IEnumerator SwarmAttacks() { // initial left movement StandardFireFunctions.FireLeft(gameObject, 48.0f); while (transform.position.x > 80) { yield return(null); } StartCoroutine(SwarmFire()); while (true) { // movement left and right if (left) { StandardFireFunctions.FireLeft(gameObject, 48.0f); gameObject.transform.localScale = new Vector2(1, gameObject.transform.localScale.y); } else { StandardFireFunctions.FireRight(gameObject, 48.0f); gameObject.transform.localScale = new Vector2(-1, gameObject.transform.localScale.y); } // flip when wall is reached if ((transform.position.x > 120 && !left) || (transform.position.x < -100 && left)) { left = !left; } yield return(null); } }
void Overload() { Instantiate(homingBall, transform.position, transform.rotation); StandardFireFunctions.FireAtPlayer(Instantiate(eyeshot, transform.position, transform.rotation)); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(eyeshot, transform.position, transform.rotation), 20); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(eyeshot, transform.position, transform.rotation), -20); }
IEnumerator SwarmFire() { while (true) { // homing shot for (int i = 0; i < 6; i++) { GameObject projectile = Instantiate(bullet, transform.position, transform.rotation); StandardFireFunctions.FireAtPlayer(projectile); yield return(new WaitForSeconds(3.0f)); } yield return(new WaitForSeconds(1.0f)); // electric fields for (int i = 0; i < 4; i++) { Vector3 electricPosition = new Vector3(player.transform.position.x, player.transform.position.y, -1); Instantiate(electricity, electricPosition, transform.rotation); yield return(new WaitForSeconds(3.0f)); } } }
void Update() { if (proj != null) { StandardFireFunctions.FireAtPlayerWithSetSpeed(proj, shotSpeed); } }
IEnumerator FirstSpread() { StandardFireFunctions.FireAtPlayer(Instantiate(bullet, transform.position, transform.rotation)); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(bullet, transform.position, transform.rotation), firstSpreadDegree); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(bullet, transform.position, transform.rotation), -firstSpreadDegree); yield return(null); }
IEnumerator FirePhotonRight() { GameObject tempProj = Instantiate(photonProj, rightCannonPos, transform.rotation); StandardFireFunctions.FireDownFakeGravity(tempProj, 85); yield return(new WaitForSeconds(0.75f)); }
void Update() { if (magnet && touching && PlayerAbilities.magnet) { StandardFireFunctions.MagnetTowardsPlayer(block, magnetStrength); } }
IEnumerator Shoot() { GameObject proj = Instantiate(bullet, transform.position, transform.rotation); StandardFireFunctions.FireAtPlayer(proj); yield return(null); }
IEnumerator Shoot(int i, int offsets) { for (; i <= 360; i += offsets) { StandardFireFunctions.FireDegreeOffset(Instantiate(bullet, transform.position, transform.rotation), i); } yield return(new WaitForSeconds(burstTime)); }
IEnumerator shootPhoton() { GameObject proj = Instantiate(photonShot, projectileSpawnPos, transform.rotation); StandardFireFunctions.FireAtPlayer(proj); yield return(new WaitForSeconds(2.5f)); newAttack = true; yield return(new WaitForSeconds(0.5f)); }
void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Player") { playerHP.TakeDamage(); jump = true; StandardFireFunctions.FireDegreeOffsetFromPlayer(hatcher, 180); StartCoroutine(Timer()); } }
void Shoot() { GameObject newBull; for (int i = 0; i < 8; i++) { newBull = Instantiate(bullet, transform.position, transform.rotation); StandardFireFunctions.FireClusterAtPlayer(newBull); } }
void GenerateClusterRight() { GameObject tempProj; for (int i = 0; i < 12; i++) { tempProj = Instantiate(proj, rightCannonPos, transform.rotation); StandardFireFunctions.FireClusterDown(tempProj); } }
void GenerateCluster() { GameObject tempProj; for (int i = 0; i < 12; i++) { tempProj = Instantiate(proj, transform.position, transform.rotation); StandardFireFunctions.FireClusterDown(tempProj); } }
// Update is called once per frame void Update() { // Make spider face player at all times facePlayer(); // Move towards player if (!jump) { StandardFireFunctions.FireAtPlayerWithSetSpeed(hatcher, speed); } }
void ShootBasicProjectiles() { GameObject proj = Instantiate(gravity_proj, firingPositions[0], transform.rotation); StandardFireFunctions.FireRight(proj, 60); proj = Instantiate(gravity_proj, firingPositions[1], transform.rotation); StandardFireFunctions.FireLeft(proj, 60); proj = Instantiate(gravity_proj, firingPositions[2], transform.rotation); StandardFireFunctions.FireVeticallyDegreeOffset(proj, 10); proj = Instantiate(gravity_proj, firingPositions[2], transform.rotation); StandardFireFunctions.FireVeticallyDegreeOffset(proj, -10); }
IEnumerator Drop() { for (int i = 0; i < bulletsArray.Length; i++) { if (bulletsArray[i] != null) { StandardFireFunctions.FireDown(bulletsArray[i]); } } yield return(null); }
IEnumerator FireThreeDRoundBurstLeft() { tempProj = Instantiate(proj, leftCannonPos, transform.rotation); StandardFireFunctions.FireAtPlayerWithSetSpeed(tempProj, 100); yield return(new WaitForSeconds(0.25f)); tempProj = Instantiate(proj, leftCannonPos, transform.rotation); StandardFireFunctions.FireAtPlayerWithSetSpeed(tempProj, 100); yield return(new WaitForSeconds(0.25f)); tempProj = Instantiate(proj, leftCannonPos, transform.rotation); StandardFireFunctions.FireAtPlayerWithSetSpeed(tempProj, 100); }
IEnumerator FireThreeWaveBurstCenter() { for (int i = 0; i < 3; i++) { tempProj = Instantiate(proj, blasterPos, transform.rotation); StandardFireFunctions.FireDegreeOffsetFromPlayerSpeed(tempProj, 20, 100); tempProj = Instantiate(proj, blasterPos, transform.rotation); StandardFireFunctions.FireDegreeOffsetFromPlayerSpeed(tempProj, -20, 100); tempProj = Instantiate(proj, blasterPos, transform.rotation); StandardFireFunctions.FireAtPlayerWithSetSpeed(tempProj, 100); yield return(new WaitForSeconds(0.75f)); } }
IEnumerator FireRightWave() { int angle = -90; while (angle != 0) { tempProj = Instantiate(proj, rightCannonPos, transform.rotation); StandardFireFunctions.FireDownDegreeOffset(tempProj, angle, 100); angle += 5; yield return(new WaitForSeconds(0.2f)); } yield return(null); }
void Update() { if (left) { StandardFireFunctions.FireLeft(gameObject, speed); gameObject.transform.localScale = new Vector2(1, gameObject.transform.localScale.y); } else { StandardFireFunctions.FireRight(gameObject, speed); gameObject.transform.localScale = new Vector2(-1, gameObject.transform.localScale.y); } }
IEnumerator shootSpread() { StandardFireFunctions.FireAtPlayer(Instantiate(projectile, projectileSpawnPos, transform.rotation)); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(projectile, projectileSpawnPos, transform.rotation), firstSpreadDegree); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(projectile, projectileSpawnPos, transform.rotation), -firstSpreadDegree); yield return(new WaitForSeconds(1.5f)); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(projectile, projectileSpawnPos, transform.rotation), secondSpreadDegree); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(projectile, projectileSpawnPos, transform.rotation), -secondSpreadDegree); yield return(new WaitForSeconds(1.0f)); newAttack = true; }
void Shoot() { if ((typeCount / 60) % 2 == 0) { StandardFireFunctions.FireAtPlayer(Instantiate(bullet, transform.position, transform.rotation)); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(bullet, transform.position, transform.rotation), 20); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(bullet, transform.position, transform.rotation), -20); } else { StandardFireFunctions.FireAtPlayer(Instantiate(bullet, transform.position, transform.rotation)); } }
void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Player") { playerHP.TakeDamage(); rotating = true; jump = true; StandardFireFunctions.FireDegreeOffsetFromPlayer(hatcher, 180); StartCoroutine(Timer()); } if (collision.gameObject.layer == 10 && rotating) // Layer 10 == Ground { rotationVector = new Vector3(0, 0, -rotationVector.z); } }
// Update is called once per frame void Update() { // Make spider face player at all times facePlayer(); // Move towards player if (!jump) { StandardFireFunctions.FireAtPlayerWithSetSpeed(hatcher, speed); } if (rotating) { transform.RotateAround(player.transform.position, rotationVector, 100 * Time.deltaTime); } }
IEnumerator Shoot() { Vector3 shootLower = new Vector3(transform.position.x, transform.position.y - 5, transform.position.z); for (int i = 0; i < bulletsArray.Length; i++) { bulletsArray[i] = Instantiate(bullet, shootLower, transform.rotation); } StandardFireFunctions.FireVetically(bulletsArray[0]); StandardFireFunctions.FireVeticallyDegreeOffset(bulletsArray[1], FirstDegreeOffset); StandardFireFunctions.FireVeticallyDegreeOffset(bulletsArray[2], -FirstDegreeOffset); StandardFireFunctions.FireVeticallyDegreeOffset(bulletsArray[3], SecondDegreeOffset); StandardFireFunctions.FireVeticallyDegreeOffset(bulletsArray[4], -SecondDegreeOffset); yield return(null); }
IEnumerator Shoot() { firing = true; GameObject proj = Instantiate(bullet, transform.position, transform.rotation); StandardFireFunctions.FireAtPlayer(proj); yield return(new WaitForSeconds(0.8f)); proj = Instantiate(bullet, transform.position, transform.rotation); StandardFireFunctions.FireDegreeOffsetFromPlayer(proj, 8); yield return(new WaitForSeconds(0.8f)); proj = Instantiate(bullet, transform.position, transform.rotation); StandardFireFunctions.FireDegreeOffsetFromPlayer(proj, -8); yield return(new WaitForSeconds(2.5f)); firing = false; }
IEnumerator LockWaves() { for (int i = 0; i < 20; i++) { tempProj = Instantiate(proj, blasterPos, transform.rotation); StandardFireFunctions.FireDownDegreeOffset(tempProj, 10, 100); tempProj = Instantiate(proj, blasterPos, transform.rotation); StandardFireFunctions.FireDownDegreeOffset(tempProj, -10, 100); tempProj = Instantiate(proj, blasterPos, transform.rotation); StandardFireFunctions.FireDownDegreeOffset(tempProj, 30, 100); tempProj = Instantiate(proj, blasterPos, transform.rotation); StandardFireFunctions.FireDownDegreeOffset(tempProj, -30, 100); tempProj = Instantiate(proj, blasterPos, transform.rotation); StandardFireFunctions.FireDownDegreeOffset(tempProj, 50, 100); tempProj = Instantiate(proj, blasterPos, transform.rotation); StandardFireFunctions.FireDownDegreeOffset(tempProj, -50, 100); yield return(new WaitForSeconds(0.2f)); } }
IEnumerator FireWaves() { tempProj = Instantiate(proj, blasterPos, transform.rotation); StandardFireFunctions.FireDownDegreeOffset(tempProj, 20, 100); tempProj = Instantiate(proj, blasterPos, transform.rotation); StandardFireFunctions.FireDownDegreeOffset(tempProj, -20, 100); tempProj = Instantiate(proj, blasterPos, transform.rotation); StandardFireFunctions.FireDownFakeGravity(tempProj, 100); yield return(new WaitForSeconds(0.75f)); tempProj = Instantiate(proj, blasterPos, transform.rotation); StandardFireFunctions.FireDownDegreeOffset(tempProj, 10, 100); tempProj = Instantiate(proj, blasterPos, transform.rotation); StandardFireFunctions.FireDownDegreeOffset(tempProj, -10, 100); tempProj = Instantiate(proj, blasterPos, transform.rotation); StandardFireFunctions.FireDownDegreeOffset(tempProj, 28, 100); tempProj = Instantiate(proj, blasterPos, transform.rotation); StandardFireFunctions.FireDownDegreeOffset(tempProj, -28, 100); }
IEnumerator Stop() { StandardFireFunctions.StopFire(gameObject); yield return(new WaitForSeconds(stopWaitTime)); }