예제 #1
0
    void SelectCurrentRandomBasherAttack()
    {
        if (!DebugBasherWeaponTestOverrideMode)
        {
            basherAttackMode     = (BasherAttackMode)Random.Range(0, basherAttackItemsLength);
            basherAttackModifier = (BasherAttackModifier)Random.Range(0, 2);
        }

        // don't want to randomly select this defense
        //  if (basherAttackMode == BasherAttackMode.HatchPulse ||
        //   basherAttackMode == BasherAttackMode.FrontDoor)  // restore frontDoor after it's been implemented

        if (basherAttackMode == BasherAttackMode.HatchPulse)
        {
            SelectCurrentRandomBasherAttack();
        }



        if (Weakspot.GetComponent <Collider>().enabled == true)
        {
            if (basherAttackMode == BasherAttackMode.Plow)
            {
                SelectCurrentRandomBasherAttack();
            }
        }
    }
예제 #2
0
    void BasherWeaponTesting()
    {
        // these are just for debugging and testing

        bool shouldTestAttack = false;

        if (DebugHatchBullet)
        {
            basherAttackMode = BasherAttackMode.Hatch;
            shouldTestAttack = true;
        }

        if (DebugCharge)
        {
            basherAttackMode = BasherAttackMode.Charge;
            shouldTestAttack = true;
        }

        if (DebugMissile_L)
        {
            basherAttackMode     = BasherAttackMode.SideMissiles;
            basherAttackModifier = BasherAttackModifier.Left;
            shouldTestAttack     = true;
        }

        if (DebugMissile_R)
        {
            basherAttackMode     = BasherAttackMode.SideMissiles;
            basherAttackModifier = BasherAttackModifier.Right;
            shouldTestAttack     = true;
        }

        if (DebugSpread_L)
        {
            basherAttackMode     = BasherAttackMode.SpreadGun;
            basherAttackModifier = BasherAttackModifier.Left;
            shouldTestAttack     = true;
        }

        if (DebugSpread_R)
        {
            basherAttackMode     = BasherAttackMode.SpreadGun;
            basherAttackModifier = BasherAttackModifier.Right;
            shouldTestAttack     = true;
        }

        if (DebugPlow)
        {
            basherAttackMode = BasherAttackMode.Plow;
            shouldTestAttack = true;
        }

        if (DebugFrontProj)
        {
            basherAttackMode = BasherAttackMode.FrontDoor;
            shouldTestAttack = true;
        }

        if (DebugHatchPulse)
        {
            basherAttackMode = BasherAttackMode.HatchPulse;
            shouldTestAttack = true;
        }

        DebugHatchBullet = false;
        DebugMissile_L   = false;
        DebugMissile_R   = false;
        DebugCharge      = false;
        DebugSpread_L    = false;
        DebugSpread_R    = false;
        DebugPlow        = false;
        DebugFrontProj   = false;
        DebugHatchPulse  = false;

        if (shouldTestAttack)
        {
            shouldTestAttack = false;

            if (attackingCoroutine != null)
            {
                StopCoroutine(attackingCoroutine);
            }
            attackingCoroutine = (BasherChaseAttack());
            StartCoroutine(attackingCoroutine);
        }
    }