity);
    }
    private void FixedUpdate()
    {
        timerHesitate.Tick(timeScale.DeltaTime());
        if (timerFinished)
        {
            // Shrink the buffer.
            float stepSize = timeScale.DeltaTime() * shrinkSpeed;
            if (shrinkToLeft)
            {
                bufferUpper = UtilApproach.Float(bufferUpper, bufferLower, stepSize);
            }
            else
            {
                bufferLower = UtilApproach.Float(bufferLower, bufferUpper, stepSize);
            }
            UpdateBufferMeter();

            if (bufferLower == bufferUpper)
            {
                timerFinished = false;
            }
        }
    }
Exemple #4
0
    private void Awake()
    {
        JSONNodeReader  jsonReader   = new JSONNodeReader(fileBosses);
        JSONArrayReader bossesReader = jsonReader.Get <JSONArrayReader>("bosses");
        JSONNodeReader  bossNodeReader;

        while (bossesReader.GetNextNode(out bossNodeReader))
        {
            List <Boss.AttackGroup> attackGroups = new List <Boss.AttackGroup>();

            JSONArrayReader attackGroupsReader =
                bossNodeReader.Get <JSONArrayReader>("attack groups");
            JSONNodeReader attackGroupNodeReader;
            while (attackGroupsReader.GetNextNode(out attackGroupNodeReader))
            {
                Boss.AttackGroup attackGroup = new Boss.AttackGroup(
                    attackGroupNodeReader.Get("seconds of cooldown", 2.0f),
                    attackGroupNodeReader.Get("seconds of cooldown variance", 0.5f));

                float secondsOfCooldownBonusPerArena =
                    attackGroupNodeReader.Get("seconds of cooldown bonus per arena", 0.0f);
                float secondsOfCooldownMin = attackGroupNodeReader.Get("seconds of cooldown min", 0.1f);

                DifficultyIncreased += () => attackGroup.SetSecondsOfCooldown(
                    UtilApproach.Float(attackGroup.GetSecondsOfCooldown(),
                                       secondsOfCooldownMin,
                                       -secondsOfCooldownBonusPerArena)
                    );

                JSONArrayReader attacksReader = attackGroupNodeReader.Get <JSONArrayReader>("attacks");
                JSONNodeReader  attackNodeReader;
                while (attacksReader.GetNextNode(out attackNodeReader))
                {
                    string identifier = attackNodeReader.Get("identifier", "ERROR");
                    string appearance = attackNodeReader.Get("appearance", "ERROR");
                    if (identifier == "FloorSpikes")
                    {
                        float count = attackNodeReader.Get("count", 3);

                        RuntimeAnimatorController rac;
                        spikeAnimators.TryGetValue(appearance, out rac);

                        FloorSpike.Data d = ReadFloorSpike(attackNodeReader, appearance);

                        attackGroup.AddAttack(x => Boss.FloorSpikes(x,
                                                                    attackGroup, d, rac, count));

                        float countBonusPerArena = attackNodeReader.Get("count bonus per arena", 0.0f);
                        float countMax           = attackNodeReader.Get("count max", 6);
                        DifficultyIncreased +=
                            () => count      = UtilApproach.Float(count, countMax, countBonusPerArena);
                    }
                    else if (identifier == "FloorSpikeTargetPlayer")
                    {
                        RuntimeAnimatorController rac;
                        spikeAnimators.TryGetValue(appearance, out rac);

                        FloorSpike.Data d = ReadFloorSpike(attackNodeReader, appearance);

                        attackGroup.AddAttack(x => Boss.FloorSpikeTargetPlayer(x,
                                                                               attackGroup, d, rac));
                    }
                    else if (identifier == "Orb")
                    {
                        RuntimeAnimatorController rac;
                        orbAnimators.TryGetValue(appearance, out rac);

                        BossOrb.Data d = new BossOrb.Data(
                            attackNodeReader.Get("damage", 20),
                            attackNodeReader.Get("seconds to idle", 3.0f),
                            attackNodeReader.Get("seconds to idle variance", 2.0f),
                            attackNodeReader.Get("seconds to move to center", 0.2f),
                            attackNodeReader.Get("seconds to move to bottom", 0.8f),
                            attackNodeReader.Get("horizontal speed", 8.0f));

                        string positionName = attackNodeReader.Get("position", "ERROR");

                        attackGroup.AddAttack(x => Boss.SpawnOrb(x, attackGroup,
                                                                 d, positionName, rac));

                        int damageBonusPerArena = attackNodeReader.Get("damage bonus per arena", 0);
                        int damageMax           = attackNodeReader.Get("damage max", 10000);
                        DifficultyIncreased += () => d.damage =
                            UtilApproach.Int(d.damage, damageMax, damageBonusPerArena);
                    }

                    /*
                     * else if (identifier == "HorizontalProjectile")
                     * {
                     *  int damage = attackNodeReader.Get("damage", 20);
                     *  float speed = attackNodeReader.Get("speed", 8.0f);
                     *  float spawnHeight = attackNodeReader.Get("spawn height", 1.0f);
                     *  float seconds = attackNodeReader.Get("seconds to wait after attack",
                     *      1.0f);
                     *  Velocity2D.Data d = new Velocity2D.Data(new Vector2(-speed, 0.0f));
                     *  attacks.Add(x => Boss.FireProjectile(x, d, damage, spawnHeight,
                     *      seconds));
                     * }
                     */
                }

                attackGroups.Add(attackGroup);
            }

            Boss.Data boss = new Boss.Data(
                bossNodeReader.Get("identifier", "ERROR"),
                bossNodeReader.Get("base health", 1),
                attackGroups);

            int healthBonusPerArena = bossNodeReader.Get("health bonus per arena", 0);
            DifficultyIncreased += () => boss.baseHealth += healthBonusPerArena;

            pool.Add(boss);
        }
    }
Exemple #5
0
 // Move one angle towards another without considering coterminality.
 public Angle ApproachRaw(Angle target, Angle stepSize)
 {
     degrees = UtilApproach.Float(degrees, target.degrees, stepSize.degrees);
     return(this);
 }