public override void Tick(DanmakuManager danmakuManager, DanmakuSequenceInfo info) { DanmakuConfig dc = info.baseConfig; dc.position += positionOffset; dc.rotation += rotationOffset; danmakuManager.Fire(sequence, dc, info.team, info.hitInfo); info.NextAction(); }
public override void Tick(DanmakuManager danmakuManager, DanmakuSequenceInfo info) { if (info.frame < waitTime) { info.frame++; return; } info.NextAction(); }
public override void Tick(DanmakuManager danmakuManager, DanmakuSequenceInfo info) { foreach (string d in bulletSets) { string s = info.id + d; info.bulletSets[s].modifiers.Clear(); } info.NextAction(); }
public virtual void Tick(DanmakuManager manager) { MoveBullets(); TickModifiers(); if (index >= sequence.sequence.Count) { return; } sequence.sequence[index].Tick(manager, this); }
public override void Tick(DanmakuManager danmakuManager, DanmakuSequenceInfo info) { foreach (string d in bulletSets) { string s = info.id + d; DanmakuModifier dm = (DanmakuModifier)Activator.CreateInstance(modifier.GetType()); dm.Copy(modifier); info.bulletSets[s].modifiers.Add(dm); dm.Apply(info.bulletSets[s]); } info.NextAction(); }
public override void Tick(DanmakuManager danmakuManager, DanmakuSequenceInfo info) { foreach (string d in bulletSets) { string s = info.id + d; for (int j = 0; j < info.bulletSets[s].bulletsConfig.Count; j++) { DanmakuState ds = info.bulletSets[s].bulletsConfig[j]; ds.speed += config.speed.GetValue(); ds.angularSpeed += config.angularSpeed.GetValue(); ds.rotation += config.rotation; info.bulletSets[s].bullets[j].transform.eulerAngles += config.rotation; info.bulletSets[s].bulletsConfig[j] = ds; } } info.NextAction(); }
public override void Tick(DanmakuManager danmakuManager, DanmakuSequenceInfo info) { if (info.bulletSets.Count <= info.currentSet) { FireableInfo fi = new FireableInfo(); fi.team = info.team; fi.hitInfo = hitInfo; fi.hitboxOwner = danmakuManager.gameObject; info.bulletSets.Add(info.id + id, fi); } DanmakuConfig dc = info.baseConfig; if (dc.startPoint) { dc.position += dc.startPoint.position; dc.rotation += dc.startPoint.eulerAngles; } dc.position += positionOffset; dc.rotation += rotationOffset; fireable.Fire(info.bulletSets[info.id + id], dc); info.NextAction(); }
public virtual void Tick(DanmakuManager danmakuManager, DanmakuSequenceInfo info) { }