IEnumerator Attack3() { CanShootAttack3 = false; am.Play("LaserPowerUp", .4f); yield return(new WaitForSeconds(1f)); for (int i = 0; i < Lasers.Count; i++) { Lasers[i].SetActive(true); Lasers[i].GetComponent <ParticleSystem>().Play(); } yield return(new WaitForSeconds(.5f)); for (int i = 0; i < Lasers.Count; i++) { Lasers[i].GetComponent <BoxCollider2D>().enabled = true; } am.Play("LaserShoot", .4f); yield return(new WaitForSeconds(2f)); for (int i = 0; i < Lasers.Count; i++) { Lasers[i].GetComponent <BoxCollider2D>().enabled = false; Lasers[i].SetActive(false); } Stages = ChooseAttackToUse(); CanShootAttack3 = true; }
void Awake() { bossStage = GetComponent <BossStages>(); enemyDefaults = GetComponent <EnemyDefaults>(); phaseTwo = GetComponent <MeleePhaseTwo>(); barObject = transform.GetChild(0).gameObject; // barObject MUST BE FIRST CHILD OF OBJECT THIS SCRIPT IS ATTACHED TO originalMoveDelay = phaseTwo.MoveDelay; barOrigPos = barObject.transform.localPosition; }
void WatchForStageChange() { if (lifePoints <= lifepointsToChangeState) { bossStage = BossStages.Stage2; } //anim.SetTriggeer else { return; } }
IEnumerator Attack4() { CanShootAttack4 = false; yield return(new WaitForSeconds(2f)); // Sheild Change ActiveShieldType = (ShipManagement.ShieldTypes)Random.Range(0, 4); UpdateShieldColours(); Stages = ChooseAttackToUse(); CanShootAttack4 = true; }
IEnumerator CycleAttacks(float DelayBeforeNextAttack) { ChooseNewAttack = false; if (!AttackChosen) { Stages = ChooseAttackToUse(); AttackChosen = true; } yield return(new WaitForSeconds(DelayBeforeNextAttack)); ChooseNewAttack = true; }
IEnumerator Attack2() { CanShootAttack2 = false; yield return(new WaitForSeconds(1f)); for (int i = 0; i < NumberOfMissilesToShoot; i++) { GameObject Go = EmWeapons.GetMissile(); Go.GetComponent <MissileScript>().ShouldFindTarget = true; Go.transform.position = ChoosePosition(Attack2SpawnPoints).position; Go.SetActive(true); Go.GetComponent <Damage>().DMG = (int)BossWeapons[1].Damage[0]; am.Play("MisslieShoot", .25f); } yield return(new WaitForSeconds(BossWeapons[1].Delay)); Stages = ChooseAttackToUse(); CanShootAttack2 = true; }