void OnEnable() // Create all of the objects { // Instantiate (BossMusic_Controller); // MusicController.control.Fade_Play_Unfade (BossMusic); MusicController.control.PlayNewClip(BossMusic); NewObjectSpawner TEMP; CenterHead.SetColor(0, Color.white); BackgroundSpin.SetActive(true); CenterHead.UnfadeObject(0, BackgroundSpin, 1f); TEMP = BackgroundSpin.GetComponent <NewObjectSpawner> (); TEMP.RotateDegrees(0, 0.1f, 0, false); TEMP = LeftEar.GetComponent <NewObjectSpawner> (); TEMP.CreateTriangle(0, 0.1f, 9, 0.25f, 0.25f); CenterHead.TESTCOMBINE(3, TEMP); TEMP = RightEar.GetComponent <NewObjectSpawner> (); TEMP.CreateTriangle(0, 0.1f, 9, 0.25f, 0.25f); CenterHead.TESTCOMBINE(3, TEMP); LeftEye = LeftEyeObject.GetComponent <NewObjectSpawner> (); LeftEye.CreateLineInDirection(0, 0, 1, new Vector2(0, 0), 0); LeftEye.RotateDegrees(0, 0, 315, true); // LeftEye.RotateTwordsObject_Player (0, 5, false); RightEye = RightEyeObject.GetComponent <NewObjectSpawner> (); RightEye.CreateLineInDirection(0, 0, 1, new Vector2(0, 0), 0); RightEye.RotateDegrees(0, 0, 315, true); // RightEye.RotateTwordsObject_Player (0, 5, false); TEMP = Mouth.GetComponent <NewObjectSpawner> (); TEMP.CreateCircle(0, 0.1f, 7, 0.5f, 0.5f, 2); TEMP.CreateCircle(0, 0.1f, 5, 0.05f, 0.05f, 1); TEMP.CreateLineInDirection_World(0, 0.1f, 2, new Vector2(0, -1), 0.5f); CenterHead.TESTCOMBINE(3, TEMP); LeftArm.SetColor(0, Color.white); RightArm.SetColor(0, Color.white); CenterHead.CreateCircle(0, 0.05f, 30, 1, 1, 1); LeftArm.CreateSquare(0, 0.1f, 16, 0.5f, 0.4f); RightArm.CreateSquare(0, 0.1f, 16, 0.5f, 0.4f); LeftArm.SetColor_Random(3); RightArm.SetColor_Random(3); StartCoroutine(C_StartBattle()); }
void Start() { NewObjectSpawner Object1 = CreateNewObjectSpawner(); Object1.SetProjectile(0, Projectile1); Object1.SetColor(0, Color.red); NewObjectSpawner Object2 = CreateNewObjectSpawner(); Object2.SetProjectile(0, Projectile1); Object2.SetColor(0, Color.blue); NewObjectSpawner Object3 = CreateNewObjectSpawner(); Object3.SetProjectile(0, Projectile1); Object3.SetColor(0, Color.green); NewObjectSpawner Object4 = CreateNewObjectSpawner(); Object4.SetProjectile(0, Projectile1); Object4.SetColor(0, Color.yellow); NewObjectSpawner Object5 = CreateNewObjectSpawner(); Object5.SetProjectile(0, Projectile1); Object5.SetColor(0, Color.gray); Object1.CreateCircle(0, 0.1f, 12, 1, 1, 1); Object1.MoveToPosition_Player_X(2, 1); Object1.MoveToPosition_Player_Y(2, 1); }
void Awake() { EventManager.resetObjects += Reset; RoomPosition = EntireRoom.transform.position; LeftSpawnPosition = LeftSpawner.transform.position; RightSpawnPosition = RightSpawner.transform.position; BlockToSpawn = new GameObject("CustomBlock"); BlockToSpawn.AddComponent <SpriteRenderer> ().sprite = BlockSpawner_Sprite; BlockToSpawn.tag = "Ground"; BlockToSpawn.transform.position = new Vector2(-8, -8); BlockToSpawn.layer = LayerMask.NameToLayer("SolidObjects"); BlockToSpawn.AddComponent <BoxCollider2D> (); BlockToSpawn.transform.localScale *= 2; BlockToSpawn.GetComponent <SpriteRenderer> ().material = EntireRoom.GetComponent <SpriteRenderer> ().material; Manipluation = GetComponent <NewObjectSpawner> (); O_LeftSpawner = LeftSpawner.AddComponent <NewObjectSpawner> (); O_LeftSpawner.EnablePooling = false; O_LeftSpawner.SetProjectile(0, MedusaHead_Right); O_LeftSpawner.SetDeathTimer(0, 10); O_LeftSpawner.SetColor(0, Color.white); O_RightSpawner = RightSpawner.AddComponent <NewObjectSpawner> (); O_RightSpawner.EnablePooling = false; O_RightSpawner.SetProjectile(0, MedusaHead_Left); O_RightSpawner.SetDeathTimer(0, 10); O_RightSpawner.SetColor(0, Color.white); O_EndPathSpawner = EndPathSpawner.AddComponent <NewObjectSpawner> (); O_EndPathSpawner.SetProjectile(0, BlockToSpawn); O_EndPathSpawner.SetColor(0, Color.white); // StartCoroutine (C_StartRoomActions (0)); }
// Testing multiple objects doing stuff void Action3() { NewObjectSpawner Object1 = CreateNewObjectSpawner(); Object1.SetProjectile(0, Projectile1); Object1.SetColor(0, Color.blue); NewObjectSpawner Object2 = CreateNewObjectSpawner(); Object2.SetProjectile(0, Projectile1); Object2.SetColor(0, Color.red); NewObjectSpawner Object3 = CreateNewObjectSpawner(); Object3.SetProjectile(0, Projectile1); Object3.SetColor(0, Color.green); Object1.CreateCircle(1, 0.1f, 25, 1, 1, 2f); Object2.RotateToDegree(0, null, 0, 180, true); Object2.CreateCircle(3.7f, 0.1f, 25, 1, 1, 2f); Object1.RotateDegrees(7, null, 2, 180, true); Object2.RotateDegrees(7, null, 2, 180, true); Object1.LaunchAtTarget(9, UpperLeftCorner, 2); Object1.StopMovement(10); Object2.LaunchAtTarget(9, UpperRightCorner, 2); Object2.StopMovement(10); Object1.MorphToSquare(9, 1, 1, 0f, 2.5f); Object2.MorphToCircle(9, 1, 1, 0f, 2.5f); Object1.ChangeColor_Children(10, Color.red, 1); Object2.ChangeColor_Children(10, Color.blue, 1); Object1.MorphToCircle(12, 1, 1, 0f, 2); Object2.MorphToSquare(12, 1, 1, 0f, 2); Object2.MorphToCircle(14, 1, 1, 0f, 2); Object1.MoveToPosition(14, CenterOfScreen, 2); Object2.MoveToPosition(14, CenterOfScreen, 2); Object1.ChangeScale(16, 2, 1, false); Object1.RotateDegrees(18, null, 1, 0, true); Object2.RotateDegrees(18, null, -1, 0, true); Object1.StopRotation(21); Object2.StopRotation(21); Object3.MoveToPosition(0, BottomLeftCorner, 0); Object3.CreateLineToTarget(21, 0.002f, 30, UpperRightCorner); Object1.ChangeColor_Children(21, 1); Object2.ChangeColor_Children(21, 1); Object3.BreakRandomly(22, 0.02f, 4); Object1.ChangeScale(24, 0.5f, 3, false); Object2.ChangeScale(24, 0.5f, 1, false); Object1.RotateDegrees(25, null, 1, 0, true); Object2.RotateDegrees(25, null, -1, 0, true); Object1.BreakRandomly(26, 0.1f, 2); Object2.BreakRandomly(26, 0.1f, 2); Object1.ChangeScale(26f, 3f, 1f, false); Object2.ChangeScale(26f, 3f, 1f, false); Object1.StopColorChangeEffect(28); Object2.StopColorChangeEffect(28); Object1.SprayInDirection(30, 40, new Vector3(-0.25f, 1), 0.1f, 3); Object2.SprayInDirection(30, 40, new Vector3(0.25f, 1), 0.1f, 3); Object3.SprayInDirection(30, 80, new Vector3(0.5f, 1f), 0.05f, 7); Object1.EnableObject(33, Exit); Object1.PlayClip(33, ExitClip); }
void Awake() // Setup all of the objects { EventManager.resetObjects += Reset; LeftArmStartingPosition = LeftArmObject.transform.localPosition; RightArmStartingPosition = RightArmObject.transform.localPosition; CenterStartingPosition = gameObject.transform.localPosition; StartingMusic = MusicController.control.musicclip; Rigidbody2D TEMPBODY; NewObjectSpawner TEMP; BottomLeftSpawn = BottomLeft.AddComponent <NewObjectSpawner> (); BottomLeftSpawn.SetProjectile(0, Projectile); BottomLeftSpawn.SetColor_Random(0); BottomLeftSpawn.SetDeathTimer(0, 10); BottomRightSpawn = BottomRight.AddComponent <NewObjectSpawner> (); BottomRightSpawn.SetProjectile(0, Projectile); BottomRightSpawn.SetColor_Random(0); BottomRightSpawn.SetDeathTimer(0, 10); if (!BackgroundSpin.GetComponent <NewObjectSpawner>()) { BackgroundSpin.AddComponent <NewObjectSpawner> (); } CenterHead = gameObject.AddComponent <NewObjectSpawner> (); CenterHead.SetProjectile(0, Projectile); CenterHead.SetColor(0, Color.white); TEMPBODY = gameObject.AddComponent <Rigidbody2D> (); TEMPBODY.isKinematic = true; TEMP = LeftEar.AddComponent <NewObjectSpawner> (); TEMP.SetProjectile(0, Projectile); TEMP.SetColor(0, Color.white); TEMP.RotateDegrees(0, 0, 45, true); TEMP = RightEar.AddComponent <NewObjectSpawner> (); TEMP.SetProjectile(0, Projectile); TEMP.SetColor(0, Color.white); TEMP.RotateDegrees(0, 0, 315, true); LeftEye = LeftEyeObject.AddComponent <NewObjectSpawner> (); LeftEye.SetProjectile(0, EyeballPrefab); LeftEye.SetColor(0, Color.white); RightEye = RightEyeObject.AddComponent <NewObjectSpawner> (); RightEye.SetProjectile(0, EyeballPrefab); RightEye.SetColor(0, Color.white); TEMP = Mouth.AddComponent <NewObjectSpawner> (); TEMP.SetProjectile(0, Projectile); TEMP.SetColor(0, Color.white); TEMP.RotateDegrees(0, 0, 260, true); LeftArm = LeftArmObject.AddComponent <NewObjectSpawner> (); LeftArm.SetProjectile(0, Projectile); LeftArm.SetColor(0, Color.white); TEMPBODY = LeftArmObject.AddComponent <Rigidbody2D> (); TEMPBODY.isKinematic = true; RightArm = RightArmObject.AddComponent <NewObjectSpawner> (); RightArm.SetProjectile(0, Projectile); RightArm.SetColor(0, Color.white); TEMPBODY = RightArmObject.AddComponent <Rigidbody2D> (); TEMPBODY.isKinematic = true; }