Esempio n. 1
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        public override void EndPattern()
        {
            base.EndPattern();

            UDETransitionHelper.ChangeScaleTo(background, new Vector3(1f, 1f, 1f), 0.5f, UDETransitionHelper.easeLinear, UDETime.TimeScale.ENEMY, false);
            UDETransitionHelper.ChangeColorTo(background, originalBackgroundColor, 0.5f, UDETransitionHelper.easeLinear, UDETime.TimeScale.ENEMY, false);
        }
Esempio n. 2
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        private IEnumerator IntroWhiteSpiritPattern(LambdaShotPattern pattern, List <UDEAbstractBullet> bullets, UDEEnemy enemy)
        {
            var trResult = UDETransitionHelper.MoveAmount(enemy.gameObject, new Vector2(-7, 0.6f), 6, UDETransitionHelper.easeOutQuad, UDETime.TimeScale.ENEMY, true);

            yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.5f, UDETime.TimeScale.ENEMY)));

            for (int i = 0; i < 5; i++)
            {
                UDEAbstractBullet bullet = UDEBulletPool.Instance.GetBullet(bullets[0]);
                bullet.SummonTime = 0.08f;
                bullet.MoveBulletToDirection(enemy, pattern, enemy.transform.position, 0, new Vector2(-5, 0), true);

                yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.8f, UDETime.TimeScale.ENEMY)));
            }

            yield return(new WaitUntil(() => trResult.EndTransition));

            trResult = UDETransitionHelper.MoveAmount(enemy.gameObject, new Vector2(-6, 15), 6, UDETransitionHelper.easeInQuad, UDETime.TimeScale.ENEMY, true);
            yield return(new WaitUntil(() => trResult.EndTransition));

            ((EnemyBase)enemy).OnDestroy();
            Destroy(enemy);

            yield return(null);
        }
Esempio n. 3
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    protected override IEnumerator ShotPattern()
    {
        originEnemy.CanBeDamaged = false;
        var result = UDETransitionHelper.MoveTo(originEnemy.gameObject, Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0.5f)), 2f, UDETransitionHelper.easeOutCubic, UDETime.TimeScale.ENEMY, true);

        yield return(new WaitUntil(() => result.EndTransition));

        originEnemy.CanBeDamaged = true;

        UDEPolarMovementBuilder builder = UDEPolarMovementBuilder.Create().DoNotFaceToMovingDirection();
        float angleDiff = 360f / numberOfBullets;

        bool  lowHealth      = false;
        float summonInterval = 2f;

        while (true)
        {
            if (!lowHealth && originEnemy.Health < 200f)
            {
                lowHealth      = true;
                summonInterval = 1.4f;
                moveIn.RemoveAll(tr => !tr.gameObject.activeSelf);
                UDEBulletPool.Instance.ReleaseBullets(shottedBullets.ToArray());
                moveIn.Clear();
            }

            for (int i = 0; i < numberOfBullets; i++)
            {
                float angle = angleDiff * i;

                UDEAbstractBullet moveOut     = UDEBulletPool.Instance.GetBullet(patternBullets[0]);
                UDEBulletMovement movementOut = builder.RadialSpeed(radialSpeed).AngularSpeed(angularSpeed).RotationAngularSpeed(angularSpeed).Build();

                Vector2 origin  = enemyTr.position;
                Vector2 formLoc = origin + UDEMath.Polar2Cartesian(0.3f, angle).ToVector2();

                moveOut.Initialize(formLoc, origin, angle, originEnemy, this, movementOut, setOriginToCharacter: true);

                UDEAbstractBullet moveIn     = UDEBulletPool.Instance.GetBullet(patternBullets[0]);
                UDEBulletMovement movementIn = builder.RadialSpeed(-radialSpeed).AngularSpeed(-angularSpeed).RotationAngularSpeed(-angularSpeed).Build();

                formLoc = origin + UDEMath.Polar2Cartesian(8.3f, angle).ToVector2();

                moveIn.Initialize(formLoc, origin, angle, originEnemy, this, movementIn, setOriginToCharacter: true);
                this.moveIn.Add(moveIn.transform);

                Vector3 moveOutScale = moveOut.transform.localScale;
                Vector3 moveInScale  = moveIn.transform.localScale;
                moveOutScale *= 2.5f;
                moveInScale  *= 2.5f;
                moveOut.transform.localScale = moveOutScale;
                moveIn.transform.localScale  = moveInScale;
            }

            yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(summonInterval, UDETime.TimeScale.ENEMY)));
        }
    }
Esempio n. 4
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        private IEnumerator Wave1FairyPattern(LambdaShotPattern pattern, List <UDEAbstractBullet> bullets, UDEEnemy enemy)
        {
            var trResult = UDETransitionHelper.MoveAmount(enemy.gameObject, new Vector2(-3, 0), 0.3f, UDETransitionHelper.easeOutQuad, UDETime.TimeScale.ENEMY, true);

            yield return(new WaitUntil(() => trResult.EndTransition));

            Transform enemyTr   = enemy.transform;
            Transform player    = GameManager.player.transform;
            Vector2   direction = player.position - enemyTr.position;

            direction /= direction.magnitude;

            (_, float angle) = UDEMath.Cartesian2Polar(direction);

            UDECartesianPolarMovementBuilder builder = UDECartesianPolarMovementBuilder.Create().Speed(9.0f).MinSpeed(3.0f).TangentialAccel(-17.0f);

            int   bulletCnt = 25;
            float delta     = 360f / bulletCnt;

            for (int i = 0; i < bulletCnt; i++)
            {
                float moveAngle = angle + delta * i;
                (float x, float y) = UDEMath.Polar2Cartesian(0.4f, moveAngle);

                UDEAbstractBullet bullet = UDEBulletPool.Instance.GetBullet(bullets[0]);
                bullet.SummonTime = 0.12f;
                bullet.Initialize(enemyTr.position + new Vector3(x, y), enemyTr.position, 0, enemy, pattern, builder.Angle(moveAngle).Build());
            }

            builder.Angle(angle);
            for (int i = 1; i < 6; i++)
            {
                (float x, float y) = UDEMath.Polar2Cartesian(0.4f, angle);

                UDEAbstractBullet bullet = UDEBulletPool.Instance.GetBullet(bullets[0]);
                bullet.SummonTime = 0.12f;
                bullet.Initialize(enemyTr.position + new Vector3(x, y), enemyTr.position, 0, enemy, pattern, builder.MinSpeed(3.0f + 0.6f * i).Build());
            }

            yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.5f, UDETime.TimeScale.ENEMY)));

            Vector2 movePoint = Camera.main.ViewportToWorldPoint(new Vector3(-0.1f, 0));

            movePoint.y = enemyTr.position.y;

            trResult = UDETransitionHelper.MoveTo(enemy.gameObject, movePoint, 10f, UDETransitionHelper.easeInCubic, UDETime.TimeScale.ENEMY, true);
            yield return(new WaitUntil(() => trResult.EndTransition));

            ((EnemyBase)enemy).OnDestroy();
            Destroy(enemy);

            yield return(null);
        }
Esempio n. 5
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 internal static UDEMath.TimeFunction GetEaseFunction(string type)
 {
     if (Enum.TryParse <UDETransitionHelper.EaseType>("Ease" + type, true, out UDETransitionHelper.EaseType easeType))
     {
         return(UDETransitionHelper.EaseTypeOf(easeType));
     }
     else
     {
         Debug.LogError("Unknown ease type");
         return(UDETransitionHelper.easeLinear);
     }
 }
Esempio n. 6
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    protected override IEnumerator ShotPattern()
    {
        originEnemy.CanBeDamaged = false;
        var result = UDETransitionHelper.MoveTo(originEnemy.gameObject, Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0.85f)), 2f, UDETransitionHelper.easeOutCubic, UDETime.TimeScale.ENEMY, true);

        yield return(new WaitUntil(() => result.EndTransition));

        originEnemy.CanBeDamaged = true;

        float angleDiff = 360f / (float)bulletNumber;

        float angleClockwise     = 0;
        float angleAntiClockwise = 0;

        UDEPolarMovementBuilder builder = UDEPolarMovementBuilder.Create().RadialSpeed(bulletSpeed);

        while (true)
        {
            for (int i = 0; i < bulletNumber; i++)
            {
                float angle = angleDiff * i + angleClockwise;
                builder.InitialAngle(angle);

                UDEAbstractBullet bullet  = UDEBulletPool.Instance.GetBullet(patternBullets[0]);
                Vector2           origin  = originEnemy.transform.position;
                Vector2           formLoc = origin + (UDEMath.CartesianCoord) new UDEMath.PolarCoord(0.35f, angle);
                bullet.Initialize(formLoc, origin, 0, originEnemy, this, builder.Build());

                angle = angleDiff * i + angleAntiClockwise;
                builder.InitialAngle(angle);

                UDEAbstractBullet bullet2 = UDEBulletPool.Instance.GetBullet(patternBullets[0]);
                formLoc = origin + (UDEMath.CartesianCoord) new UDEMath.PolarCoord(0.35f, angle);
                bullet2.Initialize(formLoc, origin, 0, originEnemy, this, builder.Build());
            }

            angleClockwise     -= angularSpeed;
            angleAntiClockwise += angularSpeed;
            while (angleClockwise < 0)
            {
                angleClockwise += 360f;
            }
            while (angleAntiClockwise > 360)
            {
                angleAntiClockwise -= 360f;
            }

            yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.12f, UDETime.TimeScale.ENEMY)));
        }
    }
    protected override IEnumerator ShotPattern()
    {
        originEnemy.CanBeDamaged = false;
        var result = UDETransitionHelper.MoveTo(originEnemy.gameObject, Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0.5f)), 2f, UDETransitionHelper.easeInOutCubic, UDETime.TimeScale.ENEMY, true);

        yield return(new WaitUntil(() => result.EndTransition));

        originEnemy.CanBeDamaged = true;

        UDEMath.PolarFunction bulletPosition        = (deg, err) => 0.3f + 2.5f * (deg - err) / 360f;
        UDEMath.PolarFunction bulletPositionInverse = (deg, err) => 0.3f + 2.5f * (err - deg) / 360f;

        UDEPolarMovementBuilder first  = UDEPolarMovementBuilder.Create().DoNotFaceToMovingDirection();
        UDEPolarMovementBuilder second = UDEPolarMovementBuilder.Create(true).MinAngularSpeed(-30f).MinRadialSpeed(-2.2f).AngularAccel(-25f).RadialAccel(-1.8f).StartTime(1000);

        Vector2 origin = originEnemy.transform.position;

        int cnt = 0;

        while (true)
        {
            float error = Random.Range(-10f, 10f);
            UDEMath.PolarCoord[] coords = cnt % 2 == 0 ?
                                          UDEMath.GetPolarCoordStructs(bulletPosition, error, 3 * 360 + error, error, 500) :
                                          UDEMath.GetPolarCoordStructs(bulletPositionInverse, -error, -error - 3 * 360, -error, 500);
            for (int i = 0; i < coords.Length; i++)
            {
                UDEAbstractBullet   bullet    = UDEBulletPool.Instance.GetBullet(patternBullets[0]);
                Vector2             formLoc   = origin + (UDEMath.CartesianCoord)coords[i];
                float               angle     = coords[i].degree - 90f;
                UDEBulletMovement[] movements = new UDEBulletMovement[] { first.Build(), second.Build() };
                bullet.Initialize(formLoc, origin, angle, originEnemy, this, movements);
                bullets.Add(bullet);
                yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.012f, UDETime.TimeScale.ENEMY)));
            }

            yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(1f, UDETime.TimeScale.ENEMY)));

            for (int i = bullets.Count - 1; i > -1; i--)
            {
                ((dynamic)bullets[i]).ForceMoveToPhase(1);
                bullets.RemoveAt(i);
            }

            yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(7f, UDETime.TimeScale.ENEMY)));

            cnt++;
        }
    }
Esempio n. 8
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        // Update is called once per frame
        void Update()
        {
            float deltaTime = Time.deltaTime * Mathf.Max(UDETime.Instance.EnemyTimeScale, UDETime.Instance.PlayerTimeScale);

            accTime += deltaTime;

            Color col = sprite.color;

            col.a        = 1 - UDETransitionHelper.easeOutQuad(accTime * 5);
            sprite.color = col;
            Vector3 scale = transform.localScale;

            scale.x += 2 * deltaTime * 5;
            scale.y += 2 * deltaTime * 5;
            transform.localScale = scale;
            if (transform.localScale.x >= 3)
            {
                Destroy(gameObject);
            }
        }
Esempio n. 9
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        protected override IEnumerator ShotPattern()
        {
            UDETransitionHelper.StopAllTransitions(originEnemy.gameObject);

            originalBackgroundColor = background.GetComponent <SpriteRenderer>().color;

            originEnemy.CanBeDamaged = false;
            UDETransitionHelper.MoveTo(originEnemy.gameObject, Camera.main.ViewportToWorldPoint(new Vector3(0.77f, 0.5f, 0)), 0.75f, UDETransitionHelper.easeOutCubic, UDE.Management.UDETime.TimeScale.ENEMY, true);
            UDETransitionHelper.ChangeScaleTo(background, new Vector3(1.2f, 1.2f, 1f), 1f, UDETransitionHelper.easeLinear, UDETime.TimeScale.ENEMY, false);
            UDETransitionHelper.ChangeColorTo(background, changeBackgroundColorTo, 1f, UDETransitionHelper.easeLinear, UDETime.TimeScale.ENEMY, false);
            yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(2f, UDETime.TimeScale.ENEMY)));

            originEnemy.CanBeDamaged = true;

            IEnumerator leafFallPattern = LeafFallSubPattern();

            StartSubpattern(leafFallPattern);

            UDEPolarMovementBuilder builder  = UDEPolarMovementBuilder.Create().RadialSpeed(radialSpeed);
            UDEBulletMovement       movement = builder.Build();

            float currAngle = 0f;
            float dtheta    = 360f / numberOfBullets;

            while (true)
            {
                for (int i = 0; i < numberOfBullets; i++)
                {
                    UDEAbstractBullet bullet = UDEBulletPool.Instance.GetBullet(patternBullets[LightBlueCircleBullet]);
                    bullet.SummonTime = 0.1f;
                    Vector2 origin  = originEnemy.transform.position;
                    Vector2 initPos = UDEMath.Polar2Cartesian(0.1f, currAngle + dtheta * i).ToVector2() + origin;

                    bullet.Initialize(initPos, origin, 0, originEnemy, this, movement);
                }

                currAngle += angleDifference;
                yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(1.5f, UDETime.TimeScale.ENEMY)));
            }
        }
Esempio n. 10
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    protected override IEnumerator ShotPattern()
    {
        originEnemy.CanBeDamaged = false;
        var result = UDETransitionHelper.MoveTo(originEnemy.gameObject, Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0.85f)), 2f, UDETransitionHelper.easeOutCubic, UDETime.TimeScale.ENEMY, true);

        yield return(new WaitUntil(() => result.EndTransition));

        originEnemy.CanBeDamaged = true;

        UDEPolarMovementBuilder[] builders = new UDEPolarMovementBuilder[3];

        builders[0] = UDEPolarMovementBuilder.Create().RadialSpeed(4.5f);
        builders[1] = UDEPolarMovementBuilder.Create(true).RadialAccel(25f).MaxRadialSpeed(10f).StartTime(0.3f);
        builders[2] = UDEPolarMovementBuilder.Create(true).RadialAccel(-22f).MinRadialSpeed(0.6f).StartTime(0.65f);

        float angleInterval      = 360f / groupCount;
        float smallAngleInterval = angleInterval / bulletsPerGroup * 1.25f;
        int   flag = 0;

        while (true)
        {
            float deviation = Random.Range(-15f, 15f);
            for (int i = 0; i < bulletsPerGroup; i++)
            {
                UDEAbstractBullet[] bullets = new UDEAbstractBullet[groupCount];
                for (int n = 0; n < bullets.Length; n++)
                {
                    bullets[n] = UDEBulletPool.Instance.GetBullet(patternBullets[0]);
                }

                for (int j = 0; j < groupCount; j++)
                {
                    float angle;
                    if (flag % 2 == 0)
                    {
                        angle = deviation + angleInterval * j + smallAngleInterval * i;
                    }
                    else
                    {
                        angle = deviation + angleInterval * j + smallAngleInterval * (bulletsPerGroup - 1 - i);
                    }

                    UDEBulletMovement[] movements = new UDEBulletMovement[builders.Length];
                    for (int k = 0; k < builders.Length; k++)
                    {
                        builders[k].InitialAngle(angle);
                        movements[k] = builders[k].Build();
                    }

                    Vector2 origin  = originEnemy.transform.position;
                    Vector2 formLoc = origin + UDEMath.Polar2Cartesian(0.45f, angle).ToVector2();

                    bullets[j].Initialize(formLoc, origin, 0, originEnemy, this, movements);
                }

                yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.18f, UDETime.TimeScale.ENEMY)));
            }

            flag++;
            yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.7f, UDETime.TimeScale.ENEMY)));
        }
    }
Esempio n. 11
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        private IEnumerator Wave2FairyPattern(LambdaShotPattern pattern, List <UDEAbstractBullet> bullets, UDEEnemy enemy)
        {
            UDETransitionHelper.MoveAmount(enemy.gameObject, new Vector2(-3, 0), 1f, UDETransitionHelper.easeOutQuad, UDETime.TimeScale.ENEMY, true);
            yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.3f, UDETime.TimeScale.ENEMY)));

            Transform enemyTr = enemy.transform;

            float angle     = 25;
            var   easeInOut = UDETransitionHelper.easeInOutQuad.Composite(t => t / 4);
            float dt        = 0.4f;

            UDECartesianPolarMovementBuilder builder = UDECartesianPolarMovementBuilder.Create().Speed(4.5f).Angle(180);
            UDEBulletMovement central = builder.Build();

            float accTime = 0;

            for (int i = 0; i < (int)(8 / dt); i++)
            {
                if (accTime <= 4)
                {
                    angle = 25 - 50 * easeInOut(accTime);
                }
                else
                {
                    angle = -25 + 50 * easeInOut(accTime - 4);
                }

                UDEBulletMovement upper = builder.Angle(180 - angle).Build();
                UDEBulletMovement lower = builder.Angle(180 + angle).Build();

                UDEAbstractBullet bullet = UDEBulletPool.Instance.GetBullet(bullets[0]); // Upper
                bullet.SummonTime           = 0.05f;
                bullet.transform.localScale = new Vector3(0.85f, 0.85f);
                bullet.Initialize(enemyTr.position, enemyTr.position, 0, enemy, pattern, upper);

                bullet                      = UDEBulletPool.Instance.GetBullet(bullets[1]); // Lower
                bullet.SummonTime           = 0.05f;
                bullet.transform.localScale = new Vector3(0.85f, 0.85f);
                bullet.Initialize(enemyTr.position, enemyTr.position, 0, enemy, pattern, lower);

                float accTimeD = accTime + 1f;
                if (accTimeD >= 8)
                {
                    accTimeD -= 8;
                }

                if (accTimeD <= 4)
                {
                    angle = 25 - 50 * easeInOut(accTimeD);
                }
                else
                {
                    angle = -25 + 50 * easeInOut(accTimeD - 4);
                }

                upper.angle                 = 180 - angle * 2f;
                bullet                      = UDEBulletPool.Instance.GetBullet(bullets[2]);
                bullet.SummonTime           = 0.05f;
                bullet.transform.localScale = new Vector3(0.85f, 0.85f);
                bullet.Initialize(enemyTr.position, enemyTr.position, 0, enemy, pattern, upper);

                lower.angle                 = 180 + angle * 2f;
                bullet                      = UDEBulletPool.Instance.GetBullet(bullets[2]);
                bullet.SummonTime           = 0.05f;
                bullet.transform.localScale = new Vector3(0.85f, 0.85f);
                bullet.Initialize(enemyTr.position, enemyTr.position, 0, enemy, pattern, lower);

                accTime += dt;
                yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(dt, UDETime.TimeScale.ENEMY)));
            }

            Vector2 movePoint = Camera.main.ViewportToWorldPoint(new Vector3(-0.1f, 0));

            movePoint.y = enemyTr.position.y;

            var trResult = UDETransitionHelper.MoveTo(enemy.gameObject, movePoint, 6f, UDETransitionHelper.easeInQuad, UDETime.TimeScale.ENEMY, true);

            yield return(new WaitUntil(() => trResult.EndTransition));

            ((EnemyBase)enemy).OnDestroy();
            Destroy(enemy);

            yield return(null);
        }
        protected override IEnumerator ShotPattern()
        {
            originEnemy.transform.SetPositionAndRotation(Camera.main.ViewportToWorldPoint(new Vector3(1.1f, 0.5f, 0)), Quaternion.Euler(0, 0, 0));
            var trResult = UDETransitionHelper.MoveTo(originEnemy.gameObject, Camera.main.ViewportToWorldPoint(new Vector3(0.8f, 0.5f, 0)), 0.5f, UDETransitionHelper.easeOutCubic, UDETime.TimeScale.ENEMY, true);

            originEnemy.CanBeDamaged = false;
            yield return(new WaitUntil(() => trResult.EndTransition));

            originEnemy.CanBeDamaged = true;

            IUDERandom random     = new UDEXORRandom();
            Vector2    moveVector = Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0.65f, 0));

            moveVector = new Vector2(0, moveVector.y);

            while (true)
            {
                float dtheta = 360f / numberOfGreenBullets;
                for (int i = 0; i < numberOfGreenBullets; i++)
                {
                    UDEAbstractBullet bullet = UDEBulletPool.Instance.GetBullet(patternBullets[GreenLuminusBullet]);
                    bullet.transform.localScale = new Vector3(0.7f, 0.7f);
                    bullet.SummonTime           = 0.08f;
                    (float x, float y)          = UDEMath.Polar2Cartesian(greenBulletSpeed, i * dtheta);
                    bullet.MoveBulletToDirection(originEnemy, this, originEnemy.transform.position, 0, new Vector2(x, y));
                }

                yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.35f, UDETime.TimeScale.ENEMY)));

                Vector2 playerPos = GameManager.player.transform.position;
                Vector2 direction = playerPos - (Vector2)originEnemy.transform.position;
                (_, float angle) = UDEMath.Cartesian2Polar(direction);

                Vector2 vel1 = UDEMath.Polar2Cartesian(blueBulletSpeed, angle).ToVector2();
                Vector2 vel2 = UDEMath.Polar2Cartesian(blueBulletSpeed, angle + blueBulletAngle).ToVector2();
                Vector2 vel3 = UDEMath.Polar2Cartesian(blueBulletSpeed, angle - blueBulletAngle).ToVector2();

                for (int i = 0; i < 5; i++)
                {
                    UDEAbstractBullet bullet = UDEBulletPool.Instance.GetBullet(patternBullets[LightBlueLuminusBullet]);
                    bullet.transform.localScale = new Vector3(0.7f, 0.7f);
                    bullet.SummonTime           = 0.08f;
                    bullet.MoveBulletToDirection(originEnemy, this, originEnemy.transform.position, 0, vel1);

                    bullet = UDEBulletPool.Instance.GetBullet(patternBullets[LightBlueLuminusBullet]);
                    bullet.transform.localScale = new Vector3(0.7f, 0.7f);
                    bullet.SummonTime           = 0.08f;
                    bullet.MoveBulletToDirection(originEnemy, this, originEnemy.transform.position, 0, vel2);

                    bullet = UDEBulletPool.Instance.GetBullet(patternBullets[LightBlueLuminusBullet]);
                    bullet.transform.localScale = new Vector3(0.7f, 0.7f);
                    bullet.SummonTime           = 0.08f;
                    bullet.MoveBulletToDirection(originEnemy, this, originEnemy.transform.position, 0, vel3);

                    yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.15f, UDETime.TimeScale.ENEMY)));
                }

                int     flag   = random.NextInt(0, 100);
                Vector2 curPos = Camera.main.WorldToViewportPoint(originEnemy.transform.position);
                if (flag < 50)             // Move up
                {
                    if (curPos.y >= 0.79f) // Move down
                    {
                        UDETransitionHelper.MoveAmount(originEnemy.gameObject, -moveVector, 1f, UDETransitionHelper.easeOutCubic, UDETime.TimeScale.ENEMY, true);
                    }
                    else
                    {
                        UDETransitionHelper.MoveAmount(originEnemy.gameObject, moveVector, 1f, UDETransitionHelper.easeOutCubic, UDETime.TimeScale.ENEMY, true);
                    }
                }
                else // Move down
                {
                    if (curPos.y <= 0.21f) // Move up
                    {
                        UDETransitionHelper.MoveAmount(originEnemy.gameObject, moveVector, 1f, UDETransitionHelper.easeOutCubic, UDETime.TimeScale.ENEMY, true);
                    }
                    else
                    {
                        UDETransitionHelper.MoveAmount(originEnemy.gameObject, -moveVector, 1f, UDETransitionHelper.easeOutCubic, UDETime.TimeScale.ENEMY, true);
                    }
                }

                yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.3f, UDETime.TimeScale.ENEMY)));

                for (int i = 0; i < numberOfGreenBullets; i++)
                {
                    UDEAbstractBullet bullet = UDEBulletPool.Instance.GetBullet(patternBullets[GreenLuminusBullet]);
                    bullet.transform.localScale = new Vector3(0.7f, 0.7f);
                    bullet.SummonTime           = 0.08f;
                    (float x, float y)          = UDEMath.Polar2Cartesian(greenBulletSpeed, i * dtheta);
                    bullet.MoveBulletToDirection(originEnemy, this, originEnemy.transform.position, 0, new Vector2(x, y));
                }

                yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.7f, UDETime.TimeScale.ENEMY)));
            }
        }
Esempio n. 13
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    protected override IEnumerator ShotPattern()
    {
        /*
         * float AngleDeg = (360f / NumberOfBullets);
         * float AngleRef = 0f;
         * float RefOmega = 0f;
         * while (true)
         * {
         *  for (int i = 0; i < NumberOfBullets; i++)
         *  {
         *      UDEBaseBullet bullet = UDEBulletPool.Instance.GetBullet(baseBullets[0]);
         *      UDEBulletMovement movement = UDEPolarMovementBuilder.Create().RadialSpeed(BulletSpeed).InitialAngle(i * AngleDeg + AngleRef).Build();
         *      Vector2 origin = originEnemy.transform.position;
         *      var formLocTuple = UDEMath.Polar2Cartesian(0.7f, movement.angle);
         *      Vector2 formLocation = new Vector2(formLocTuple.x, formLocTuple.y) + origin;
         *      bullet.Initialize(formLocation, origin, 0, originEnemy, this, true, movement);
         *  }
         *  AngleRef += RefOmega;
         *  RefOmega += 0.2f;
         *  if (RefOmega >= 360)
         *      RefOmega -= 360;
         *  if (AngleRef >= 360)
         *      AngleRef -= 360;
         *  yield return StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.07f, UDETime.TimeScale.ENEMY));
         * }
         */

        float angle = 360f / NumberOfBullets;

        var result = UDETransitionHelper.MoveTo(originEnemy.gameObject, (Vector2)Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0.85f)), 1.5f, UDETransitionHelper.easeOutCubic, UDETime.TimeScale.ENEMY, true);

        yield return(new WaitUntil(() => result.EndTransition));

        yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.5f, UDETime.TimeScale.ENEMY)));

        for (int i = 0; true; i++)
        {
            float extraAngle = Random.Range(-3f, 3f);

            UDECartesianPolarMovementBuilder builder       = UDECartesianPolarMovementBuilder.Create().Speed(BulletSpeed);
            UDECartesianPolarMovementBuilder builderSlower = UDECartesianPolarMovementBuilder.Create(true).TangentialAccel(-8).MinSpeed(BulletSpeed * 0.6f).StartTime(0.3f);
            for (int j = 0; j < NumberOfBullets; j++)
            {
                UDEAbstractBullet bullet       = UDEBulletPool.Instance.GetBullet(patternBullets[0]);
                UDEBulletMovement movement     = builder.Angle(extraAngle + angle * j).Build();
                UDEBulletMovement movementSlow = builderSlower.Angle(extraAngle + angle * j).Build();
                Vector2           origin       = originEnemy.transform.position;
                Vector2           formLocation = UDEMath.Polar2Cartesian(0.7f, movement.angle).ToVector2() + origin;
                bullet.Initialize(formLocation, origin, 0, originEnemy, this, new UDEBulletMovement[] { movement, movementSlow });
                if (i % 4 == 0)
                {
                    UDEAbstractBullet extraBullet = UDEBulletPool.Instance.GetBullet(patternBullets[1]);
                    UDEBulletMovement movement2   = builder.Speed(BulletSpeed * 0.35f).Angle(extraAngle + angle * j).Build();
                    builder.Speed(BulletSpeed);
                    extraBullet.Initialize(formLocation, origin, 0, originEnemy, this, movement2);
                }
            }
            if (i % 4 == 0)
            {
                switch ((i % 16) / 4)
                {
                case 0:
                case 3:
                    UDETransitionHelper.MoveAmount(originEnemy.gameObject, new Vector2(2, 0), 0.95f, UDETransitionHelper.easeOutQuad, UDETime.TimeScale.ENEMY, true);
                    break;

                case 1:
                case 2:
                    UDETransitionHelper.MoveAmount(originEnemy.gameObject, new Vector2(-2, 0), 0.95f, UDETransitionHelper.easeOutQuad, UDETime.TimeScale.ENEMY, true);
                    break;
                }
            }


            yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.25f, UDETime.TimeScale.ENEMY)));
        }
    }
Esempio n. 14
0
        // TODO: Reduce player's power and drop some power.
        private IEnumerator DamageSelf(float damage)
        {
            animator.SetFloat("Direction", 0);

            health -= damage;
            healthBar.fillAmount = health / MaxHealth;
            healthText.text      = $"x{health:0.0}";
            invincible           = true;
            controllable         = false;

            SpriteRenderer renderer = self.GetComponent <SpriteRenderer>();
            Color          col      = renderer.color;

            col.a          = 0.5f;
            renderer.color = col;

            // TODO: Convert enemy bullets into items within a circle.
            UDEObjectManager.Instance.DestroyAllBullets();

            Vector3 pos = characterTr.position;

            ColorInvert inv1 = Instantiate <ColorInvert>(circleColorInvert, pos + new Vector3(1.0f, 1.0f, 0), Quaternion.identity);
            ColorInvert inv2 = Instantiate <ColorInvert>(circleColorInvert, pos + new Vector3(-1.0f, 1.0f, 0), Quaternion.identity);
            ColorInvert inv3 = Instantiate <ColorInvert>(circleColorInvert, pos + new Vector3(-1.0f, -1.0f, 0), Quaternion.identity);
            ColorInvert inv4 = Instantiate <ColorInvert>(circleColorInvert, pos + new Vector3(1.0f, -1.0f, 0), Quaternion.identity);

            inv1.transform.localScale = new Vector3(0.1f, 0.1f, 1);
            inv2.transform.localScale = new Vector3(0.1f, 0.1f, 1);
            inv3.transform.localScale = new Vector3(0.1f, 0.1f, 1);
            inv4.transform.localScale = new Vector3(0.1f, 0.1f, 1);

            CircleWaveDistortion dist = Instantiate <CircleWaveDistortion>(distortion, pos, Quaternion.identity);

            dist.Scale = 0.1f;
            dist.DistortionAlgorithm = CircleWaveDistortion.Algorithm.Polynomial;
            dist.Distortion          = 3;
            dist.Distortion2         = 2.5f;
            dist.InnerRadiusRatio    = 0.75f;

            AudioSource dieFX = gameObject.AddComponent <AudioSource>();

            dieFX.clip   = dieSound;
            dieFX.volume = 0.7f;
            dieFX.Play();

            float scaleSpeed = 3f;

            characterTr.position = Camera.main.ViewportToWorldPoint(new Vector3(-0.1f, 0.5f));
            UDETransitionHelper.MoveTo(
                this.gameObject,
                Camera.main.ViewportToWorldPoint(new Vector3(0.15f, 0.5f)),
                1f,
                UDETransitionHelper.easeLinear,
                UDETime.TimeScale.PLAYER,
                false
                );

            yield return(null);

            float accTime = 0f;

            while (true)
            {
                accTime += Time.deltaTime * UDETime.Instance.PlayerTimeScale;

                float scale = scaleSpeed * accTime;

                inv1.transform.localScale = new Vector3(scale, scale, 1);
                inv2.transform.localScale = new Vector3(scale, scale, 1);
                inv3.transform.localScale = new Vector3(scale, scale, 1);
                inv4.transform.localScale = new Vector3(scale, scale, 1);
                dist.Scale = scale;

                yield return(null);

                if (accTime >= 1.5f)
                {
                    break;
                }
            }

            controllable = true;

            Destroy(inv1.gameObject);
            Destroy(inv2.gameObject);
            Destroy(inv3.gameObject);
            Destroy(inv4.gameObject);
            Destroy(dist.gameObject);

            yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(3f, UDETime.TimeScale.PLAYER)));

            col.a          = 1f;
            renderer.color = col;

            Destroy(dieFX);

            invincible = false;
        }
Esempio n. 15
0
    protected override IEnumerator ShotPattern()
    {
        var result = UDETransitionHelper.MoveTo(originEnemy.gameObject, Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0.5f)), 2, UDETransitionHelper.easeOutCubic, UDETime.TimeScale.ENEMY, true);

        originEnemy.CanBeDamaged = false;
        yield return(new WaitUntil(() => result.EndTransition));

        originEnemy.CanBeDamaged = true;

        StartCoroutine(GravityBullets());

        UDECartesianPolarMovementBuilder builder = UDECartesianPolarMovementBuilder.Create().Speed(4f);

        while (true)
        {
            for (int i = 0; i < 3; i++)
            {
                Vector2 playerPosition = GameObject.FindGameObjectWithTag("Player").transform.position;
                Vector2 enemyPosition  = originEnemy.transform.position;
                float   angle          = UDEMath.Deg(playerPosition - enemyPosition);

                Vector2 origin          = enemyPosition;
                Vector2 formOriginDispl = UDEMath.Polar2Cartesian(0.3f, angle).ToVector2();
                Vector2 formOrigin      = origin + formOriginDispl;
                builder.Angle(angle);
                UDEBulletMovement movement = builder.Build();

                Vector2 formHalfDispl = UDEMath.Polar2Cartesian(0.105f, angle + 90).ToVector2();

                for (int n = 1; n <= 6; n++)
                {
                    if (n % 2 == 0)
                    {
                        for (int j = 0; j < n / 2; j++)
                        {
                            UDEAbstractBullet negBullet = UDEBulletPool.Instance.GetBullet(patternBullets[1]);
                            UDEAbstractBullet posBullet = UDEBulletPool.Instance.GetBullet(patternBullets[1]);
                            negBullet.Initialize(formOrigin - (formHalfDispl * (j * 2 + 1)), origin, 0, originEnemy, this, movement);
                            posBullet.Initialize(formOrigin + (formHalfDispl * (j * 2 + 1)), origin, 0, originEnemy, this, movement);
                        }
                    }
                    else
                    {
                        UDEAbstractBullet middleBullet = UDEBulletPool.Instance.GetBullet(patternBullets[1]);
                        middleBullet.Initialize(formOrigin, origin, 0, originEnemy, this, movement);
                        for (int j = 0; j < n / 2; j++)
                        {
                            UDEAbstractBullet negBullet = UDEBulletPool.Instance.GetBullet(patternBullets[1]);
                            UDEAbstractBullet posBullet = UDEBulletPool.Instance.GetBullet(patternBullets[1]);
                            negBullet.Initialize(formOrigin - (formHalfDispl * (j + 1) * 2), origin, 0, originEnemy, this, movement);
                            posBullet.Initialize(formOrigin + (formHalfDispl * (j + 1) * 2), origin, 0, originEnemy, this, movement);
                        }
                    }

                    yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.11f, UDETime.TimeScale.ENEMY)));
                }

                yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.24f, UDETime.TimeScale.ENEMY)));
            }

            yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(2f, UDETime.TimeScale.ENEMY)));
        }
    }