public void ToggleToAerialDestructionState() { isLaunchingMeteorsAvaiable = false; isAvaiableForInteraction = false; State = BomberState.DestructingAerial; TimeingManager.SchoudleDelayedFunctionTrigger(1f, RemoveFromSimulation); }
public void ToggleToExloding() { State = DefenderState.Exloding; TimeingManager.SchoudleDelayedFunctionTrigger(DefenderExplosionDuration, TogglToRecreating); MoveToInteractingWithEnemiesList = true; Debug.Log("Defender Explosion!"); }
public void TriggerRotationSpeedChangeCycle() { if (movementParametersFlow == true) { TimeingManager.SchoudleDelayedFunctionTrigger(Random.Range(5, 15), ChangeRotationSpeed); } }
public void TriggerRotationChangeCycle() { if (movementParametersFlow == true) { TimeingManager.SchoudleDelayedFunctionTrigger(Random.Range(3, 25), SwapRotationDirection); } }
public void LaunchingMeteor() { if (isLaunchingMeteorsAvaiable) { SimulationInstance.GameplayController.GameplaySpawnManager.SpawnMeteorOutOfObject(this); TimeingManager.SchoudleDelayedFunctionTrigger(MeteorSpawnRatio, LaunchingMeteor); } }
public void ToggleToDestructingTargetState(Vector3 _targetPosition) { isLaunchingMeteorsAvaiable = false; State = BomberState.DestructingTarget; //Calculate Vector of Animation Direction // Send Vector To Aniamtionhandler TimeingManager.SchoudleDelayedFunctionTrigger(1f, RemoveFromSimulation); }
public void TogglePreformingImplodingImpact() { isReadyToDestroyImplodingMinionsOnEnemy = true; State = ImploderState.PreformingImplodingImpact; TimeingManager.SchoudleDelayedFunctionTrigger(2f, TogglePreformingUnactiveFollowingPlayer); myInteractionType = InteractionType.ImplodingImpact; //toggle Animate }
public void ToggleToDestructingTargetState(Vector3 _targetPosition) { rb.drag = 1000; // stopingTheMovement State = MeteorState.DestructingTarget; //Calculate Vector of Animation Direction // Send Vector To Aniamtionhandler TimeingManager.SchoudleDelayedFunctionTrigger(1f, RemoveFromSimulation); }
public void StartCoreAction() { Debug.Log("CoreActionLaunched"); Debug.Log("Core Hp = " + HealthPoints); TimeingManager.SchoudleDelayedFunctionTrigger(BomberSpawnRate, SpawnBomberACtion); TimeingManager.SchoudleDelayedFunctionTrigger(MeteorSpawnRate, SpawnMeteorAction); isAvaiableForInteraction = true; CanBehHitWithImploder = true; }
public void TogglePreformingUnactiveFollowingPlayer() { TheAttackedObject = null; isReadyToDestroyImplodingMinionsOnEnemy = false; MoveOutFromInteractingWithEnemiesList = true; State = ImploderState.UnactiveFollowingPlayer; TimeingManager.SchoudleDelayedFunctionTrigger(UnactiveDuration, TogglePrefrominActiveFollowingPlayer); //toggle Animate }
public void SpawnMeteorFromGlobalSpawnWheel() { if (spawningEnabled) { Meteor newMeteor = ObjectSpawner.SpawnMeteorRandomlyOnSpawnWheel(SimulationInstance.GameplayController.GameplaySpawnManager.SpawnPointWheel); SimulationInstance.enemyObjects.Add(newMeteor); newMeteor.SetupPlayerTransform(SimulationInstance.Player.transform); newMeteor.LaunchStartupKick(SpawnPointWheel.GetKickTagetPositionForJustSpawnedMeteor()); newMeteor.ToggleToMoveTowardsPlayer(); TimeingManager.SchoudleDelayedFunctionTrigger(MeteorSpawnDelayDuration, SpawnMeteorFromGlobalSpawnWheel); } }
public void ChangeStage() { currentStageIndex++; if (currentStageIndex < Stages.Length) { Debug.Log("Next Stage Begun!"); TimeingManager.SchoudleDelayedFunctionTrigger(Stages[currentStageIndex].DurationOfStage, ChangeStage); GameplaySpawnManager.SetSpawnParameters(Stages[currentStageIndex].GetStageSpawnParameters()); if (Stages[currentStageIndex].isItCoreStage == true) { LaunchCoreStagePhase(); } } }
private void SpawnBomber() { if (spawningEnabled) { Bomber newBomber = ObjectSpawner.SpawnBomberRandomlyOnSpawnWheel(SpawnPointWheel); SimulationInstance.enemyObjects.Add(newBomber); newBomber.SetupPlayerTransform(SimulationInstance.Player.transform); newBomber.SetupPlayersOrbitationWheel(SimulationInstance.Player.OrbitationWheel); newBomber.LaunchStartupKick(SpawnPointWheel.GetKickTagetPositionForJustSpawnedMeteor()); newBomber.ToggleToMoveTowardsPlayer(); TimeingManager.SchoudleDelayedFunctionTrigger(BomberSpawnDelayDuration, SpawnBomber); } }
private void ToggleToUnactiveFollowingPlayer() { State = ExploderState.UnactiveFollowingPlayer; TimeingManager.SchoudleDelayedFunctionTrigger(RestoreToActiveDuration, ToggleToActiveFollowingPlayer); }
public void StartStage() { TimeingManager.SchoudleDelayedFunctionTrigger(Stages[currentStageIndex].DurationOfStage, ChangeStage); GameplaySpawnManager.SetSpawnParameters(Stages[currentStageIndex].GetStageSpawnParameters()); GameplaySpawnManager.LaunchSpawning(); }
public void TogglToRecreating() { State = DefenderState.Recreating; TimeingManager.SchoudleDelayedFunctionTrigger(RecreatingDuration, ToggleToUnactiveFollowingPlayer); }
//ToggleFunction public void ToggleToUnactiveFollowingPlayer() { Target = SimulationInstance.Player.transform; State = DefenderState.UnactiveFollowingPlayer; TimeingManager.SchoudleDelayedFunctionTrigger(UnactiveDuration, ToggleToActiveFollowingPlayer); }
public void SpawnBomberACtion() { SimulationInstance.GameplayController.GameplaySpawnManager.SpawnBomberOutOfObject(this); TimeingManager.SchoudleDelayedFunctionTrigger(BomberSpawnRate, SpawnBomberACtion); }
private void ToggleToRecrationState() { State = ExploderState.Recreating; MoveOutFromInteractingWithEnemiesList = true; TimeingManager.SchoudleDelayedFunctionTrigger(RecratingDuration, ToggleToUnactiveFollowingPlayer); }
//ToggleFunctions private void ToggleToExplosionState() { State = ExploderState.Exploding; MoveToInteractingWithEnemiesList = true; TimeingManager.SchoudleDelayedFunctionTrigger(ExplosionDuration, ToggleToRecrationState); }
public void ToggleImplodingEnemyAttack(IEnemyBase _theAttackedObeject) { State = ImploderState.ImplodiningObjectAttacking; TheAttackedObject = _theAttackedObeject; TimeingManager.SchoudleDelayedFunctionTrigger(2f, TogglePreformingUnactiveFollowingPlayer); }
public void LaunchSpawning() { spawningEnabled = true; TimeingManager.SchoudleDelayedFunctionTrigger(MeteorSpawnDelayDuration, SpawnMeteorFromGlobalSpawnWheel); TimeingManager.SchoudleDelayedFunctionTrigger(BomberSpawnDelayDuration, SpawnBomber); }