Exemple #1
0
	public void restart(Vector3 objective, bool noMoreLives = false, Player playerReference = null){

		this.noMoreLives = noMoreLives;
		target = objective;
		player = playerReference;
		actualPhase = fragmentPhases.EXPLODE;
		phaseEnd = Time.time + 1.5f;
		rigidBody.useGravity = true;

		float scale = Random.Range (1.0f, 3.0f);
		transform.localScale= new Vector3 (scale, scale, 1.0f);

		Vector3 explosionForce = new Vector3 (Random.Range (-1.5f, 1.5f), Random.Range (4.0f, 15.0f), Random.Range (-1.5f, 1.5f));
		GetComponent<Rigidbody>().AddForce(explosionForce);
	}
Exemple #2
0
    public void restart(Vector3 objective, bool noMoreLives = false, Player playerReference = null)
    {
        this.noMoreLives     = noMoreLives;
        target               = objective;
        player               = playerReference;
        actualPhase          = fragmentPhases.EXPLODE;
        phaseEnd             = Time.time + 1.5f;
        rigidBody.useGravity = true;

        float scale = Random.Range(1.0f, 3.0f);

        transform.localScale = new Vector3(scale, scale, 1.0f);

        Vector3 explosionForce = new Vector3(Random.Range(-1.5f, 1.5f), Random.Range(4.0f, 15.0f), Random.Range(-1.5f, 1.5f));

        GetComponent <Rigidbody>().AddForce(explosionForce);
    }
Exemple #3
0
	// Update is called once per frame
	void Update () {

		switch (actualPhase) {

		case fragmentPhases.EXPLODE:
			
			if (Time.time > phaseEnd) {
				actualPhase = fragmentPhases.SLOW_DOWN;
				phaseEnd = Time.time + 1.0f;
				rigidBody.useGravity = false;
			}
			break;

		case fragmentPhases.SLOW_DOWN:

			if (Time.time < phaseEnd) {
				rigidBody.velocity *= 0.95f;
			} else {

				actualPhase = fragmentPhases.FREEZE;

				//The first fragment (with a reference to the player)
				//will always start moving after half the possible
				//start-moving time has passed
				if (player != null)
					phaseEnd = Time.time + 0.4f;
				else
					phaseEnd = Time.time + Random.Range(0.0f, 0.8f);
				
				reagroupEnd = Time.time + 1.3f;
				rigidBody.velocity *= 0.0f;
			
			}

			break;

		case fragmentPhases.FREEZE:
			
			if (Time.time > phaseEnd) {
				if(!noMoreLives) {
					
					//Calculate the movement speed to the checkpoint
					actualPhase = fragmentPhases.REAGROUP;
					regrupMovementVector = ((target - transform.position) / 0.5f);

					//In this final phases phaseEnd is when the freezing phase ended
					phaseEnd = Time.time;

					//The first fragment tells the player to move to the checkpoint too
					if (player != null)
						player.moveToCheckPoint();
					
				}
			}
			break;

		case fragmentPhases.REAGROUP:

			//Move until enough time has passed in reagroup mode
			if (Time.time < phaseEnd + 0.5f) {
				transform.position += regrupMovementVector * Time.deltaTime;
			} else {
				actualPhase = fragmentPhases.WAIT_FOR_KILL;
			}
			break;

		case fragmentPhases.WAIT_FOR_KILL:
			
			//Wait until everyone has reagrouped and deactivate
			if (Time.time >= reagroupEnd) {

				//The first fragment tells the player to resurrect too
				if (player != null)
					player.Resurrected ();
				
				gameObject.SetActive(false);
			}
			break;
		}
	}
Exemple #4
0
    // Update is called once per frame
    void Update()
    {
        switch (actualPhase)
        {
        case fragmentPhases.EXPLODE:

            if (Time.time > phaseEnd)
            {
                actualPhase          = fragmentPhases.SLOW_DOWN;
                phaseEnd             = Time.time + 1.0f;
                rigidBody.useGravity = false;
            }
            break;

        case fragmentPhases.SLOW_DOWN:

            if (Time.time < phaseEnd)
            {
                rigidBody.velocity *= 0.95f;
            }
            else
            {
                actualPhase = fragmentPhases.FREEZE;

                //The first fragment (with a reference to the player)
                //will always start moving after half the possible
                //start-moving time has passed
                if (player != null)
                {
                    phaseEnd = Time.time + 0.4f;
                }
                else
                {
                    phaseEnd = Time.time + Random.Range(0.0f, 0.8f);
                }

                reagroupEnd         = Time.time + 1.3f;
                rigidBody.velocity *= 0.0f;
            }

            break;

        case fragmentPhases.FREEZE:

            if (Time.time > phaseEnd)
            {
                if (!noMoreLives)
                {
                    //Calculate the movement speed to the checkpoint
                    actualPhase          = fragmentPhases.REAGROUP;
                    regrupMovementVector = ((target - transform.position) / 0.5f);

                    //In this final phases phaseEnd is when the freezing phase ended
                    phaseEnd = Time.time;

                    //The first fragment tells the player to move to the checkpoint too
                    if (player != null)
                    {
                        player.moveToCheckPoint();
                    }
                }
            }
            break;

        case fragmentPhases.REAGROUP:

            //Move until enough time has passed in reagroup mode
            if (Time.time < phaseEnd + 0.5f)
            {
                transform.position += regrupMovementVector * Time.deltaTime;
            }
            else
            {
                actualPhase = fragmentPhases.WAIT_FOR_KILL;
            }
            break;

        case fragmentPhases.WAIT_FOR_KILL:

            //Wait until everyone has reagrouped and deactivate
            if (Time.time >= reagroupEnd)
            {
                //The first fragment tells the player to resurrect too
                if (player != null)
                {
                    player.Resurrected();
                }

                gameObject.SetActive(false);
            }
            break;
        }
    }