Esempio n. 1
0
 public void UpdateTestEnemy()
 {
     if (!Stage.Current.charaBank.TryGetEnemy(out var enemy))
     {
         enemy = CharaFactory.CreateEnemy(testEnemy.enemyName);
         enemy.data.position = testEnemy.positionList[testEnemyIndex];
         enemy.data.rotation = Quaternion.LookRotation(new Vector2(-1f, 0f));
         Main.Instance.stage.charaBank.Add(enemy);
         testEnemyIndex = (testEnemyIndex + 1) % testEnemy.positionList.Length;;
     }
 }
Esempio n. 2
0
            public void Update()
            {
                if (testEnemy.enabled)
                {
                    UpdateTestEnemy();
                    return;
                }
                if (0 < debugStartTime)
                {
                    if (Stage.Current.time.time < debugStartTime)
                    {
                        Stage.Current.time.time = debugStartTime;
                    }

                    if (debugStartTime + debugLoopDuration < Stage.Current.time.time)
                    {
                        Stage.Current.time.time = debugStartTime;
                    }
                }

                var preTime = Stage.Current.time.preTime;
                var time    = Stage.Current.time.time;

                for (int i = 0, iCount = data.eventList.Length; i < iCount; ++i)
                {
                    var row = data.eventList[i];
                    if (row.type == WaveEventType.None)
                    {
                        continue;
                    }
                    if (!TimeEventData.TryGetEvent(startTime + (row.startTime / 1000f), 0f, preTime, time, out var eventData))
                    {
                        continue;
                    }
                    var pos   = row.position * 16f;
                    var enemy = CharaFactory.CreateEnemy(row.enemyName);
                    enemy.data.position = pos;
                    var vec = Vector2Util.FromDeg(row.angle);
                    enemy.data.rotation = Quaternion.LookRotation((Vector3)vec);
                    enemy.data.velocity = enemy.data.rotation * Vector3.forward;

                    Main.Instance.stage.charaBank.Add(enemy);
                }
            }