public override void OnFire(Vector2 position, DynamicFloat rotation) { float rotationValue = rotation.Value; float rangeValue = Range.Value; FireSingle(position, rotationValue + 0.5f * Random.Range(-rangeValue, rangeValue)); }
public override void OnFire(Vector2 position, DynamicFloat rotation) { int burstCount = Mathf.Abs(count.Value); if (burstCount == 1) { FireSingle(position, rotation); } else { float burstRange = range.Value; float start = rotation - burstRange * 0.5f; float delta = burstRange / (burstCount - 1); float deltaV = deltaSpeed.Value; float deltaAV = deltaAngularSpeed.Value; DynamicFloat tempSpeed = Speed; DynamicFloat tempASpeed = AngularSpeed; for (int i = 0; i < burstCount; i++) { Speed += deltaV; AngularSpeed += deltaAV; FireSingle(position, start + i * delta); } Speed = tempSpeed; AngularSpeed = tempASpeed; } }
public static int Compare(DynamicFloat lhs, DynamicFloat rhs) { if ((lhs == null) && (rhs == null)) { return(0); } if (lhs == null) { return(-1); } if (rhs == null) { return(1); } int num = lhs.isDynamic.CompareTo(rhs.isDynamic); if (num == 0) { num = Compare(lhs.dynamicKey, rhs.dynamicKey); if (num != 0) { return(num); } num = lhs.fixedValue.CompareTo(rhs.fixedValue); if (num != 0) { return(num); } } return(num); }
public float Evaluate(DynamicFloat target) { if (target.isDynamic) { return(this.GetProperty(target.dynamicKey)); } return(target.fixedValue); }
public LinearBurstModifier(DynamicInt depth, DynamicFloat deltaSpeed, DynamicFloat deltaAngularSpeed) { this.depth = depth; this.deltaSpeed = deltaSpeed; this.deltaAngularSpeed = deltaAngularSpeed; }
public sealed override void OnFire(Vector2 position, DynamicFloat rotation) { UpdateSourcePoints(position, rotation); for (int i = 0; i < SourcePoints.Count; i++) { FireSingle(SourcePoints[i].Position, SourcePoints[i].BaseRotation); } }
public override void OnFire(Vector2 position, DynamicFloat rotation) { DynamicFloat oldVelocity = Speed; float rangeValue = Range.Value; Speed = oldVelocity + Random.Range(-0.5f * rangeValue, 0.5f * rangeValue); FireSingle(position, rotation); Speed = oldVelocity; }
public override void OnFire(Vector2 position, DynamicFloat rotation) { float oldAV = AngularSpeed; float rangeValue = Range.Value; AngularSpeed = oldAV + 0.5f * Random.Range(-rangeValue, rangeValue); FireSingle(position, rotation); AngularSpeed = oldAV; }
protected override void OnInitialize(GameHudModel model) { var attributesData = model.PlayerManager.PlayerActor.GetData <AttributesData>(); _healthProperty = attributesData.Attributes[Attribute.Health]; _healthProperty.PropertyChanged += HandleHealthChanged; _healthBar.material.SetFloat("_value", _healthProperty.Percentage()); _healthBarUpdate = StartCoroutine(UpdateHealthBar()); }
public PolygonSource(DynamicFloat size, DynamicInt edgeCount, DynamicInt pointsPerEdge, RotationType type) { this.size = size; this.edgeCount = edgeCount; this.pointsPerEdge = pointsPerEdge; this.type = type; }
public CircularBurstModifier(DynamicFloat range, DynamicInt count, DynamicFloat deltaSpeed, DynamicFloat deltaAngularSpeed) { this.range = range; this.count = count; this.deltaSpeed = deltaSpeed; this.deltaAngularSpeed = deltaAngularSpeed; }
public override void OnFire(Vector2 position, DynamicFloat rotation) { DanmakuPrefab oldPrefab = Prefab; Prefab = newPrefab; FireSingle(position, rotation); Prefab = oldPrefab; }
public override void OnFire(Vector2 position, DynamicFloat rotation) { DanmakuController temp = controllerAggregate; if (controllers != null) { for (int i = 0; i < controllers.Length; i++) { temp += controllers[i].Update; } } Controller += temp; FireSingle(position, rotation); Controller -= temp; }
public override void OnFire(Vector2 position, DynamicFloat rotation) { DynamicFloat tempSpeed = Speed; DynamicFloat tempASpeed = AngularSpeed; DynamicFloat deltaV = DeltaSpeed; DynamicFloat deltaAV = DeltaAngularSpeed; float depth = Depth.Value; for (int i = 0; i < depth; i++) { Speed += deltaV; AngularSpeed += deltaAV; FireSingle(position, rotation); } Speed = tempSpeed; AngularSpeed = tempASpeed; }
public float Evaluate(DynamicFloat dynamicFloat) { if (!dynamicFloat.isDynamic) { return(dynamicFloat.fixedValue); } if (this.argumentRecieved && (this.config.UseAbilityArgumentAsSpecialKey == dynamicFloat.dynamicKey)) { return(this.argumentSpecialValue); } if (!this._overrideMap.ContainsKey(dynamicFloat.dynamicKey)) { return((float)this.config.AbilitySpecials[dynamicFloat.dynamicKey]); } object obj2 = this._overrideMap[dynamicFloat.dynamicKey]; if (obj2 is SafeFloat) { return((float)((SafeFloat)obj2)); } return((float)obj2); }
protected override void OnInitialize(IActor owner) { var attributesData = owner.GetData <AttributesData>(); var hasAttribute = attributesData.Attributes.TryGetValue(_attribute, out var property); if (!hasAttribute) { Debug.LogWarning($"Actor {owner.GetGameObject().name} doesn't have the {_attribute}" + " attribute in data"); return; } _attributeFloat = property; _camera = owner.Camera; var ownerTransform = owner.GetData <TransformData>().GetTransform(); _bar = Instantiate(_bar, new Vector3(0, _height, 0), Quaternion.identity); _barTransform = _bar.transform; _barTransform.SetParent(ownerTransform, false); base.OnInitialize(owner); }
public RandomizeAngleModifier(DynamicFloat range) { this.range = range; }
float IAttacker.Evaluate(DynamicFloat target) { return(base.Evaluate(target)); }
public CircleSource(DynamicFloat radius, DynamicInt count, bool normal = false) { this.radius = radius; this.count = count; this.normal = normal; }
public override void OnFire(Vector2 position, DynamicFloat rotation) { Controller = null; FireSingle(position, rotation); }
public RandomizeAngularVelocityModifier(DynamicFloat range) { this.range = range; }
public SourcePoint(Vector2 location, DynamicFloat rotation) { this.Position = location; this.BaseRotation = rotation; }