Esempio n. 1
0
 private void Warning()
 {
     SceneManager.LoadSceneAsync("WarningFinal", LoadSceneMode.Additive);
     Invoke("BreakLaser", 10.4f);                               //was5
     LaserProng.GetComponent <Stage6LaserProng>().BreakLaser(); //starts deathray particles.
 }
Esempio n. 2
0
    // Update is called once per frame
    void Update()
    {
        t += Time.deltaTime;
        if (t > 1)
        {
            fading = false;
        }
        if (fading)
        {
            sr.color = new Color(1f, 1f, 1f, Mathf.SmoothStep(0.0f, 1.0f, t));
        }

        if (damageReceivedMultiplier > 1.15f)
        {
            damageReceivedMultiplier = 1.15f;
        }

        if (invulnTimer > 0)
        {
            invulnTimer -= Time.deltaTime;
        }
        if (health <= 500 && !dead)
        {
            dead = true;
            Death();
        }
        if (canMove)
        {
            //transform.Translate (new Vector2 (0, speed * Time.deltaTime));
        }

        if (health <= phase2 && phase == 1)
        {
            phase        = 2;
            noshootTimer = invulnTimer = 1f;
            GameObject[] g = GameObject.FindGameObjectsWithTag("EnemyBullet");
            for (int i = 0; i < g.Length; i++)
            {
                Destroy(g [i], i / 800f);
            }
            Invoke("DestroyAgain", 1f);
            phase2Shift = true;
            UpperWing.gameObject.SetActive(true);
        }
        else if (health <= phase3 && phase == 2)
        {
            phase        = 3;
            noshootTimer = invulnTimer = 1f;
            GameObject[] g = GameObject.FindGameObjectsWithTag("EnemyBullet");
            for (int i = 0; i < g.Length; i++)
            {
                Destroy(g [i], i / 800f);
            }
            UpperWing.GetComponent <Stage6Upper> ().ReturnToDefault();
            LowerWing.gameObject.SetActive(true);
            Invoke("DestroyAgain", 1f);
        }
        else if (health <= phase4 && phase == 3)
        {
            phase        = 4;
            noshootTimer = invulnTimer = 1f;
            LowerWing.GetComponent <Stage6Lower> ().ReturnToDefault();
            RightConnector.gameObject.SetActive(true);
            LeftConnecter.gameObject.SetActive(true);

            Invoke("DestroyAgain", 1f);
        }
        else if (health <= phase5 && phase == 4)
        {
            phase        = 5;
            noshootTimer = invulnTimer = 5f;
            GameObject[] g = GameObject.FindGameObjectsWithTag("EnemyBullet");
            for (int i = 0; i < g.Length; i++)
            {
                Destroy(g [i], i / 400f);
            }
            RightConnector.GetComponent <Stage6Connecter> ().ReturnToDefault();
            LeftConnecter.GetComponent <Stage6Connecter> ().ReturnToDefault();
        }
        else if (health <= phase6 && phase == 5)
        {
            phase        = 6;
            noshootTimer = invulnTimer = 5f;
            GameObject[] g = GameObject.FindGameObjectsWithTag("EnemyBullet");
            for (int i = 0; i < g.Length; i++)
            {
                Destroy(g [i], i / 400f);
            }
            LeftWing.GetComponent <Stage6LeftWing> ().ReturnToDefault();
            rotateLeft2 = true;
        }
        else if (health <= phase7 && phase == 6)
        {
            phase        = 7;
            noshootTimer = invulnTimer = 5f;
            GameObject[] g = GameObject.FindGameObjectsWithTag("EnemyBullet");
            for (int i = 0; i < g.Length; i++)
            {
                Destroy(g [i], i / 400f);
            }
            RightWing.GetComponent <Stage6RightWing> ().ReturnToDefault();
            finalPrep = true;
        }
        else if (health <= phase8 && phase == 7)
        {
            phase        = 8;
            noshootTimer = invulnTimer = 1f;
            GameObject[] g = GameObject.FindGameObjectsWithTag("EnemyBullet");
            for (int i = 0; i < g.Length; i++)
            {
                Destroy(g [i], i / 400f);
            }
            Invoke("Warning", 0.05f);
            finalLaserPrep = true;
        }
        else if (health <= 0)
        {
            phase = -1;
        }

        if (canShoot && noshootTimer <= 0)
        {
            if (phase == 1)
            {
                Shoot(0);
            }
            else if (phase == 5)
            {
                Shoot(1);
                Shoot(2);
            }
            else if (phase == 6)
            {
                Shoot(3);
                Shoot(4);
            }
            else if (phase == 7)
            {
                Shoot(1);
                Shoot(3);
            }
            // Every X seconds shoot big laser
            if (trueFinal && noshootTimer <= 0)
            {
                // Next delay
                noshootTimer = 4;
                LaserProng.GetComponent <Stage6LaserProng> ().Shoot();
            }
        }
        else
        {
            noshootTimer -= Time.deltaTime;
        }

        // Shot for .5 seconds all weapons (4-3.5);
        if (noshootTimer >= 3.5f && trueFinal)
        {
            Shoot(3);
            Shoot(4);
            Shoot(1);
            Shoot(2);
        }

        // Laser turning
        if (trueFinal && noshootTimer <= 2)
        {
            Vector3    direction    = player.position - transform.position;
            float      angle        = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg - 270;
            Quaternion lookRotation = Quaternion.AngleAxis(angle, Vector3.forward);
            transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, Time.deltaTime * 2);
        }

        if (spikePhase)
        {
            if (phase == 5)
            {
                noshootTimer = invulnTimer = 1f;
            }
            if (sUp)
            {
                transform.Translate(Vector3.up * Time.deltaTime * 5);
                if (transform.position.y > 7)
                {
                    transform.position = new Vector3(transform.position.x, 7, transform.position.z);
                    sUp   = false;
                    sLeft = true;
                }
            }
            else if (sLeft)
            {
                transform.Translate(Vector3.left * Time.deltaTime * 5);
                if (transform.position.x < -11)
                {
                    transform.position = new Vector3(-11, transform.position.y, transform.position.z);
                    sLeft = false;
                    sDown = true;
                }
                if (phase == 5 && Mathf.Abs(transform.position.x) < 0.3f)
                {
                    sLeft = false;
                    transform.position = new Vector3(0, 7, transform.position.z);
                    rotateLeft         = true;
                    spikePhase         = false;
                }
            }
            else if (sDown)
            {
                transform.Translate(Vector3.down * Time.deltaTime * 5);
                if (transform.position.y < -7)
                {
                    transform.position = new Vector3(transform.position.x, -7, transform.position.z);
                    sDown  = false;
                    sRight = true;
                }
            }
            else if (sRight)
            {
                transform.Translate(Vector3.right * Time.deltaTime * 5);
                if (transform.position.x > 9.7f)
                {
                    transform.position = new Vector3(9.7f, transform.position.y, transform.position.z);
                    sRight             = false;
                    sUp = true;
                }
            }
        }

        if (phase2Shift)
        {
            transform.Translate((Vector3.zero - transform.position) * Time.deltaTime * 0.4f, Space.World);
            if (Vector2.Distance(transform.position, Vector3.zero) < 0.06f)
            {
                transform.position = Vector3.zero;
                phase2Shift        = false;
            }
        }

        if (finalShiftUI)
        {
            for (int i = 0; i < canvasT.childCount - 1; i++)
            {
                canvasT.GetChild(i).transform.Translate(0, -Time.deltaTime * 500, 0);
                if (canvasT.GetChild(i).transform.position.y < -3000)
                {
                    finalShiftUI = false;
                }
            }
        }

        if (rotateLeft)
        {
            transform.rotation = Quaternion.Euler(0, 0, transform.eulerAngles.z + 25 * Time.deltaTime);
            noshootTimer       = invulnTimer = 1f;
            if (transform.eulerAngles.z > 90)
            {
                transform.rotation = Quaternion.Euler(0, 0, 90);
                LeftWing.gameObject.SetActive(true);
                rotateLeft = false;
            }
        }

        if (rotateLeft2)
        {
            noshootTimer       = invulnTimer = 1f;
            transform.rotation = Quaternion.Euler(0, 0, transform.eulerAngles.z + 25 * Time.deltaTime);
            if (transform.eulerAngles.z > 270)
            {
                transform.rotation = Quaternion.Euler(0, 0, 270);
                RightWing.gameObject.SetActive(true);
                rotateLeft2 = false;
            }
        }

        if (finalPrep)
        {
            noshootTimer       = invulnTimer = 1f;
            transform.rotation = Quaternion.Euler(0, 0, transform.eulerAngles.z + 25 * Time.deltaTime);
            if (Mathf.Abs(transform.eulerAngles.z) < 3)
            {
                transform.rotation = Quaternion.Euler(0, 0, 0);
                finalPrep          = false;
                finalPrep2         = true;
            }
        }
        if (finalPrep2)
        {
            noshootTimer = invulnTimer = 1f;
            transform.Translate(Vector3.down * Time.deltaTime * 3);
            if (transform.position.y < 5)
            {
                transform.position = new Vector3(transform.position.x, 5, transform.position.z);
                LeftWing.GetComponent <Stage6LeftWing> ().SecondPhase();
                RightWing.GetComponent <Stage6RightWing> ().SecondPhase();
                finalPrep2 = false;
                LaserProng.gameObject.SetActive(true);
            }
        }
        if (finalLaserPrep)
        {
            noshootTimer = invulnTimer = 1f;
            transform.Translate(Vector3.up * Time.deltaTime * 3);
            if (transform.position.y > 6.5)
            {
                transform.position = new Vector3(transform.position.x, 6.5f, transform.position.z);
                finalLaserPrep     = false;
            }
        }

        if (finalFade)
        {
            for (int i = 0; i < transform.childCount; i++)
            {
                if (transform.GetChild(transform.childCount - 1).GetComponent <SpriteRenderer>().color.r > 0.5f)
                {
                    SpriteRenderer s = transform.GetChild(i).GetComponent <SpriteRenderer> ();
                    s.color = new Color(Mathf.Clamp01(s.color.r) - Time.deltaTime * 0.3f,
                                        Mathf.Clamp01(s.color.g) - Time.deltaTime * 0.3f,
                                        Mathf.Clamp01(s.color.b) - Time.deltaTime * 0.3f);
                }
                else
                {
                    finalFade = false;
                }
            }
        }

        if (stationsLeft <= 0 && !finalFadeback)
        {
            finalFadeback = true;
            LeftWing.GetComponent <Stage6LeftWing> ().StartFinalFadeback();
            RightWing.GetComponent <Stage6RightWing> ().StartFinalFadeback();
            transform.GetChild(0).GetComponent <CircleCollider2D> ().enabled = true;
            for (int i = 0; i < transform.childCount; i++)
            {
                transform.GetChild(i).GetComponent <SpriteRenderer> ().sortingOrder += 2;
            }
            stationsLeft = 99;
            Invoke("StartTrueFinal", 5.0f);
            noshootTimer = invulnTimer = 1f;
            GameObject[] g = GameObject.FindGameObjectsWithTag("EnemyBullet");
            for (int i = 0; i < g.Length; i++)
            {
                Destroy(g [i], i / 400f);
            }
        }

        if (finalFadeback)
        {
            for (int i = 0; i < transform.childCount; i++)
            {
                if (transform.GetChild(transform.childCount - 1).GetComponent <SpriteRenderer>().color.r < 1)
                {
                    SpriteRenderer s = transform.GetChild(i).GetComponent <SpriteRenderer> ();
                    s.color = new Color(Mathf.Clamp01(s.color.r) + Time.deltaTime * 0.3f,
                                        Mathf.Clamp01(s.color.g) + Time.deltaTime * 0.3f,
                                        Mathf.Clamp01(s.color.b) + Time.deltaTime * 0.3f);
                }
                else
                {
                    finalFadeback = false;
                }
            }
        }
    }