public void Load() { _pools = new Dictionary <string, ObjectPool>(); _pools.Add("Bullet_PLR", new BulletPool(EntityType.BULLET_PLR, 500, 0.01f, Vector2.zero, "Bullet_0", string.Empty, CreateNewDefaultBullet)); _pools.Add("Bullet_NMY", new BulletPool(EntityType.BULLET_NMY, 800, 0.05f, Vector2.zero, "Bullet_0", string.Empty, CreateNewDefaultBullet)); _pools.Add("Bullet_Small", new BulletPool(EntityType.BULLET_NMY, 800, 0.05f, Vector2.zero, "Bullet_Small", string.Empty, CreateNewDefaultBullet)); _pools.Add("Bullet_Medium", new BulletPool(EntityType.BULLET_NMY, 512, 1.5f, Vector2.zero, "Bullet_Medium", string.Empty, CreateNewDefaultBullet)); _pools.Add("Bullet_Big", new BulletPool(EntityType.BULLET_NMY, 512, 4, Vector2.zero, string.Empty, "Bullet_Big", CreateNewDefaultBullet)); _pools.Add("Boss_1_E", new StateMachinePool(StateMachinePool.GetEntityStateMachine(EntityID.BOSS_1, Difficulty.EASY), 1)); _pools.Add("Boss_1_M", new StateMachinePool(StateMachinePool.GetEntityStateMachine(EntityID.BOSS_1, Difficulty.EASY), 1)); _pools.Add("Boss_1_H", new StateMachinePool(StateMachinePool.GetEntityStateMachine(EntityID.BOSS_1, Difficulty.EASY), 1)); _pools.Add("Boss_1_DED", new StateMachinePool(StateMachinePool.GetEntityStateMachine(EntityID.BOSS_1, Difficulty.EASY), 1)); _pools.Add("Enemy_1_1_Up", new StateMachinePool(StateMachinePool.GetEntityStateMachine(EntityID.ENEMY, Difficulty.EASY, 0), 1)); _pools.Add("Enemy_1_1_Down", new StateMachinePool(StateMachinePool.GetEntityStateMachine(EntityID.ENEMY, Difficulty.EASY, 1), 1)); _pools.Add("Enemy_1_Sine_Up", new StateMachinePool(StateMachinePool.GetEntityStateMachine(EntityID.ENEMY, Difficulty.EASY, 2), 1)); _pools.Add("Enemy_1_Sine_Down", new StateMachinePool(StateMachinePool.GetEntityStateMachine(EntityID.ENEMY, Difficulty.EASY, 3), 1)); _pools.Add("Enemy_1_Final_Up", new StateMachinePool(StateMachinePool.GetEntityStateMachine(EntityID.ENEMY, Difficulty.EASY, 998), 1)); _pools.Add("Enemy_1_Final_Down", new StateMachinePool(StateMachinePool.GetEntityStateMachine(EntityID.ENEMY, Difficulty.EASY, 999), 1)); _pools.Add("Player_Life", new EffectPool(500, "Player_Life", 4)); _pools.Add("Player_Death", new EffectPool(500, "Player_Death", 4)); _pools.Add("Player_Respawn", new EffectPool(500, "Player_Respawn", 4)); _pools.Add("Enemy_1", new EnemyPool(1, 5, 400, "Enemy_1", "", "Player_Death", Vector2.zero, new ColliderBase[] { new CircleCollider(Vector2.zero, 5.5f) }, 16)); }
private IEnumerator EasyDifficulty() { EnemyPool _enemyNorm = Program.PoolManager.GetPool <EnemyPool>("Enemy_1"); StateMachinePool poolNmy1Up = Program.PoolManager.GetPool <StateMachinePool>("Enemy_1_1_Up"); StateMachinePool poolNmy1Down = Program.PoolManager.GetPool <StateMachinePool>("Enemy_1_1_Down"); StateMachinePool poolNmy2Up = Program.PoolManager.GetPool <StateMachinePool>("Enemy_1_Sine_Up"); StateMachinePool poolNmy2Down = Program.PoolManager.GetPool <StateMachinePool>("Enemy_1_Sine_Down"); StateMachinePool poolNmyFinalUp = Program.PoolManager.GetPool <StateMachinePool>("Enemy_1_Final_Up"); StateMachinePool poolNmyFinalDown = Program.PoolManager.GetPool <StateMachinePool>("Enemy_1_Final_Down"); yield return(Program.UpdateTime.WaitForSeconds(2.0f)); float time = 0; float spawnInterval = 0.15f; Enemy nmy; int squareX = 4; int squareY = 2; List <Enemy> enemies = new List <Enemy>(); List <Vector2> positions = new List <Vector2>(); for (int y = 0; y < squareY; y++) { for (int x = 0; x < squareX; x++) { Vector2 pos = new Vector2(80 + x * 24.0f, (y + 0.65f) * 8.0f); nmy = _enemyNorm.Get() as Enemy; nmy.Setup(poolNmy1Up.Get() as StateMachine, 40, 1); nmy.renderingOffset = 200 + (y + x); enemies.Add(nmy); positions.Add(pos); pos.y = -pos.y; nmy = _enemyNorm.Get() as Enemy; nmy.Setup(poolNmy1Down.Get() as StateMachine, 40, 1); nmy.renderingOffset = 200 - (y + x); enemies.Add(nmy); positions.Add(pos); } } for (int i = 0; i < enemies.Count; i += 2) { enemies[i].Spawn(positions[i], Vector2.zero); enemies[i + 1].Spawn(positions[i + 1], Vector2.zero); yield return(Program.UpdateTime.WaitForSeconds(spawnInterval)); } while (true) { bool breakThis = true; for (int i = enemies.Count - 1; i >= 0; i--) { if (enemies[i].IsAlive) { breakThis = false; break; } } if (breakThis) { break; } yield return(null); } enemies.Clear(); positions.Clear(); yield return(Program.UpdateTime.WaitForSeconds(1.0f)); spawnInterval = 0.25f; squareY *= 2; squareX *= 2; for (int y = 0; y < squareY; y++) { for (int x = 0; x < squareX; x++) { Vector2 pos = new Vector2(80 + x * 8.0f, (y + 0.65f) * 4.0f); nmy = _enemyNorm.Get() as Enemy; nmy.Setup(poolNmy2Up.Get() as StateMachine, 40, 1); nmy.renderingOffset = 200 + (y + x); enemies.Add(nmy); positions.Add(pos); pos.y = -pos.y; nmy = _enemyNorm.Get() as Enemy; nmy.Setup(poolNmy2Down.Get() as StateMachine, 40, 1); nmy.renderingOffset = 200 - (y + x); enemies.Add(nmy); positions.Add(pos); } } for (int i = 0; i < enemies.Count; i += 2) { enemies[i].Spawn(positions[i], Vector2.zero); enemies[i + 1].Spawn(positions[i + 1], Vector2.zero); yield return(Program.UpdateTime.WaitForSeconds(spawnInterval)); } while (true) { bool breakThis = true; for (int i = enemies.Count - 1; i >= 0; i--) { if (enemies[i].IsAlive) { breakThis = false; break; } } if (breakThis) { break; } yield return(null); } enemies.Clear(); positions.Clear(); yield return(Program.UpdateTime.WaitForSeconds(1.0f)); //Final Wave time = 0; float attackInterval = 0.05f; float attackFrequency = 2.0f; float attackAmplitudeY = 8; float attackAmplitudeX = 24f; int enemyCount = 16; int countS = 0; while (countS <= enemyCount) { if (time < attackInterval) { time += Program.UpdateTime.DeltaTime; yield return(null); continue; } float nn = (countS / (float)enemyCount) * attackFrequency * Maths.PI; float x = Maths.Cos(nn * 0.5f) * attackAmplitudeX * 2; float y = Maths.Sin(nn) * attackAmplitudeY; Vector2 pos = new Vector2(100 + x, y); nmy = _enemyNorm.Get() as Enemy; nmy.Setup((pos.y < 0 ? poolNmyFinalDown.Get() : poolNmyFinalUp.Get()) as StateMachine, 20, 1); nmy.renderingOffset = 200 + (int)y; nmy.Spawn(pos, Vector2.zero); enemies.Add(nmy); pos = new Vector2(100 + x, -y); nmy = _enemyNorm.Get() as Enemy; nmy.Setup((pos.y < 0 ? poolNmyFinalDown.Get() : poolNmyFinalUp.Get()) as StateMachine, 20, 1); nmy.renderingOffset = 200 + (int)y; nmy.Spawn(pos, Vector2.zero); enemies.Add(nmy); countS++; time = 0; yield return(null); } while (true) { bool breakThis = true; for (int i = enemies.Count - 1; i >= 0; i--) { if (enemies[i].IsAlive) { breakThis = false; break; } } if (breakThis) { break; } yield return(null); } enemies.Clear(); yield return(Program.UpdateTime.WaitForSeconds(1.0f)); _boss.Spawn(new Vector2(100, 0), Vector2.zero); yield return(Program.UpdateTime.WaitForSeconds(13.0f)); _background.StartScrollSpeedFade(0.35f, 3.0f, FadingType.FADE_IN); while (true) { if (!_boss.IsAlive) { break; } yield return(null); } }