Esempio n. 1
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 public void ToggleToAerialDestructionState()
 {
     isLaunchingMeteorsAvaiable = false;
     isAvaiableForInteraction   = false;
     State = BomberState.DestructingAerial;
     TimeingManager.SchoudleDelayedFunctionTrigger(1f, RemoveFromSimulation);
 }
Esempio n. 2
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 public void ToggleToExloding()
 {
     State = DefenderState.Exloding;
     TimeingManager.SchoudleDelayedFunctionTrigger(DefenderExplosionDuration, TogglToRecreating);
     MoveToInteractingWithEnemiesList = true;
     Debug.Log("Defender Explosion!");
 }
 public void TriggerRotationSpeedChangeCycle()
 {
     if (movementParametersFlow == true)
     {
         TimeingManager.SchoudleDelayedFunctionTrigger(Random.Range(5, 15), ChangeRotationSpeed);
     }
 }
 public void TriggerRotationChangeCycle()
 {
     if (movementParametersFlow == true)
     {
         TimeingManager.SchoudleDelayedFunctionTrigger(Random.Range(3, 25), SwapRotationDirection);
     }
 }
Esempio n. 5
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 public void LaunchingMeteor()
 {
     if (isLaunchingMeteorsAvaiable)
     {
         SimulationInstance.GameplayController.GameplaySpawnManager.SpawnMeteorOutOfObject(this);
         TimeingManager.SchoudleDelayedFunctionTrigger(MeteorSpawnRatio, LaunchingMeteor);
     }
 }
Esempio n. 6
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 public void ToggleToDestructingTargetState(Vector3 _targetPosition)
 {
     isLaunchingMeteorsAvaiable = false;
     State = BomberState.DestructingTarget;
     //Calculate Vector of Animation Direction
     // Send Vector To Aniamtionhandler
     TimeingManager.SchoudleDelayedFunctionTrigger(1f, RemoveFromSimulation);
 }
Esempio n. 7
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 public void TogglePreformingImplodingImpact()
 {
     isReadyToDestroyImplodingMinionsOnEnemy = true;
     State = ImploderState.PreformingImplodingImpact;
     TimeingManager.SchoudleDelayedFunctionTrigger(2f, TogglePreformingUnactiveFollowingPlayer);
     myInteractionType = InteractionType.ImplodingImpact;
     //toggle Animate
 }
Esempio n. 8
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 public void ToggleToDestructingTargetState(Vector3 _targetPosition)
 {
     rb.drag = 1000; // stopingTheMovement
     State   = MeteorState.DestructingTarget;
     //Calculate Vector of Animation Direction
     // Send Vector To Aniamtionhandler
     TimeingManager.SchoudleDelayedFunctionTrigger(1f, RemoveFromSimulation);
 }
Esempio n. 9
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 public void StartCoreAction()
 {
     Debug.Log("CoreActionLaunched");
     Debug.Log("Core Hp = " + HealthPoints);
     TimeingManager.SchoudleDelayedFunctionTrigger(BomberSpawnRate, SpawnBomberACtion);
     TimeingManager.SchoudleDelayedFunctionTrigger(MeteorSpawnRate, SpawnMeteorAction);
     isAvaiableForInteraction = true;
     CanBehHitWithImploder    = true;
 }
Esempio n. 10
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    public void TogglePreformingUnactiveFollowingPlayer()
    {
        TheAttackedObject = null;
        isReadyToDestroyImplodingMinionsOnEnemy = false;

        MoveOutFromInteractingWithEnemiesList = true;
        State = ImploderState.UnactiveFollowingPlayer;
        TimeingManager.SchoudleDelayedFunctionTrigger(UnactiveDuration, TogglePrefrominActiveFollowingPlayer);
        //toggle Animate
    }
    public void SpawnMeteorFromGlobalSpawnWheel()
    {
        if (spawningEnabled)
        {
            Meteor newMeteor = ObjectSpawner.SpawnMeteorRandomlyOnSpawnWheel(SimulationInstance.GameplayController.GameplaySpawnManager.SpawnPointWheel);
            SimulationInstance.enemyObjects.Add(newMeteor);
            newMeteor.SetupPlayerTransform(SimulationInstance.Player.transform);
            newMeteor.LaunchStartupKick(SpawnPointWheel.GetKickTagetPositionForJustSpawnedMeteor());
            newMeteor.ToggleToMoveTowardsPlayer();

            TimeingManager.SchoudleDelayedFunctionTrigger(MeteorSpawnDelayDuration, SpawnMeteorFromGlobalSpawnWheel);
        }
    }
 public void ChangeStage()
 {
     currentStageIndex++;
     if (currentStageIndex < Stages.Length)
     {
         Debug.Log("Next Stage Begun!");
         TimeingManager.SchoudleDelayedFunctionTrigger(Stages[currentStageIndex].DurationOfStage, ChangeStage);
         GameplaySpawnManager.SetSpawnParameters(Stages[currentStageIndex].GetStageSpawnParameters());
         if (Stages[currentStageIndex].isItCoreStage == true)
         {
             LaunchCoreStagePhase();
         }
     }
 }
    private void SpawnBomber()
    {
        if (spawningEnabled)
        {
            Bomber newBomber = ObjectSpawner.SpawnBomberRandomlyOnSpawnWheel(SpawnPointWheel);
            SimulationInstance.enemyObjects.Add(newBomber);
            newBomber.SetupPlayerTransform(SimulationInstance.Player.transform);
            newBomber.SetupPlayersOrbitationWheel(SimulationInstance.Player.OrbitationWheel);
            newBomber.LaunchStartupKick(SpawnPointWheel.GetKickTagetPositionForJustSpawnedMeteor());
            newBomber.ToggleToMoveTowardsPlayer();

            TimeingManager.SchoudleDelayedFunctionTrigger(BomberSpawnDelayDuration, SpawnBomber);
        }
    }
Esempio n. 14
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 private void ToggleToUnactiveFollowingPlayer()
 {
     State = ExploderState.UnactiveFollowingPlayer;
     TimeingManager.SchoudleDelayedFunctionTrigger(RestoreToActiveDuration, ToggleToActiveFollowingPlayer);
 }
 public void StartStage()
 {
     TimeingManager.SchoudleDelayedFunctionTrigger(Stages[currentStageIndex].DurationOfStage, ChangeStage);
     GameplaySpawnManager.SetSpawnParameters(Stages[currentStageIndex].GetStageSpawnParameters());
     GameplaySpawnManager.LaunchSpawning();
 }
Esempio n. 16
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 public void TogglToRecreating()
 {
     State = DefenderState.Recreating;
     TimeingManager.SchoudleDelayedFunctionTrigger(RecreatingDuration, ToggleToUnactiveFollowingPlayer);
 }
Esempio n. 17
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 //ToggleFunction
 public void ToggleToUnactiveFollowingPlayer()
 {
     Target = SimulationInstance.Player.transform;
     State  = DefenderState.UnactiveFollowingPlayer;
     TimeingManager.SchoudleDelayedFunctionTrigger(UnactiveDuration, ToggleToActiveFollowingPlayer);
 }
Esempio n. 18
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 public void SpawnBomberACtion()
 {
     SimulationInstance.GameplayController.GameplaySpawnManager.SpawnBomberOutOfObject(this);
     TimeingManager.SchoudleDelayedFunctionTrigger(BomberSpawnRate, SpawnBomberACtion);
 }
Esempio n. 19
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 private void ToggleToRecrationState()
 {
     State = ExploderState.Recreating;
     MoveOutFromInteractingWithEnemiesList = true;
     TimeingManager.SchoudleDelayedFunctionTrigger(RecratingDuration, ToggleToUnactiveFollowingPlayer);
 }
Esempio n. 20
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 //ToggleFunctions
 private void ToggleToExplosionState()
 {
     State = ExploderState.Exploding;
     MoveToInteractingWithEnemiesList = true;
     TimeingManager.SchoudleDelayedFunctionTrigger(ExplosionDuration, ToggleToRecrationState);
 }
Esempio n. 21
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 public void ToggleImplodingEnemyAttack(IEnemyBase _theAttackedObeject)
 {
     State             = ImploderState.ImplodiningObjectAttacking;
     TheAttackedObject = _theAttackedObeject;
     TimeingManager.SchoudleDelayedFunctionTrigger(2f, TogglePreformingUnactiveFollowingPlayer);
 }
 public void LaunchSpawning()
 {
     spawningEnabled = true;
     TimeingManager.SchoudleDelayedFunctionTrigger(MeteorSpawnDelayDuration, SpawnMeteorFromGlobalSpawnWheel);
     TimeingManager.SchoudleDelayedFunctionTrigger(BomberSpawnDelayDuration, SpawnBomber);
 }