IEnumerator Execute() { yield return(new WaitForSeconds(2)); animator.SetTrigger("Toggle"); yield return(new WaitForSeconds(1.5f)); bossController.CallNewAction(); }
IEnumerator Execute() { yield return(new WaitForSeconds(.5f)); SetBomb(Vector2.up * Random.Range(0f, 4f) + Vector2.right * Random.Range(-8, -3)); yield return(new WaitForSeconds(.3f)); SetBomb(Vector2.up * Random.Range(0f, 4f) + Vector2.right * Random.Range(3, 8)); yield return(new WaitForSeconds(2)); animator.SetTrigger("Toggle"); bossController.CallNewAction(); }
IEnumerator Execute() { for (int i = -1; i < fakeOuts; i++) { animator.SetTrigger("Hide"); yield return(new WaitForSeconds(1)); List <int> possibleX = new List <int> { -6, 0, 6 }; if (transform.position.x < -3) { possibleX.RemoveAt(0); } else if (transform.position.x < 3) { possibleX.RemoveAt(1); } else { possibleX.RemoveAt(2); } int xSpawnPosition = possibleX[Random.Range(0, possibleX.Count)]; groundShakeParticles.transform.position = new Vector2(xSpawnPosition, groundShakeParticles.transform.position.y); groundShakeParticles.Play(); yield return(new WaitForSeconds(1.2f)); groundShakeParticles.Stop(); transform.position = new Vector2(xSpawnPosition, transform.position.y); animator.SetTrigger("Toggle"); } yield return(new WaitForSeconds(1)); bossController.CallNewAction(); }
IEnumerator Execute() { yield return(new WaitForSeconds(.2f)); switch (pattern) { default: case 0: PatternInterleaved(false); break; case 1: PatternInterleaved(true); break; case 2: PatternLeftAndRight(false); break; case 3: PatternLeftAndRight(true); break; case 4: PatternSidesToCenter(false); break; case 5: PatternSidesToCenter(true); break; } yield return(new WaitForSeconds(2.5f)); animator.SetTrigger("Toggle"); soundWavePS.Stop(); bossController.CallNewAction(); }