public PatternInstance(bool correctY, int damage, float timeOffset, float waitTime, float lifeTime, string pattern, string pool, int order, float speedMod, float bulletSize, Waypoint point, Vector2 direction, bool directionToPlayer, WaveModifier rotationPerTick = null, float directionLerp = 0.0f) { _rotationPerTick = rotationPerTick == null ? WaveModifier.zero : rotationPerTick; _directionLerp = directionLerp; _correctY = correctY & !directionToPlayer; _damage = damage; _waitTime = waitTime; _timeOffset = timeOffset; _lifeTime = lifeTime; _patternName = pattern; _poolName = pool; _order = order; _speedModifier = speedMod; _bulletSize = bulletSize; _point = point; _direction = direction; _directionToPlayer = directionToPlayer; }
public WaveModifier(FadingType smoothing, WaveType type, WaveModifier frequency, WaveModifier amplitude, float phase, float phaseShift) { _smoothing = smoothing; _type = type; _modFrequency = frequency; _modAmplitude = amplitude; _phase = phase * Maths.Deg2Rad; _phaseShift = phaseShift * Maths.Deg2Rad; }
public MoveToPositionAction(float smoothingTime, bool relative, WaveModifier modifierX, WaveModifier modifierY, float duration, bool mustWait) : base(true, mustWait) { _type = TranslationType.SET; _points = new Waypoint[0]; _modifiers = new WaveModifier[] { modifierX, modifierY }; _duration = duration; _smoothingTime = smoothingTime; _smooth = _smoothingTime > 0; _relative = relative; }
public WaveModifier(FadingType smoothing, WaveType type, float frequency, float minAmplitude, float maxAmplitude, float phase, float phaseShift) { _smoothing = smoothing; _type = type; _frequency = frequency; _amplitudeMin = minAmplitude; _amplitudeMax = maxAmplitude; _modFrequency = null; _modAmplitude = null; _phase = phase * Maths.Deg2Rad; _phaseShift = phaseShift * Maths.Deg2Rad; }