public Entity ParseMapToCurrentDisplay(char symbolFromMap) { Entity result = new Entity(); switch (symbolFromMap) { case ConsoleConsts.SYMBOL_BOMBER: result = new Bomber(); break; case ConsoleConsts.SYMBOL_SPACE: result = new Space(); break; case ConsoleConsts.SYMBOL_WALL: result = new Wall(); break; case (char)4: result = new WallAngle(); break; case ConsoleConsts.SYMBOL_MAP_WALL_VERTICAL: result = new WallVerticale(); break; case ConsoleConsts.SYMBOL_MAP_WALL_HORIZONTAL: result = new WallHorizontal(); break; } return(result); }
private IEnumerator Shoot() { while (enemies.Count > 0) { Bomber b = enemies.Pop(); do { if (b == null) { break; } yield return(new WaitForSeconds(CoolDown)); if (b == null || Vector3.Distance(transform.position, b.transform.position) > range) { break; } float pooptimer = 0; while (pooptimer < fireRate) { if (b == null) { break; } weapon.PointAt(b.transform.position); pooptimer += Time.deltaTime; yield return(null); } weapon.Retract(); } while (!b.TryKill(Damage())); } }
void EscapeAnimation() { CheckForIllegalCrossThreadCalls = false; txtoutput.ForeColor = Color.Yellow; txtoutput.Text = "\r\nUnidentified Aircraft Detected\r\nFighter In Persuit"; Bomber.Image = PersuitSimulator.Properties.Resources.Bomber; Fighter.Image = PersuitSimulator.Properties.Resources.AirplaneLate; Bomber.Visible = true; Fighter.Visible = true; for (int n = 0; n < 500; n++) { for (int n2 = 0; n2 < 500000; n2++) { } Fighter.Location = new Point(n - 250, n - 390); Bomber.Location = new Point(n - 100, 100); Bomber.Refresh(); Fighter.Refresh(); } Bomber.Visible = false; Fighter.Visible = false; txtoutput.ForeColor = System.Drawing.Color.Red; txtoutput.Text = "\r\nThe Target Has Escaped"; }
// HACK: ad-hoc placement code private void PlaceActors() { Game.Player.Pos = Map.GetRandomOpenPoint(); Map.AddActor(Game.Player); for (int i = 0; i < Game._enemyCount[Level]; i++) { var element = (Element)(Rand.Next(4) + 1); int enemyType = Rand.Next(4); Actor.Actor enemy; if (enemyType == 0) { enemy = new Sprite(Map.GetRandomOpenPoint(), element); } else if (enemyType == 1) { enemy = new Elemental(Map.GetRandomOpenPoint(), element); } else if (enemyType == 2) { enemy = new Bomber(Map.GetRandomOpenPoint(), element); } else { enemy = new Leech(Map.GetRandomOpenPoint(), element); } Map.AddActor(enemy); } Map.Refresh(); }
// Use this for initialization void Start() { anim = gameObject.GetComponent <Animator> (); rb2d = gameObject.GetComponent <Rigidbody2D>(); currentHealth = maxHealth; player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player> (); bomber = GameObject.FindGameObjectWithTag("Enemy").GetComponent <Bomber> (); }
public MotionController(IDisplay display, IGamePad gamePad, IMap map, Bomber bomber, MapManager mapManager) { _display = display; _gamePad = gamePad; _map = map; _bomber = bomber; _mapManager = mapManager; }
public void RemoveBomber(Bomber bomber) { bombers.Remove(bomber); if (bomber != null) { Destroy(bomber.gameObject); } }
public ShipsBundle() { Bomber = new Bomber(); Carrier = new Carrier(); Fighter = new Fighter(); Interceptor = new Interceptor(); Juggernaut = new Juggernaut(); Scout = new Scout(); }
public void SpawnBomberOutOfObject(IAvaiableForEnemySpawn _object) { Bomber newBomber = ObjectSpawner.SpawnBomber(_object.GetPosition()); SimulationInstance.enemyObjects.Add(newBomber); newBomber.SetupPlayerTransform(SimulationInstance.Player.transform); newBomber.SetupPlayersOrbitationWheel(SimulationInstance.Player.OrbitationWheel); newBomber.LaunchStartupKick(_object.GetSpawnKickTargetPosition()); newBomber.ToggleToMoveTowardsPlayer(); }
public void With_Bomber_Unit_For_1_second_Then_It_Should_Run_And_Cover_6_Map_Spaces() { var bomberUnit = new Bomber(); var timeForMovementSeconds = 1; var expectedCoveredDistance = 6; var actualCoveredDistance = bomberUnit.Move(timeForMovementSeconds); Assert.AreEqual(expectedCoveredDistance, actualCoveredDistance); }
// Start is called before the first frame update void Start() { locomotor = GetComponent <Locomotor>(); bomber = GetComponent <Bomber>(); turret = this.transform.GetChild(2).gameObject; if (pcControl) { moveJoystick.gameObject.SetActive(false); aimJoystick.gameObject.SetActive(false); } }
private void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } }
private void LaunchBomber() { Tile target = Tiles[Random.Range(0, Tiles.Count - 1)]; //print("launching bomber at " + target.gameObject.name); GameObject g = Instantiate(BomberTemplate.gameObject); Bomber b = g.GetComponent <Bomber>(); b.Init(target, this); bombers.Add(b); }
private void OnTriggerEnter(Collider other) { Bomber b = other.gameObject.GetComponent <Bomber>(); if (b) { enemies.Push(b); if (enemies.Count == 1) { StartCoroutine(Shoot()); } } }
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); } }
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /// PUBLIC FUNCTIONS /// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * @public Call on GUI to update the custom inspector. Also, calls parent version for common functionality **/ public override void OnInspectorGUI() { GUI.changed = false; Bomber _weapon = target as Bomber; base.OnInspectorGUI(); _weapon.projectile = (GameObject)EditorGUILayout.ObjectField("Projectile", _weapon.projectile, typeof(GameObject), true); // If changed then you need to set dirty if (GUI.changed) { EditorUtility.SetDirty(_weapon); } }
void FixedUpdate() { timer -= Time.deltaTime; CrossAir.position = new Vector3(transform.position.x + (Input.GetAxis("Turret" + PlID)) * 2, transform.position.y - (Input.GetAxis("Turret" + PlID + "-2")) * 2); if (Input.GetButton("Shoot" + PlID)) { Shoot(); } float angle = 0; Vector3 relative = Bomber.InverseTransformPoint(CrossAir.position); angle = Mathf.Atan2(relative.x, relative.y) * Mathf.Rad2Deg; Bomber.Rotate(0, 0, -angle); }
public void SaveToClipboard(int minX) { // adjust startX and HomeX, without going outside of the screen int shiftedStartX = StartX - minX; if (shiftedStartX < 0) { shiftedStartX = 0; } int shiftedHomeX = HomeX - minX; if (shiftedHomeX < 0) { shiftedHomeX = 0; } // start the string with the declaration of the map string text = "\t{ // -------- LEVEL -----------" + GetEOL(); text += "\t\t" + shiftedStartX.ToString() + ", //StartX" + GetEOL(); text += "\t\t" + StartY.ToString() + ", //StartY" + GetEOL(); text += "\t\t" + shiftedHomeX.ToString() + ", //HomeX" + GetEOL(); text += "\t\t" + HomeY.ToString() + ", //HomeY" + GetEOL(); text += "\t\t" + m_TotalTimeIn10thSec.ToString() + ", //Time In Multiple Of 10 seconds" + GetEOL(); text += "\t\t" + m_SpawnLemCount.ToString() + ", //Available Lem Count in multiple of 5 (from 0 to 15 max!!)" + GetEOL(); text += "\t\t" + m_RequiredLemCount.ToString() + ", //RequiredLemCount in multiple of 5 (obviously less or equals than the previous number)" + GetEOL(); text += "\t\t" + MinDropSpeed.ToString() + ", //Min Drop Speed in rough seconds (more precisely in multiple of 27 frames) (from 0 to 15) (high value = slow)" + GetEOL(); text += "\t\t" + Walker.ToString() + ", //Nb of available Walker" + GetEOL(); text += "\t\t" + Blocker.ToString() + ", //Nb of available Blocker" + GetEOL(); text += "\t\t" + Bomber.ToString() + ", //Nb of available Bomber" + GetEOL(); text += "\t\t" + DiagDigger.ToString() + ", //Nb of available Diagonal Digger" + GetEOL(); text += "\t\t" + HorizDigger.ToString() + ", //Nb of available Horizontal Digger" + GetEOL(); text += "\t\t" + VertDigger.ToString() + ", //Nb of available Vertical Digger" + GetEOL(); text += "\t\t" + Stairer.ToString() + ", //Nb of available Stair Builder" + GetEOL(); text += "\t\t" + Climber.ToString() + ", //Nb of available Climber" + GetEOL(); text += "\t\t" + Parachuter.ToString() + ", //Nb of available Parachuter" + GetEOL(); text += "\t\t(const unsigned char *)" + m_LocaMapName + ", //SpriteLocalization" + GetEOL(); text += "\t\tsizeof(" + m_LocaMapName + "), //size of the Map in number of sprite columns" + GetEOL(); text += "\t\t(const unsigned int *)" + m_MapIdsName + " //SpriteIdList" + GetEOL(); text += "\t}," + GetEOL(); // copy the text to the clipboard Clipboard.SetText(text); }
public FormDisplay(FormMap map, Form mainForm, Graphics gfx, BufferedGraphics myBufer, Bomber bomber, SoundPlayer mainSound) { this._map = map; this._mainForm = mainForm; this.gfx = gfx; _bomberImage = new BomberImage(); _backgroundImage = new BackgroundImage(); _wallImage = new WallImage(); _notRushImage = new NotRushWall(); _bombImage = new BombImage(); _monsterImage = new MonsterImage(); _remoteBombUpgrade = new RemotBombUpgradeImage(); _multiBombUpgrade = new MultibombUpgradeImage(); _moreFlameUpgrade = new MoreFlameUpgradeImage(); _flameImage = new Flame_Image(); _myBufer = myBufer; _bomber = bomber; _mainSound = mainSound; }
internal static void AddFWA(object Item, string SType) { using (var db = new DatabaseContext()) { switch (SType) { case "Bomber": Bomber tempB = new Bomber(); foreach (PropertyInfo x in Item.GetType().GetProperties()) { x.SetValue(tempB, x.GetValue(Item)); } db.FixedWingAircraft.Add(tempB); break; case "CommandAndControl": CommandAndControl tempCAC = new CommandAndControl(); foreach (PropertyInfo x in Item.GetType().GetProperties()) { x.SetValue(tempCAC, x.GetValue(Item)); } db.FixedWingAircraft.Add(tempCAC); break; case "Fighter": Fighter tempF = new Fighter(); foreach (PropertyInfo x in Item.GetType().GetProperties()) { x.SetValue(tempF, x.GetValue(Item)); } db.FixedWingAircraft.Add(tempF); break; case "GroundAttack": GroundAttack tempGA = new GroundAttack(); foreach (PropertyInfo x in Item.GetType().GetProperties()) { x.SetValue(tempGA, x.GetValue(Item)); } db.FixedWingAircraft.Add(tempGA); break; case "Gunship": Gunship tempG = new Gunship(); foreach (PropertyInfo x in Item.GetType().GetProperties()) { x.SetValue(tempG, x.GetValue(Item)); } db.FixedWingAircraft.Add(tempG); break; case "Transport": Transport tempT = new Transport(); foreach (PropertyInfo x in Item.GetType().GetProperties()) { x.SetValue(tempT, x.GetValue(Item)); } db.FixedWingAircraft.Add(tempT); break; case "UAV": Transport tempU = new Transport(); foreach (PropertyInfo x in Item.GetType().GetProperties()) { x.SetValue(tempU, x.GetValue(Item)); } db.FixedWingAircraft.Add(tempU); break; } db.SaveChanges(); } }
void Awake() { instance = this; bombT = GetComponent <Text>(); ChangeValue(); }
public bool CheckPosition(PointInMap point, Monster monster, Bomber bomber) { bool isNotOutRange = ((point.X < 0) || (point.X >= _map.Height) || (point.Y < 0) || (point.Y >= _map.Width)); if ((!CheckPosition(point, monster)) && (!isNotOutRange)) { if (_map.ArrayMap[point.X, point.Y] is Bomber) { // _display.DrawMap(); bomber.IsDead = true; return(true); } if (_map.ArrayMap[point.X, point.Y] is Bomb) { return(false); } if ((_map.ArrayMap[point.X, point.Y] is Bomb) && (monster.TypeMonsters == 3)) { switch (monster.Direction) { case 1: nextPoint.X = monster.Position.X - 2; nextPoint.Y = monster.Position.Y; return(CheckPosition(nextPoint, monster)); case 2: nextPoint.X = monster.Position.X + 2; nextPoint.Y = monster.Position.Y; return(CheckPosition(nextPoint, monster)); case 3: nextPoint.X = monster.Position.X; nextPoint.Y = monster.Position.Y - 2; return(CheckPosition(nextPoint, monster)); case 4: nextPoint.X = monster.Position.X; nextPoint.Y = monster.Position.Y + 2; return(CheckPosition(nextPoint, monster)); } } if ((_map.ArrayMap[point.X, point.Y] is MonsterNotFly) || (_map.ArrayMap[point.X, point.Y] is MonsterFly)) { switch (monster.Direction) { case 1: nextPoint.X = monster.Position.X - 2; nextPoint.Y = monster.Position.Y; return(CheckPosition(nextPoint, monster)); case 2: nextPoint.X = monster.Position.X + 2; nextPoint.Y = monster.Position.Y; return(CheckPosition(nextPoint, monster)); case 3: nextPoint.X = monster.Position.X; nextPoint.Y = monster.Position.Y - 2; return(CheckPosition(nextPoint, monster)); case 4: nextPoint.X = monster.Position.X; nextPoint.Y = monster.Position.Y + 2; return(CheckPosition(nextPoint, monster)); } } return(false); } else { if (!isNotOutRange) { return(true); } else { return(false); } } }
public Ship SpawnShip(ShipType type, Vector2 position, Ship owner = null) { Ship newShip = null; switch (type) { case ShipType.Miner: { newShip = new Miner(owner, position); } break; case ShipType.Fighter: { newShip = new Fighter(owner, position); } break; case ShipType.Bomber: { newShip = new Bomber(owner, position); } break; case ShipType.RepairShip: { newShip = new RepairShip(owner, position); } break; case ShipType.MissileFrigate: { newShip = new MissileFrigate(owner, position); } break; case ShipType.BeamFrigate: { newShip = new BeamFrigate(owner, position); } break; case ShipType.SupportCruiser: { newShip = new SupportCruiser(owner, position); } break; case ShipType.HeavyCruiser: { newShip = new HeavyCruiser(owner, position); } break; case ShipType.Battleship: { newShip = new Battleship(owner, position); } break; case ShipType.Carrier: { newShip = new Carrier(owner, position); } break; } if (newShip == null) { return(newShip); } if (newShip.IsPlayerShip) { GameplayState.WorldManager.PlayerShips.Add(newShip); } else { GameplayState.WorldManager.EnemyShips.Add(newShip); } GameplayState.WorldManager.Ships.Add(newShip); if (newShip is Miner) { GameplayState.WorldManager.Miners.Add(newShip); } return(newShip); } // SpawnShip
protected override void Moving() { if (!this.godmode && this.Hp <= this.HpMax / 2) { this.GodMode(); } else { this.neutlal = this.Motion == NaviBase.MOTION.neutral; switch (this.Motion) { case NaviBase.MOTION.neutral: if (this.moveflame) { this.animationpoint = this.AnimeNeutral(this.waittime % 3); ++this.waittime; } if (this.moveflame && (this.waittime >= 8 / (version == 0 ? 5 : version) || this.atack)) { this.waittime = 0; ++this.roopneutral; if (this.roopneutral >= 1 && this.parent.nowscene != SceneBattle.BATTLESCENE.end) { this.roopneutral = 0; if (this.roopmove > this.moveroop && !this.badstatus[4]) { this.roopmove = this.version > 3 ? this.Random.Next(-1, this.moveroop + 1) : 0; ++this.atackroop; if (!this.atack) { if (this.hp <= this.hpmax / 2) { this.attack = (Mima.ATTACK) this.pattern2[this.action]; this.powerPlus = this.powers[this.pattern2[this.action]]; } else { this.attack = (Mima.ATTACK) this.pattern[this.action]; this.powerPlus = this.powers[this.pattern[this.action]]; } ++this.action; if (this.action >= this.pattern.Length) { this.action = 0; } switch (this.attack) { case Mima.ATTACK.IllProminence: this.counterTiming = true; this.sound.PlaySE(SoundEffect.pikin); this.speed = 4; this.targetPanels = ((IEnumerable <Point>) this.RandomMultiPanel(4, this.UnionEnemy)).ToList <Point>(); for (int index = 0; index < this.targetPanels.Count; ++index) { List <AttackBase> attacks = this.parent.attacks; IAudioEngine sound = this.sound; SceneBattle parent = this.parent; Point point = this.targetPanels[index]; int x = point.X; point = this.targetPanels[index]; int y = point.Y; int union = (int)this.union; point = new Point(); Point hitrange = point; Dummy dummy = new Dummy(sound, parent, x, y, (Panel.COLOR)union, hitrange, 25, true); attacks.Add(dummy); } break; case Mima.ATTACK.DarkWave: this.sound.PlaySE(SoundEffect.sand); this.speed = 3; break; case Mima.ATTACK.GrandSpear: this.sound.PlaySE(SoundEffect.quake); this.ShakeStart(1, 30); this.speed = 4; break; case Mima.ATTACK.SoulFlame: this.speed = 3; break; case Mima.ATTACK.CrescentCharge: this.speed = 3; this.parent.attacks.Add(new Dummy(this.sound, this.parent, this.union == Panel.COLOR.blue ? 5 : 0, 1, this.union, new Point(6, 0), 30, true)); break; case Mima.ATTACK.Reincarnation: this.sound.PlaySE(SoundEffect.charge); this.speed = 3; break; } this.attackProcess = 0; } this.waittime = 0; this.Motion = NaviBase.MOTION.attack; } else { this.speed = 4; this.waittime = 0; if (this.atack) { this.roopmove = this.moveroop + 1; } this.Motion = NaviBase.MOTION.move; } } break; } break; case NaviBase.MOTION.attack: if (this.moveflame) { ++this.waittime; if (this.moveflame) { switch (this.attack) { case Mima.ATTACK.IllProminence: if (this.attackProcess == 0) { this.animationpoint = this.AnimeIllProminence1(this.waittime); switch (this.waittime) { case 2: this.counterTiming = false; ++this.attackProcess; this.waittime = 0; break; } } else { this.animationpoint = this.AnimeIllProminence2(this.waittime); switch (this.waittime) { case 3: this.sound.PlaySE(SoundEffect.bombmiddle); Point point; for (int index = 0; index < this.targetPanels.Count; ++index) { this.ShakeStart(2, 8); List <AttackBase> attacks = this.parent.attacks; IAudioEngine sound1 = this.sound; SceneBattle parent1 = this.parent; point = this.targetPanels[index]; int x1 = point.X; point = this.targetPanels[index]; int y1 = point.Y; int union = (int)this.union; int power = this.Power; BombAttack bombAttack = new BombAttack(sound1, parent1, x1, y1, (Panel.COLOR)union, power, 1, ChipBase.ELEMENT.poison); attacks.Add(bombAttack); List <EffectBase> effects = this.parent.effects; IAudioEngine sound2 = this.sound; SceneBattle parent2 = this.parent; point = this.targetPanels[index]; int x2 = point.X; point = this.targetPanels[index]; int y2 = point.Y; Bomber bomber = new Bomber(sound2, parent2, x2, y2, Bomber.BOMBERTYPE.poison, 3); effects.Add(bomber); } if (this.attackProcess < 2) { this.targetPanels = ((IEnumerable <Point>) this.RandomMultiPanel(4, this.UnionEnemy)).ToList <Point>(); for (int index = 0; index < this.targetPanels.Count; ++index) { List <AttackBase> attacks = this.parent.attacks; IAudioEngine sound = this.sound; SceneBattle parent = this.parent; point = this.targetPanels[index]; int x = point.X; point = this.targetPanels[index]; int y = point.Y; int union = (int)this.union; point = new Point(); Point hitrange = point; Dummy dummy = new Dummy(sound, parent, x, y, (Panel.COLOR)union, hitrange, 25, true); attacks.Add(dummy); } break; } break; case 8: if (this.attackProcess >= 2) { this.waittime = 0; this.motion = NaviBase.MOTION.move; break; } ++this.attackProcess; this.waittime = 0; break; } } break; case Mima.ATTACK.DarkWave: switch (this.attackProcess) { case 0: this.animationpoint = this.AnimeDarkWave1(this.waittime); switch (this.waittime) { case 1: this.effecting = true; this.positionre = this.RandomTarget(this.union); this.positionre.X -= this.UnionRebirth(this.union); if (!this.NoObject(this.positionre, this.number)) { this.nohit = false; this.Motion = NaviBase.MOTION.move; this.frame = 0; this.waittime = 0; this.roopneutral = 0; ++this.roopmove; break; } break; case 6: this.counterTiming = true; this.position = this.positionre; this.PositionDirectSet(); break; case 9: ++this.attackProcess; this.waittime = 0; break; } break; case 1: this.animationpoint = this.AnimeDarkWave2(this.waittime); switch (this.waittime) { case 3: this.counterTiming = false; this.sound.PlaySE(SoundEffect.wave); this.parent.effects.Add(new MimaWaveLong(this.sound, this.parent, this.position.X + this.UnionRebirth(this.union), this.position.Y, 3)); AttackBase attackBase1 = new LanceAttack(this.sound, this.parent, this.position.X + this.UnionRebirth(this.union), this.position.Y, this.union, this.Power, 2, ChipBase.ELEMENT.aqua, false); attackBase1.invincibility = false; this.parent.attacks.Add(attackBase1); break; case 7: ++this.attackProcess; this.waittime = 0; break; } break; case 2: this.animationpoint = this.AnimeDarkWave3(this.waittime); switch (this.waittime) { case 3: this.sound.PlaySE(SoundEffect.wave); this.parent.effects.Add(new MimaWaveDream(this.sound, this.parent, this.position.X + this.UnionRebirth(this.union), this.position.Y, 3)); AttackBase attackBase2 = new Halberd(this.sound, this.parent, this.position.X, this.position.Y, this.union, this.Power, 2, ChipBase.ELEMENT.aqua, true); attackBase2.invincibility = false; this.parent.attacks.Add(attackBase2); break; case 6: this.waittime = 0; this.effecting = false; this.motion = NaviBase.MOTION.move; break; } break; } break; case Mima.ATTACK.GrandSpear: switch (this.attackProcess) { case 0: this.animationpoint = this.AnimeMove(this.waittime); if (this.moveflame) { switch (this.waittime) { case 1: this.MoveRandom(true, false); break; case 5: this.counterTiming = true; this.position = this.positionre; this.PositionDirectSet(); break; case 10: this.nohit = false; ++this.attackProcess; this.waittime = 0; break; } break; } break; case 1: this.animationpoint = this.AnimeGrandSpear(this.waittime); if (this.moveflame) { switch (this.waittime) { case 2: this.counterTiming = false; this.parent.attacks.Add(new MimaRockTower(this.sound, this.parent, this.position.X + this.UnionRebirth(this.union), this.position.Y, this.union, this.Power, MimaRockTower.MOTION.init)); break; case 4: this.parent.attacks.Add(new MimaRockTower(this.sound, this.parent, this.position.X + 2 * this.UnionRebirth(this.union), this.position.Y - 1, this.union, this.Power, MimaRockTower.MOTION.init)); this.parent.attacks.Add(new MimaRockTower(this.sound, this.parent, this.position.X + 2 * this.UnionRebirth(this.union), this.position.Y, this.union, this.Power, MimaRockTower.MOTION.init)); this.parent.attacks.Add(new MimaRockTower(this.sound, this.parent, this.position.X + 2 * this.UnionRebirth(this.union), this.position.Y + 1, this.union, this.Power, MimaRockTower.MOTION.init)); break; case 6: this.parent.attacks.Add(new MimaRockTower(this.sound, this.parent, this.position.X + 3 * this.UnionRebirth(this.union), this.position.Y - 1, this.union, this.Power, MimaRockTower.MOTION.init)); this.parent.attacks.Add(new MimaRockTower(this.sound, this.parent, this.position.X + 3 * this.UnionRebirth(this.union), this.position.Y, this.union, this.Power, MimaRockTower.MOTION.init)); this.parent.attacks.Add(new MimaRockTower(this.sound, this.parent, this.position.X + 3 * this.UnionRebirth(this.union), this.position.Y + 1, this.union, this.Power, MimaRockTower.MOTION.init)); this.waittime = 0; this.motion = NaviBase.MOTION.move; break; } break; } break; } break; case Mima.ATTACK.SoulFlame: if (this.position.X != 1) { this.sound.PlaySE(SoundEffect.dark); this.parent.attacks.Add(new MimaFrame(this.sound, this.parent, this.position.X, this.position.Y, this.union, this.Power, 2, new Vector2(this.positionDirect.X, this.positionDirect.Y + 16f), ChipBase.ELEMENT.heat, 2)); } this.waittime = 0; this.motion = NaviBase.MOTION.move; break; case Mima.ATTACK.CrescentCharge: if (this.moveflame) { switch (this.attackProcess) { case 0: if (this.waittime < 5) { this.animationpoint = this.AnimeMove(this.waittime); } else { this.animationpoint.X = -1; } this.nohit = true; switch (this.waittime) { case 10: this.sound.PlaySE(SoundEffect.shoot); this.mimacharge = new MimaCharge(this.sound, this.parent, this.union == Panel.COLOR.blue ? 5 : 0, 1, this.union, this.Power, 1, this.positionDirect, this.element, 8); this.parent.attacks.Add(mimacharge); this.waittime = 0; ++this.attackProcess; break; } break; case 1: this.animationpoint.X = -1; if (!this.mimacharge.flag) { this.waittime = 0; ++this.attackProcess; break; } break; case 2: this.animationpoint = this.AnimeMove(this.waittime + 5); switch (this.waittime) { case 5: this.nohit = false; this.waittime = 0; this.motion = NaviBase.MOTION.neutral; this.animationpoint.X = 0; break; } break; } break; } break; case Mima.ATTACK.Reincarnation: if (this.attackProcess == 1) { this.counterTiming = true; } switch (this.attackProcess) { case 0: case 1: case 2: this.animationpoint = this.AnimeReincarnation(this.waittime); if (this.waittime >= 6) { ++this.attackProcess; this.waittime = 0; break; } break; case 3: this.counterTiming = false; this.MoveRandom(true, false); this.sound.PlaySE(SoundEffect.dark); this.parent.objects.Add(new MimaNavi(this.sound, this.parent, this.positionre.X, this.positionre.Y, this.union)); this.waittime = 0; this.roopmove = -4; this.motion = NaviBase.MOTION.move; break; } break; } } break; } break; case NaviBase.MOTION.move: this.animationpoint = this.AnimeMove(this.waittime); if (this.moveflame) { switch (this.waittime) { case 0: this.MoveRandom(false, false); if (this.position == this.positionre) { this.nohit = false; this.Motion = NaviBase.MOTION.neutral; this.frame = 0; this.roopneutral = 0; ++this.roopmove; break; } break; case 3: this.nohit = true; break; case 5: this.position = this.positionre; this.PositionDirectSet(); break; case 8: this.nohit = false; break; case 10: this.nohit = false; this.Motion = NaviBase.MOTION.neutral; this.speed = this.nspeed; this.frame = 0; this.roopneutral = 0; ++this.roopmove; break; } ++this.waittime; break; } break; case NaviBase.MOTION.knockback: switch (this.waittime) { case 2: this.NockMotion(); this.nohit = false; this.counterTiming = false; this.effecting = false; this.PositionDirectSet(); break; case 3: this.NockMotion(); break; case 15: this.animationpoint = new Point(0, 2); this.PositionDirectSet(); break; case 21: this.animationpoint = new Point(0, 0); this.waittime = 0; this.Motion = NaviBase.MOTION.neutral; break; } if (this.waittime >= 2 && this.waittime <= 6) { this.positionDirect.X -= this.UnionRebirth(this.union); } ++this.waittime; break; } if (this.effecting && !this.nohit) { this.AttackMake(this.Power, 0, 0); } this.FlameControl(); this.MoveAftar(); } }
public Bomber SpawnBomber(Vector2 _spawnPosition) { Bomber _spawnedBobmer = SpawnPollableObject(PrefabCollection.Bomber, _spawnPosition) as Bomber; return(_spawnedBobmer); }
public Bomber SpawnBomberRandomlyOnSpawnWheel(SpawnPointWheel _spawnPointWheel) { Bomber newSpawnedBomber = SpawnPollableObject(PrefabCollection.Bomber, _spawnPointWheel) as Bomber; return(newSpawnedBomber); }
void DestroyAnimation() { CheckForIllegalCrossThreadCalls = false; txtoutput.ForeColor = Color.Yellow; txtoutput.Text = "\r\nUnidentified Aircraft Detected\r\nFighter In Persuit"; int[] xb = { 80, 90, 99, 108, 116, 125, 133, 141, 151, 160, 169, 179, 180 }; int[] yb = { 0, -2, -5, -9, -15, -18, -23, -29, -28, -25, -21, -20, -17 }; double cosx, sinx; double[] dist = new double[13]; double[] xf = new double[13]; double[] yf = new double[13]; xf[0] = 0.0; yf[0] = 50.0; dist[0] = Math.Sqrt((xf[0] - xb[0]) * (xf[0] - xb[0]) + (yf[0] - yb[0]) * (yf[0] - yb[0])); for (int t = 0; t <= 11; t++) { cosx = (xb[t] - xf[t]) / dist[t]; sinx = (yb[t] - yf[t]) / dist[t]; xf[t + 1] = xf[t] + vf * cosx; yf[t + 1] = yf[t] + vf * sinx; dist[t + 1] = Math.Sqrt((xf[t + 1] - xb[t + 1]) * (xf[t + 1] - xb[t + 1]) + (yf[t + 1] - yb[t + 1]) * (yf[t + 1] - yb[t + 1])); if (dist[t + 1] <= 10) { Time = t + 1; Distance = (double)dist[t + 1]; //Battle Animation Bomber.Image = PersuitSimulator.Properties.Resources.Bomber; Fighter.Image = PersuitSimulator.Properties.Resources.Fighter; for (int i = 0; i < 13; i++) { int x = (int)xf[i]; int y = (int)yf[i]; if (x != 0 && y != 0) { Fighter.Location = new Point(x + 40, y + 100); Fighter.Visible = true; Fighter.Refresh(); } for (int j = 0; j < 10000000; j++) { } Bomber.Location = new Point(xb[i] + 130, yb[i] + 100); Bomber.Visible = true; Bomber.Refresh(); if (i == 12) { //Rocket Animation int rocketinitx = Fighter.Location.X + 60; int rocketinity = Fighter.Location.Y + 20; int space = Bomber.Location.X - rocketinitx - 33; Rocket.Visible = true; for (int move = 0; move <= space; move++) { for (int n2 = 0; n2 < 5000000; n2++) { } Rocket.Location = new Point(rocketinitx + move, rocketinity); Rocket.Refresh(); } Rocket.Visible = false; Bomber.Image = PersuitSimulator.Properties.Resources.AirplaneEscaped; for (int n5 = 0; n5 < 80; n5++) { //Bomber Falling int x2 = Bomber.Location.X; int y2 = Bomber.Location.Y; for (int n2 = 0; n2 < 5000000; n2++) { } int y3 = y2 + n5; if (y3 <= 160) { Bomber.Location = new Point(x2, y3); Bomber.Refresh(); } else { Bomber.Visible = false; } txtoutput.ForeColor = System.Drawing.Color.Lime; txtoutput.Text = "\r\nThe Target Has Been Destroyed .\r\nTime = " + Time + " min, Distance = " + Distance + " km ."; //Fighter Continue With Bomber Falling int x1 = Fighter.Location.X; int y1 = Fighter.Location.Y; for (int j = 0; j < 5000000; j++) { } Fighter.Location = new Point(x1 + 3, y1); Fighter.Refresh(); } } } Fighter.Visible = false; Bomber.Visible = false; //To Stop checking if (dist[t + 1] <= 10) at first occurance break; } } }
public static void OnSpawn(Bomber bomber) { bomber.Go(mainTower.transform); }
private static IUnit CreateUnit(UnitType type, int x, int y) { IUnit unit; switch (type) { case UnitType.Settlers: unit = new Settlers(); break; case UnitType.Militia: unit = new Militia(); break; case UnitType.Phalanx: unit = new Phalanx(); break; case UnitType.Legion: unit = new Legion(); break; case UnitType.Musketeers: unit = new Musketeers(); break; case UnitType.Riflemen: unit = new Riflemen(); break; case UnitType.Cavalry: unit = new Cavalry(); break; case UnitType.Knights: unit = new Knights(); break; case UnitType.Catapult: unit = new Catapult(); break; case UnitType.Cannon: unit = new Cannon(); break; case UnitType.Chariot: unit = new Chariot(); break; case UnitType.Armor: unit = new Armor(); break; case UnitType.MechInf: unit = new MechInf(); break; case UnitType.Artillery: unit = new Artillery(); break; case UnitType.Fighter: unit = new Fighter(); break; case UnitType.Bomber: unit = new Bomber(); break; case UnitType.Trireme: unit = new Trireme(); break; case UnitType.Sail: unit = new Sail(); break; case UnitType.Frigate: unit = new Frigate(); break; case UnitType.Ironclad: unit = new Ironclad(); break; case UnitType.Cruiser: unit = new Cruiser(); break; case UnitType.Battleship: unit = new Battleship(); break; case UnitType.Submarine: unit = new Submarine(); break; case UnitType.Carrier: unit = new Carrier(); break; case UnitType.Transport: unit = new Transport(); break; case UnitType.Nuclear: unit = new Nuclear(); break; case UnitType.Diplomat: unit = new Diplomat(); break; case UnitType.Caravan: unit = new Caravan(); break; default: return(null); } unit.X = x; unit.Y = y; unit.MovesLeft = unit.Move; return(unit); }
public Bomber(Bomber from) : base(from) { }
void Start() { PlID = GetComponent <CarController>().PlID; ArmaID = GetComponent <CarController>().Arma; Source = Bomber.GetComponent <AudioSource>(); }