public Jellyfish(Actor actor, LevelTransition transition) : base(actor) { this.fish = RequireComponent <Fish>(); this.HasEnded = false; this.transition = transition; transition.onFallAsleep += RunAwayAndDie; }
public EyeRenderer(Actor actor, Player player, LevelTransition levelTransition) : base(actor) { this.player = player; this.levelTransition = levelTransition; this.levelTransition.onWakeUp += WakeUpAnimation; this.levelTransition.onFallAsleep += FallAsleepAnimation; this.openAmountAccessors = new TweenAccessors <float>(() => this.openPercent, val => this.openPercent = val); this.eyeTween = new TweenChain(); BuildEye(20); }
public Harness(Actor actor) : base(actor) { this.bubbleSpawner = RequireComponent <BubbleSpawner>(); this.levelTransition = RequireComponent <LevelTransition>(); wires = new Wire[7]; this.disconnectTween = new TweenChain(); var rand = MachinaGame.Random.DirtyRandom; wires[0] = new Wire(new Vector2(rand.Next(-40, 40), -200 - rand.Next(0, 50)), new Vector2(-47, -100)); wires[1] = new Wire(new Vector2(rand.Next(-40, 40), -200 - rand.Next(0, 50)), new Vector2(-60, -110)); wires[2] = new Wire(new Vector2(rand.Next(-40, 40), -200 - rand.Next(0, 50)), new Vector2(-25, -115)); wires[3] = new Wire(new Vector2(rand.Next(-40, 40), -200 - rand.Next(0, 50)), new Vector2(0, -120)); wires[4] = new Wire(new Vector2(rand.Next(-40, 40), -200 - rand.Next(0, 50)), new Vector2(70, -130)); wires[5] = new Wire(new Vector2(rand.Next(-40, 40), -200 - rand.Next(0, 50)), new Vector2(45, -90)); wires[6] = new Wire(new Vector2(rand.Next(-40, 40), -200 - rand.Next(0, 50)), new Vector2(55, -120)); }
public Seaweed(Actor actor, float length, int numberOfNodes, float swayFactorCoef, LevelTransition levelTransition) : base(actor) { this.length = length; this.swayFactor = 1f / swayFactorCoef; this.baseAngle = transform.Angle; this.nodes = new Node[numberOfNodes]; for (int i = 0; i < numberOfNodes; i++) { var sign = i % 2 == 0 ? -1 : 1; this.nodes[i] = new Node(this, (this.length / (numberOfNodes - 1) * i), 40, MathF.PI / 3 * sign); } this.time = (float)MachinaGame.Random.CleanRandom.NextDouble() * MathF.PI * 2; this.levelTransition = levelTransition; this.levelTransition.onFallAsleep += AddDestroyTimer; }
public Player(Actor actor) : base(actor) { this.levelTransition = RequireComponent <LevelTransition>(); }
public TextCrawlRenderer(Actor actor, LevelTransition levelTransition) : base(actor) { this.textRenderer = RequireComponent <BoundedTextRenderer>(); this.levelTransition = levelTransition; }