void AlienBattle(AlienType type) { string t = type.ToString(); PlayerPrefs.SetString("ALIEN_KEY", t); SceneManager.LoadScene("ARCombat"); }
public BackHit( GameWorld world, Texture2D texture, Vector2 position, float size, AlienType type, String texturename = TNames.plated_alien ) : base(world, texture, position, size, type, texturename: texturename, ai: AlienController.AIType.BOSS) { m_restitution = 1.2f; m_alien_color = Color.Aquamarine; }
public Spawn(GameObject _Alien, Vector2 _Pos, float _SpawnDelay) { Alien = _Alien; Position = _Pos; _Type = Alien.GetComponent<AlienBase>().Type; SpawnDelay = _SpawnDelay; Spawned = false; }
public AlienTypeGetter() { alienTypes = new AlienType[4]; alienTypes[0] = new AlienType(1, 2, Color.red); alienTypes[1] = new AlienType(2, 2, Color.yellow); alienTypes[2] = new AlienType(3, 1, Color.blue); alienTypes[3] = new AlienType(4, 1, Color.green); }
public Spawner( GameWorld world, Texture2D texture, Vector2 position, float size, AlienType type, int cooldown, String texturename = TNames.easy_alien, int max_spawn = DEFAULT_MAX_SPAWN, AlienController.AIType ai = AlienController.AIType.PATROL, float patrol = 0.05f ) : base(world, texture, position, size, type, ai: ai, patrol_speed: patrol) { m_texture_name = texturename; max_cool = cooldown; m_cooldown = cooldown; m_alien_color = Color.Red; m_max_spawn = max_spawn; }
public MultiHit( GameWorld world, Texture2D texture, Vector2 position, float size, AlienType type, int hits, String texturename = TNames.plated_alien ) : base(world, texture, position, size, type, ai: AlienController.AIType.CHASER) { max_hit = hits; hit_counter = hits; m_restitution = 1; m_texture_name = texturename; m_texture = texture; }
private void SetAlienType() { AlienType alienType = alienTypeGetter.GetRandomAlienType(); TypeID = alienType.typeId; Lifes = alienType.lifes; Color = alienType.color; sprite.color = Color; }
public AlienSpecies GetAlien(AlienType alienType) { foreach (var alien in Aliens) { if (alien.AlienType == alienType) { return(alien); } } return(null); }
// Start is called before the first frame update void Start() { if (Instance == null) { Instance = this; } AlienType newAlien; Dictionary <string, float> rNeeds; // Need 1 of each rNeeds = new Dictionary <string, float>() { { "Raw Meat", 1.8f }, { "Sodium", 1.8f }, { "Sulphur", 1.8f }, { "Iron", 1.8f } }; newAlien = new AlienType(0, rNeeds, 60); alienLevels.Add(newAlien); // Need 2 meat, 3 Na, 1 Cl, 3 Su rNeeds = new Dictionary <string, float>() { { "Raw Meat", 1.2f }, { "Sodium", 1.3f }, { "Chlorine", 1f }, { "Sulphur", 1.3f } }; newAlien = new AlienType(1, rNeeds, 90); alienLevels.Add(newAlien); // Need 2 meats, 3 Na, 2 NaCl, 3 Cl rNeeds = new Dictionary <string, float>() { { "Cooked Meat", 0.9f }, { "Sodium", 1 }, { "Salt", 0.9f }, { "Chlorine", 1 } }; newAlien = new AlienType(2, rNeeds, 120); alienLevels.Add(newAlien); // Need 3 raw meat, 3 cooked meat, 6 Na, 2 fire rNeeds = new Dictionary <string, float>() { { "Raw Meat", 1 }, { "Cooked Meat", 1 }, { "Sodium", 1.5f }, { "Fire", 1.1f } }; newAlien = new AlienType(3, rNeeds, 120); alienLevels.Add(newAlien); // Need 6 NaCl, 4 Cl, 4 Su, 10 Fire rNeeds = new Dictionary <string, float>() { { "Salt", 0.9f }, { "Chlorine", 0.75f }, { "Sulphur", 0.75f }, { "Fire", 1.3f } }; newAlien = new AlienType(4, rNeeds, 180); alienLevels.Add(newAlien); currentLevel = 0; CompleteLevel(); }
public TwinNova( GameWorld world, Texture2D texture, Vector2 position, float size, AlienType type, int deathtime, int hits, String texturename = TNames.blue_nova ) : base(world, texture, position, size, type) { cooldown = deathtime; m_deathtime = deathtime; max_hit = hits; hit_counter = hits; m_restitution = 1.5f; m_texture_name = texturename; m_texture = texture; }
protected GameObject CreateAlienByType(AlienType alienType) { switch (alienType) { case AlienType.ALIEN_ZAKO: return(Instantiate(alienKinds[0])); case AlienType.ALIEN_GOEI: return(Instantiate(alienKinds[1])); default: return(null); } }
void SpawnAlien() { AlienType type = (AlienType)(int)UnityEngine.Random.Range(0, Enum.GetValues(typeof(AlienType)).Length); float newLat = tileManager.getLat + UnityEngine.Random.Range(-0.0007f, 0.0007f); float newLon = tileManager.getLon + UnityEngine.Random.Range(-0.0007f, 0.0007f); Aliens prefab = Resources.Load("MapAlien/" + type.ToString(), typeof(Aliens)) as Aliens; Aliens alien = Instantiate(prefab, Vector3.zero, Quaternion.identity) as Aliens; alien.tileManager = tileManager; alien.Init(newLat, newLon); aliens.Add(alien); }
public Alien(AlienType type, Point startPosition, int column, int row) { CurrentPosition = startPosition; (_still, _moving) = type switch { AlienType.Crab => (new Sprite(0, 0, 20, 12), new Sprite(20, 0, 40, 14)), AlienType.Octopus => (new Sprite(20, 14, 40, 26), new Sprite(0, 12, 20, 27)), _ => (new Sprite(0, 27, 20, 41), new Sprite(20, 27, 40, 41)), }; _current = _still; _explosion = new Sprite(0, 59, 17, 69); Column = column; Row = row; }
public Queen( GameWorld world, Texture2D texture, Vector2 position, float size, AlienType type, int cooldown, String texturename = TNames.queen_alien, int max_spawn = 10 ) : base(world, texture, position, size, type, cooldown, texturename: texturename, max_spawn: max_spawn, ai: AlienController.AIType.BOSS, patrol: 0.03f) { m_alien_color = Color.White; m_restitution = 2f; for ( int i = 0; i < 4; i++ ) { eggs[i] = new Egg(); eggs[i].intact = true; eggs[i].pos = Vector2.Zero; } eggs[0].pos += new Vector2( 9, -4 ); eggs[0].angle = 1.35f; eggs[1].pos += new Vector2( 7, -10 ); eggs[1].angle = 0.65f; eggs[2].pos += new Vector2( -9, -4 ); eggs[2].angle = -1.35f; eggs[3].pos += new Vector2( -7, -10 ); eggs[3].angle = -0.65f; }
private void AddTopicControls(AlienType alien) { var metadata = alien.Metadata(); AddControl(new Label(24, 5, metadata.Name, Font.Large, ColorScheme.LightAqua)); AddControl(new Overlay(metadata.Overlay)); var nextTop = 40; foreach (var descriptionLine in metadata.DescriptionLines) { var top = nextTop; nextTop += 8; AddControl(new Label(top, 5, descriptionLine, Font.Normal, ColorScheme.LightPurple)); } }
public Alien(AlienColumn column, AlienType type, Vector2 position, Vector2 size) : base(position, size) { Column = column; Type = type; }
private static TopicMetadata Alien(AlienType alien) { return new TopicMetadata { Name = alien.Metadata().Name, Category = TopicCategory.AlienLifeForms, Scheme = ColorScheme.LightWhite, RequiredResearch = new[] { alien.Metadata().RequiredResearch }, Subject = alien }; }
public void SetAlienType(AlienType type) { alienType = type; }
public static Ufo Create( UfoType ufoType, UfoStatus status, AlienType alienType, AlienMissionType mission, RegionType region) { var ufo = new Ufo { UfoType = ufoType, Status = status, Number = GameState.Current.Data.NextUfoNumber++, AlienType = alienType, Mission = mission, Region = region }; GameState.Current.Data.Ufos.Add(ufo); return ufo; }
// The Alien Constructor // // <param name="world"> The World this object would be contained inside </param> // <param name="texture"> The image that governs the shape of this object</param> // <param name="velocity"> The initial velocity from throwing</param> // <param name="density"> The object's mass per unit area </param> // <param name="friction"> Usually set to 0 for throwable objects, but sliding factor </param> // <param name="restitution"> Bounciness </param> public Alien( GameWorld world, Texture2D texture, Vector2 position, float size, AlienType type, AlienCollisionType collision_type = AlienCollisionType.NORMAL, String name = "Alien", String texturename = TNames.easy_alien, AlienController.AIType ai = AlienController.AIType.PEON, int attack_rate = 50, float attack_power = 10, int attack_cooldown = 120, float laser_slowdown = 0.8f, float patrol_speed = ALIEN_PATROL_SPEED, float max_range = TUTORIAL_MAX_RANGE, float attack_dist = TUTORIAL_ATTACK_RANGE, float chase_dist = TUTORIAL_MAX_CHASE, float destroy_threshold = 30, float rotation = 0.0f, float density = ALIEN_DENSITY, float friction = ALIEN_FRICTION, float restitution = ALIEN_RESTITUTION, float attack_speed = 1.0f ) : base(world, texture, position, density, friction, restitution, ALIEN_DAMPING, rotation: rotation, name: name, is_destructible: true, radius: size) { m_laser_slowdown = laser_slowdown; m_ai_type = ai; m_destroy_threshold = destroy_threshold; m_move_step = patrol_speed; m_range = max_range; m_attack_dist = attack_dist; m_chase_dist = chase_dist; m_attack_speed = attack_speed; m_size_scale = (float)Math.Sqrt( size ); m_laser_texture = TestWorld.laser_texture; m_attack_rate = attack_rate; // Will likely change m_attack_power = attack_power; // Will likely change m_is_attacking = false; m_attack_cooldown = attack_cooldown; m_width = ( m_size_scale ) * (float)texture.Width / ( GameWorld.SCALE ); m_height = ( m_size_scale ) * (float)texture.Height / ( GameWorld.SCALE ); m_radius = Math.Min( m_width, m_height ) / 2; m_size = m_radius; m_texture_name = texturename; m_width_height = new Vector2( m_width, m_height ); m_type = type; m_collision_type = collision_type; m_animation_frame = 1; m_last_destroy_frame = false; m_ai_control = new AlienController( m_world, this, m_ai_type, m_world.m_ninja , patrol_speed: m_move_step, max_range: m_range, attack_dist: m_attack_dist, chase_dist: m_chase_dist ); m_alien_color = Color.White; set_textures(); }
public CharacterInfo GetFor(AlienType alienType) { return(_infos[alienType]); }