Exemplo n.º 1
0
        private IEnumerator SpawnSummonsCoroutine(Transform target, SpriteAnimationBehaviour animated, SpriteFrame frame)
        {
            int numPrefabs = summonPrefabs.Length;
            int c          = timeouts != null ? timeouts.Length : 0;

            for (int i = 0; i < count; i++)
            {
                float timeout = 0f;


                if (c != 0)
                {
                    timeout = timeouts[i % c];
                }

                if (timeout > 0f)
                {
                    yield return(new WaitForSeconds(timeout));
                }

                var pre = summonPrefabs[Engine.RandomInt(0, numPrefabs)];

                Vector3 p  = target.position + offset + new Vector3(Engine.RandomFloat(-1f, 1f), Engine.RandomFloat(-1f, 1f), 0f) * spread;
                var     go = Instantiate(pre, p, Quaternion.identity);
                go.GetComponent <BaseActor>().position = p;
                go.transform.position = p;
                Debug.Log("Spawn @" + p);
            }
        }
Exemplo n.º 2
0
 public override void OnDamageTarget(SpriteAnimationBehaviour animated, SpriteFrame frame, IDamagable damaged)
 {
     base.OnDamageTarget(animated, frame, damaged);
     if (damaged is BaseActor)
     {
         animated.StartCoroutine(KnockbackCoroutine(animated, damaged as BaseActor));
     }
 }
Exemplo n.º 3
0
        private IEnumerator SpawnProjectilesCoroutine(SpriteAnimationBehaviour animated, SpriteFrame frame, bool isHoming)
        {
            BaseActor actor = animated.GetComponent <BaseActor>();
            int       c     = timeouts != null ? timeouts.Length : 0;

            for (int i = 0; i < count; i++)
            {
                float timeout = 0f;

                if (i == 0)
                {
                    if (soundOnFirstProjectile != null)
                    {
                        var src = animated.GetComponent <AudioSource>();
                        if (src != null)
                        {
                            src.pitch = Engine.RandomFloat(0.9f, 1.1f);
                            src.PlayOneShot(soundOnFirstProjectile);
                            src.pitch = 1.0f;
                        }
                    }
                }

                if (c != 0)
                {
                    timeout = timeouts[i % c];
                }

                bool isActor = prefab.GetComponent <BaseActor>();


                if (timeout > 0f)
                {
                    yield return(new WaitForSeconds(timeout));
                }

                Vector3 pos = animated.transform.position + (Vector3)actor.TransformDirection(offset);

                if (isActor)
                {
                    var go = Instantiate(prefab, pos, Quaternion.identity);
                    var ac = go.GetComponent <BaseActor>();
                    ac.Move(actor.movementDirection);
                    ac.transform.right = Vector3.right;
                }
                else if (isHoming)
                {
                    HomingProjectileBehaviour.Fire(prefab, animated.gameObject, pos, actor.movementDirection, Mathf.FloorToInt(frame.damage.value * actor.GetDamageDealt()), animated.GetComponent <AI.DefaultEnemyAI>().Target.transform);
                }
                else
                {
                    ProjectileBehaviour.Fire(prefab, animated.gameObject, pos, actor.movementDirection, Mathf.FloorToInt(frame.damage.value * actor.GetDamageDealt()));
                }
            }
        }
Exemplo n.º 4
0
        protected virtual void Initialize()
        {
            animation      = GetComponent <SpriteAnimationBehaviour>();
            rb             = GetComponent <Rigidbody2D>();
            collider       = GetComponent <Collider2D>();
            audioSource    = GetComponent <AudioSource>();
            shadowRenderer = GetComponent <SpriteRenderer>();
            position       = transform.position;

            physicsAgent    = new Physics.QuadTree.Agent(transform, GetComponent <SpriteRenderer>().sprite.bounds, Engine.QuadTree);
            physicsAgent.ab = gameObject.AddComponent <Physics.QuadTreeAgentBehaviour>();
        }
Exemplo n.º 5
0
        private IEnumerator KnockbackCoroutine(SpriteAnimationBehaviour user, BaseActor target)
        {
            float t = 0f;

            while (t < time)
            {
                var diff = (target.transform.position - user.transform.position);
                diff.z = 0f;
                target.transform.position += diff.normalized * knockback.Evaluate(t / time) * Time.deltaTime * distanceMultiplier;
                yield return(new WaitForEndOfFrame());

                t += Time.deltaTime;
            }
            yield return(null);
        }
Exemplo n.º 6
0
        public override void OnFrameEnter(SpriteAnimationBehaviour animated, SpriteFrame frame)
        {
            base.OnFrameEnter(animated, frame);
            var ai = animated.GetComponent <AI.DefaultEnemyAI>();

            if (ai == null)
            {
                return;
            }

            if (ai.Target == null)
            {
                return;
            }

            animated.StartCoroutine(SpawnSummonsCoroutine(ai.Target.transform, animated, frame));
        }
Exemplo n.º 7
0
 public override void OnFrameExit(SpriteAnimationBehaviour animated, SpriteFrame frame)
 {
     base.OnFrameExit(animated, frame);
     Destroy(animated.gameObject);
 }
Exemplo n.º 8
0
 public override void OnFrameEnter(SpriteAnimationBehaviour animated, SpriteFrame frame)
 {
     animated.StartCoroutine(SpawnProjectilesCoroutine(animated, frame, prefab.GetComponent <HomingProjectileBehaviour>() != null));
 }