void Spell1() { if (timer == 30) { makeCircle(24, coinA, offset, .075f, 0, .075f, .075f, 1, false); makeCircle(24, coinB, offset2, .075f, 0, .075f, .075f, 1, false); offset += 12; offset2 -= 12; timer = 0; timer2++; playSnd(1); } if (timer2 == 2) { float tempX = Controller.Instance.player.transform.position.x; float tempY = Controller.Instance.player.transform.position.y; Vector3 rota = (new Vector3(tempX - this.transform.position.x, tempY - this.transform.position.y, 0)); float angle = GlobalFxns.ToAng(rota); EnemyShot targeted = Instantiate(spirit, transform.position, Quaternion.identity); targeted.setParameters(1, .05f, 0, .05f, .05f, 1, false); targeted.transform.eulerAngles = new Vector3(0, 0, angle + 90); Vector3 dir = rota; targeted.direction = dir.normalized; timer2 = 0; } }
void AimShot() { if (shotTimer > shotDelay) { float deviation = Random.Range(-variance, variance); float tempX = Controller.Instance.player.transform.position.x; float tempY = Controller.Instance.player.transform.position.y; Vector3 rota = (new Vector3(tempX - this.transform.position.x, tempY - this.transform.position.y, 0)); EnemyShot aimed = Instantiate(bullet, transform.position, Quaternion.identity); bullet.mvtFxn = 2; shotTimer = 0; aimed.playerX = tempX; aimed.playerY = tempY; Vector3 dir = rota; if (indirect) { float ang = GlobalFxns.ToAng(dir.normalized); aimed.direction = GlobalFxns.ToVect(ang + deviation); } else { aimed.direction = dir.normalized; } playSnd(1); } }
//Nonspell 1 void Nonspell1() { if (currentStg == 1) { if (timer == 5) { playSnd(1); } if (timer == 10) { playSnd(1); } if (timer > 15) { playSnd(1); EnemyShot a = (Instantiate(bulletA, transform.position, Quaternion.Euler(GlobalFxns.ToVect(0 + rotation))) as EnemyShot); EnemyShot b = (Instantiate(bulletA, transform.position, Quaternion.Euler(GlobalFxns.ToVect(120 + rotation))) as EnemyShot); EnemyShot c = (Instantiate(bulletA, transform.position, Quaternion.Euler(GlobalFxns.ToVect(240 + rotation))) as EnemyShot); a.direction = (GlobalFxns.ToVect(0 + rotation)); b.direction = (GlobalFxns.ToVect(120 + rotation)); c.direction = (GlobalFxns.ToVect(240 + rotation)); a.transform.eulerAngles = new Vector3(0, 0, GlobalFxns.ToAng(a.direction) + 90); b.transform.eulerAngles = new Vector3(0, 0, GlobalFxns.ToAng(b.direction) + 90); c.transform.eulerAngles = new Vector3(0, 0, GlobalFxns.ToAng(c.direction) + 90); a.setParameters(1, .05f, 0, .05f, .05f, 1, false); b.setParameters(1, .05f, 0, .05f, .05f, 1, false); c.setParameters(1, .05f, 0, .05f, .05f, 1, false); rotation += 10; timer = 0; } } }
void Spell1() { if (timer > 100 && !chrgAnim) { anim.Play("Mokou"); playSnd(3); chrgAnim = !chrgAnim; } if (timer > 120) { float tempX = Controller.Instance.player.transform.position.x; float tempY = Controller.Instance.player.transform.position.y; Vector3 rota = (new Vector3(tempX - this.transform.position.x, tempY - this.transform.position.y, 0)); float angle = GlobalFxns.ToAng(rota); EnemyShot ph = Instantiate(phoenix, transform.position, Quaternion.identity) as EnemyShot; ph.mvtFxn = 2; ph.velocity = .05f; ph.minvelocity = .05f; ph.maxvelocity = .05f; ph.ticks = 20; ph.playerX = tempX; ph.playerY = tempY; ph.transform.eulerAngles = new Vector3(0, 0, angle + 90); Vector3 dir = rota; ph.direction = dir.normalized; timer = 0; makeCircle(10, offset, .05f, 0, .05f, .05f, 20, false, 1); offset += 5; playSnd(1); chrgAnim = !chrgAnim; } }
void Nonspell2() { if (timer == 60) { if (timer2 == 0) { float shotSpd = .05f; for (int i = 0; i < 54; i++) { EnemyShot coin = Instantiate(coinA, transform.position, Quaternion.identity); coin.direction = GlobalFxns.ToVect(0 + rotation + offset); coin.setParameters(1, shotSpd, 0, shotSpd, shotSpd, 1, false); rotation -= 10; shotSpd += .003f; } rotation = 0; timer2 = 1; timer3++; } else if (timer2 == 1) { float shotSpd = .05f; for (int i = 0; i < 54; i++) { EnemyShot coin = Instantiate(coinB, transform.position, Quaternion.identity); coin.direction = GlobalFxns.ToVect(180 + rotation + offset); coin.setParameters(1, shotSpd, 0, shotSpd, shotSpd, 1, false); rotation += 10; shotSpd += .003f; } rotation = 0; timer2 = 0; timer3++; } playSnd(2); } if (timer > 90) { if (timer3 > 3) { float streamSpd = .05f; float tempX = Controller.Instance.player.transform.position.x; float tempY = Controller.Instance.player.transform.position.y; for (int i = 0; i < 3; i++) { Vector3 rota = (new Vector3(tempX - this.transform.position.x, tempY - this.transform.position.y, 0)); float angle = GlobalFxns.ToAng(rota); makeCircle(20, coinA, angle, streamSpd, 0, streamSpd, streamSpd, 1, false); streamSpd += .005f; playSnd(1); } timer3 = 0; } timer = 0; } }
void curveMove(float angleInc) { if (moveTimer > 0) { float currentAng = GlobalFxns.ToAng(direction); linearMove(direction, velocity, acceleration, minvelocity, maxvelocity, ticks); direction = GlobalFxns.ToVect(currentAng + angleInc); } else { mvtFxn = 1; } }
void Spell2() { if (timer > 100 && !chrgAnim) { anim.Play("Mokou"); chrgAnim = !chrgAnim; playSnd(3); } if (timer > 120) { for (int i = 0; i < 5 + 1; i++) { float tempX = Controller.Instance.player.transform.position.x; float tempY = Controller.Instance.player.transform.position.y; Vector3 start = new Vector3(-4 + .8f * i, 16.5f + .4f * i, 0); EnemyShot stream = Instantiate(bulletA, start, Quaternion.identity) as EnemyShot; Vector3 rota = (new Vector3(tempX - stream.transform.position.x, tempY - stream.transform.position.y, 0)); float angle = GlobalFxns.ToAng(rota); Vector3 dir = rota; stream.direction = dir.normalized; stream.transform.eulerAngles = new Vector3(0, 0, angle + 90); stream.setParameters(1, .05f, 0, .05f, .05f, 1, false); } for (int i = 0; i < 4 + 1; i++) { float tempX = Controller.Instance.player.transform.position.x; float tempY = Controller.Instance.player.transform.position.y; Vector3 start = new Vector3(-4.5f - .8f * i, 16.9f + .4f * i, 0); EnemyShot stream = Instantiate(bulletA, start, Quaternion.identity) as EnemyShot; Vector3 rota = (new Vector3(tempX - stream.transform.position.x, tempY - stream.transform.position.y, 0)); float angle = GlobalFxns.ToAng(rota); Vector3 dir = rota; stream.direction = dir.normalized; stream.transform.eulerAngles = new Vector3(0, 0, angle + 90); stream.setParameters(1, .05f, 0, .05f, .05f, 1, false); } timer = 0; chrgAnim = !chrgAnim; playSnd(5); } if (timer2 > 15) { float random = Random.Range(-11f, 3f); Vector3 startLoc = new Vector3(random, 19, 0); EnemyShot rain = Instantiate(bulletB, startLoc, Quaternion.identity); rain.setParameters(1, .2f, -.0001f, .01f, 0, 1, false); rain.direction = new Vector3(0, -.1f, 0); timer2 = 0; playSnd(4); } }
void suicideFire() { float tempX = Controller.Instance.player.transform.position.x; float tempY = Controller.Instance.player.transform.position.y; Vector3 rota = (new Vector3(tempX - this.transform.position.x, tempY - this.transform.position.y, 0)); float angle = GlobalFxns.ToAng(rota); float spdUp = .05f; for (int i = 0; i < 5; i++) { makeCircle(5, angle, spdUp, 0, spdUp, spdUp, 1, false, 0); spdUp += .03f; shotTimer++; } playSnd(1); }
IEnumerator Attack() { Vector3 dir = (Player.p.transform.position - transform.position).normalized; float ang = GlobalFxns.ToAng(dir); Orientation(ang); attacking = true; //Play the atk animation anim.SetBool("attacking", true); HitScan(); atkcd = 120; yield return(new WaitForSeconds(atkdelay)); attacking = false; anim.SetBool("attacking", false); }
public void pursue() { Vector3 pursuitRadius = new Vector2(PlayerControls.pc.transform.position.x - transform.position.x, PlayerControls.pc.transform.position.y - transform.position.y); if (pursuitRadius.magnitude < aggroDist) { pursuitRadius = pursuitRadius.normalized; transform.position += pursuitRadius * mvtSpd * Time.deltaTime; float ang = GlobalFxns.ToAng(pursuitRadius); Orientation(ang); anim.SetBool("moving", true); } else { anim.SetBool("moving", false); } }
void AimShotgun() { if (shotTimer > shotDelay) { float tempX = Controller.Instance.player.transform.position.x; float tempY = Controller.Instance.player.transform.position.y; Vector3 rota = (new Vector3(tempX - this.transform.position.x, tempY - this.transform.position.y, 0)); float angle = GlobalFxns.ToAng(rota); EnemyShot aimed1 = Instantiate(bulletGroupA, transform.position, Quaternion.identity); aimed1.mvtFxn = 2; shotTimer = 0; aimed1.playerX = tempX; aimed1.playerY = tempY; Vector3 dir = rota; aimed1.direction = dir.normalized; aimed1.transform.eulerAngles = new Vector3(0, 0, angle + 90); playSnd(1); } }
void Move() { if ((transform.position - Player.p.transform.position).magnitude > atkRad) { if (!attacking) { anim.SetBool("moving", true); Vector3 dir = (Player.p.transform.position - transform.position).normalized; float ang = GlobalFxns.ToAng(dir); Orientation(ang); transform.position += dir * mvspd; //Debug.Log(dir); } else { anim.SetBool("moving", false); } } }
void midboss2() { float tempVel = velocity; if (shotTimer > 30) { for (int i = 0; i < 7; i++) { EnemyShot thing = Instantiate(bullet, transform.position, Quaternion.identity); thing.setParameters(1, tempVel, 0, tempVel, tempVel, 1, false); EnemyShot thing2 = Instantiate(bullet, transform.position, Quaternion.identity); thing2.setParameters(1, tempVel, 0, tempVel, tempVel, 1, false); thing.direction = GlobalFxns.ToVect(-90 + offsetVal); thing2.direction = GlobalFxns.ToVect(-90 + -offsetVal); tempVel += .025f; } offsetVal += offsetInc; shotTimer = 0; timerA++; playSnd(1); } if (timerA > 2) { float tempX = Controller.Instance.player.transform.position.x; float tempY = Controller.Instance.player.transform.position.y; Vector3 rota = (new Vector3(tempX - this.transform.position.x, tempY - this.transform.position.y, 0)); float angle = GlobalFxns.ToAng(rota); float tempVel2 = .05f; for (int i = 0; i < 3; i++) { EnemyShot aimed = Instantiate(bullet, transform.position, Quaternion.identity); aimed.playerX = tempX; aimed.playerY = tempY; Vector3 dir = rota; aimed.direction = dir.normalized; aimed.setParameters(2, tempVel2, 0, tempVel2, tempVel2, 1, false); tempVel2 += .025f; } timerA = 0; playSnd(1); } }
void unifiedMvt() { dirAsFloat = GlobalFxns.ToAng(direction); if (dirAsFloat > Controller.Instance.globalAng) { increment = tempInc; direction = GlobalFxns.ToVect(dirAsFloat - increment); linearMove(direction, velocity, acceleration, minvelocity, maxvelocity, ticks); transform.eulerAngles += new Vector3(0, 0, increment); } else if (dirAsFloat < Controller.Instance.globalAng) { increment = tempInc; direction = GlobalFxns.ToVect(dirAsFloat + increment); linearMove(direction, velocity, acceleration, minvelocity, maxvelocity, ticks); transform.eulerAngles += new Vector3(0, 0, -increment); } else { increment = 0; linearMove(direction, velocity, acceleration, minvelocity, maxvelocity, ticks); } }
void Move() { if (!dead && !dashing) { Vector2 moveVect = Vector2.zero; if (Input.GetKey(KeyCode.W)) { moveVect.y += 1; } if (Input.GetKey(KeyCode.S)) { moveVect.y -= 1; } if (Input.GetKey(KeyCode.A)) { moveVect.x -= 1; } if (Input.GetKey(KeyCode.D)) { moveVect.x += 1; } if (moveVect.magnitude == 0) { return; } moveVect.Normalize(); transform.position += (Vector3)(moveVect * mvspd * 60f * Time.deltaTime); float pDir = GlobalFxns.ToAng(moveVect.normalized); playerDir = (int)pDir; if (playerDir / 45 == 0) { playerDir = 2; facingRight = true; facingBack = false; facingFront = false; facingLeft = false; } if (playerDir / 45 == 1) { playerDir = 1; } if (playerDir / 45 == 2) { playerDir = 0; facingBack = true; facingRight = false; facingLeft = false; facingFront = false; } if (playerDir / 45 == 3) { playerDir = 7; } if (playerDir / 45 == 4) { playerDir = 6; facingLeft = true; facingFront = false; facingBack = false; facingRight = false; } if (playerDir / 45 == -1) { playerDir = 3; } if (playerDir / 45 == -2) { playerDir = 4; facingFront = true; facingBack = false; facingLeft = false; facingRight = false; } if (playerDir / 45 == -3) { playerDir = 5; } int rando = Random.Range(0, 3); switch (rando) { case 0: Sound.me.PlaySound(mvt, .15f, 2, 3); break; case 1: Sound.me.PlaySound(mvt2, .15f, 2, 3); break; case 2: Sound.me.PlaySound(mvt3, .15f, 2, 3); break; } } }
void curveMove(float inc) { dirAsFloat = GlobalFxns.ToAng(direction); linearMove(direction, velocity, acceleration, minvelocity, maxvelocity, ticks); direction = GlobalFxns.ToVect(dirAsFloat + inc); }