public void ShowPropertiesOnSelf(BulletStats newProperties)
    {
        bulletStats = newProperties;

        if (bulletStats.type.Contains("Battery"))
        {
            bulletStats.direction = Vector2.zero;
        }

        for (int i = 1; i < bulletOverlays.Length; i++)
        {
            if (i.DropdownIndexToType() == bulletStats.type)
            {
                bulletOverlays[i].SetActive(true);
            }
            else
            {
                bulletOverlays[i].SetActive(false);
            }
        }

        if (bulletStats.type == "None" || bulletStats.direction == Vector2.zero)
        {
            directionArrow.SetActive(false);
        }
        else
        {
            directionArrow.SetActive(true);

            int angle = (bulletStats.direction.DirectionToDropdownIndex() - 1) * -45;
            directionArrow.transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
        }
    }
Пример #2
0
    public void Start()
    {
        newPos             = transform.position;
        transform.rotation = BulletStats.DirectionToRotation(bulletStats.direction);

        GameController.instance.songController.beat += Move;
        gridGenerator = GameController.instance.gridGenerator;
    }
Пример #3
0
    void Start()
    {
        PlayerStats     _playerStats      = GetComponentInParent <PlayerStats>();
        GameObject      _bulletsContainer = GameObject.Find("BulletsContainer");
        SignalRIdentity _signalRIdentity  = GetComponentInParent <SignalRIdentity>();

        for (int i = 0; i < _playerStats.Bullets.Length; i++)
        {
            int         _size        = 0;
            BulletStats _bulletStats = _playerStats.Bullets[i].GetComponent <BulletStats>();

            if (_bulletStats.Patrons >= 10)
            {
                _size = 10;
            }
            else
            {
                _size = _bulletStats.Patrons;
            }

            Pool _poolObj = new Pool {
                Size   = _size,
                Tag    = _bulletStats.gameObject.name,
                Prefab = _bulletStats.gameObject
            };

            Pools.Add(_poolObj);
        }

        PoolDictionary = new Dictionary <string, Queue <GameObject> >();

        foreach (Pool _pool in Pools)
        {
            Queue <GameObject> _objectPool = new Queue <GameObject>();

            for (int i = 0; i < _pool.Size; i++)
            {
                GameObject _obj = Instantiate(_pool.Prefab);
                _obj.SetActive(false);
                _objectPool.Enqueue(_obj);
                _obj.transform.SetParent(_bulletsContainer.transform);

                SignalRIdentity signalRIdentity = new SignalRIdentity
                {
                    NetworkID = i,
                    ParentID  = _signalRIdentity.NetworkID,
                    TeamID    = _signalRIdentity.TeamID
                };

                if (_signalRIdentity.IsAuthority)
                {
                    signalRIdentity.IsAuthority = true;
                }
            }

            PoolDictionary.Add(_pool.Tag, _objectPool);
        }
    }
 public void ApplyProperties(BulletStats newProperties)
 {
     if (editable)
     {
         levelGenerator.level.RemoveBulletFromCurrentFrame(this, bulletStats);
         ShowPropertiesOnSelf(newProperties);
         levelGenerator.level.AddBulletToCurrentFrame(this, newProperties);
     }
 }
Пример #5
0
 void OnTriggerEnter(Collider other)
 {
     Debug.Log(gameObject + " Collide with " + other.name);
     if(other.CompareTag("Enemy")){
         bulletstats = GetComponent<BulletStats>();
         shipstats = other.collider.GetComponent<ShipStats>();
         shipstats.decreaseHealth(bulletstats.getDamage() * (1 - (shipstats.getArmor() - bulletstats.getArmorPen())));
         Destroy(gameObject);
     }
 }
Пример #6
0
    public void ApplyProperties()
    {
        if (node != null && selectedType != "None")
        {
            BulletStats bulletStats = new BulletStats(selectedType, node.bulletStats.position, selectedDirection.DirectionStringToVector(), node.bulletStats.specialtyNumber);
            node.ApplyProperties(bulletStats);

            ShowProperties();
        }
    }
Пример #7
0
    public void ShowProperties()
    {
        gameObject.SetActive(true);

        if (node != null)
        {
            BulletStats bulletStats = node.bulletStats;
            positionText.text = "(" + bulletStats.position.x + ", " + bulletStats.position.y + ")";

            for (int i = 0; i < typeButtons.Length; i++)
            {
                if (i == bulletStats.type.TypeToDropdownIndex() && bulletStats.type != "None")
                {
                    typeButtons[i].color = Color.white * 0.9f;
                }
                else
                {
                    typeButtons[i].color = Color.white;
                }
            }

            for (int i = 0; i < directionButtons.Length; i++)
            {
                if (i == bulletStats.direction.DirectionToDropdownIndex())
                {
                    directionButtons[i].color = Color.white * 0.9f;
                }
                else
                {
                    directionButtons[i].color = Color.white;
                }
            }

            if (bulletStats.type == "Yellow" || bulletStats.type == "Orange" || bulletStats.type == "Purple")
            {
                specialtyNumberTitle.text = "Beats Before Change";
                ShowSpecialtyNumber();
            }
            else if (bulletStats.type == "Green")
            {
                specialtyNumberTitle.text = "Beats Before Die";
                ShowSpecialtyNumber();
            }
            else if (bulletStats.type == "Blue")
            {
                specialtyNumberTitle.text = "Beats Before Split";
                ShowSpecialtyNumber();
            }
            else
            {
                HideSpecialityNumber();
            }
        }
    }
    public void ClearProperties(bool updateFrame)
    {
        if (editable)
        {
            if (updateFrame)
            {
                levelGenerator.level.RemoveBulletFromCurrentFrame(this, bulletStats);
            }

            ShowPropertiesOnSelf(BulletStats.BlankBulletStats(bulletStats.position));
        }
    }
Пример #9
0
    public BulletStats(BulletStats bulletStats)
    {
        type      = bulletStats.type;
        direction = bulletStats.direction;

        try
        {
            specialtyNumber = bulletStats.specialtyNumber;
        }
        catch
        {
            return;
        }
    }
Пример #10
0
    private void Start()
    {
        _rigidbody2D     = GetComponent <Rigidbody2D>();
        _bulletStats     = GetComponent <BulletStats>();
        _signalRShooting = SignalRShooting.instance;
        _signalRIdentity = GetComponent <SignalRIdentity>();

        speed  = _bulletStats.BulletSpeed * 10;
        damage = _bulletStats.Damage;

        Invoke("BulletOff", _bulletStats.LifeTime);

        //выдается ошибка так, как поля еще не обозначены, а OnEnable запускается быстрее Start.
        //А сам OnEnable нужен потому, что Start работает лишь при 1ом включении
        _onPlay = true;
    }
Пример #11
0
    private static Dictionary <Bullet, Bullet> firstAvailable = new Dictionary <Bullet, Bullet>(4); // dict<prefab, bullet>

    public static void SpawnBullet(BulletStats bulletstats, Vector3 pos, Vector2 dir)
    {
        Bullet prefab = bulletstats.prefab;

        if (!firstAvailable.ContainsKey(prefab))
        {
            firstAvailable.Add(prefab, null);
        }

        if (firstAvailable[prefab] == null)
        {
            firstAvailable[prefab] = GameObject.Instantiate(prefab);
            firstAvailable[prefab].gameObject.SetActive(false);
        }

        firstAvailable[prefab].Init(bulletstats, pos, dir);
        firstAvailable[prefab] = firstAvailable[prefab].nextAvailable;
    }
    public Node[] GenerateGrid(Vector2 size)
    {
        List <Node> nodes = new List <Node>();

        if (size.x % 2 == 0)
        {
            size.x++;
        }

        if (size.y % 2 == 0)
        {
            size.y++;
        }

        xHalf = Mathf.FloorToInt(size.x / 2f);
        yHalf = Mathf.FloorToInt(size.y / 2f);

        for (int x = 0; x < size.x; x++)
        {
            for (int y = 0; y < size.y; y++)
            {
                Transform generatedNode = Instantiate(nodePrefab, GetPositionFromGrid(new Vector2(x, y)), Quaternion.identity).transform;
                generatedNode.parent = transform;
                generatedNode.GetComponent <Node>().bulletStats = BulletStats.BlankBulletStats(new Vector2(x, y));
                nodes.Add(generatedNode.GetComponent <Node>());

                if (x >= xHalf - 1 && x <= xHalf + 1 && y >= yHalf - 1 && y <= yHalf + 1 && size.x > 3 && size.y > 3)
                {
                    generatedNode.GetComponent <SpriteRenderer>().color = Color.black;
                    generatedNode.GetComponent <Node>().editable        = false;
                }

                if ((x == 2 && y == 2) || (x == 10 && y == 2) || (x == 2 && y == 10) || (x == 10 && y == 10))
                {
                    batteryNodes.Add(generatedNode.GetComponent <Node>());
                }
            }
        }

        Camera.main.orthographicSize   = 0.635f * ((size.x > size.y) ? size.x : size.y);
        Camera.main.transform.position = new Vector3(0.1f * size.x + 2f, 0, -10f);

        return(nodes.ToArray());
    }
Пример #13
0
    public void Init(BulletStats stats, Vector3 pos, Vector2 dir)
    {
        _transform.parent = stats.parent;
        prefab            = stats.prefab;
        damager.damage    = stats.damage;
        speed             = stats.speed;
        destroyOutScreen  = stats.destroyOutScreen;

        _transform.position = pos;
        _transform.up       = dir;
        direction           = dir;

        gameObject.SetActive(true);
        _rigidbody.simulated = true;
        _rigidbody.velocity  = direction * speed;

        if (stats.lifeTime > 0)
        {
            StartCoroutine(KillTime(stats.lifeTime));
        }
    }
Пример #14
0
    private void CreateBullet()
    {
        GameObject bullet = bulletFactory.CreateObject().gameObject;

        bullet.transform.position = transform.position;

        BulletStats bs = ScriptableObject.CreateInstance <BulletStats>();

        bs.power       = stats.power;
        bs.bounceEnemy = stats.enemyBounce;
        bs.bounceWall  = stats.wallBounce;

        bullet.GetComponent <BulletController>().stats = bs;

        Vector2 direction = target.position - transform.position;

        direction = direction.normalized;

        bullet.SetActive(true);
        bullet.GetComponent <BulletController>().Collider2d.isTrigger = false;
        bullet.GetComponent <BulletController>().AddForce(direction * shootSpeed);
    }
Пример #15
0
    public void SpawnLaser(BulletStats laserStats)
    {
        LaserTypeToGameObject laserType;

        if (laserStats.type.Contains("Warning"))
        {
            laserType = GetLaser(laserStats.type.Replace("Warning", ""));
        }
        else
        {
            laserType = GetLaser(laserStats.type);
        }

        int amountOfNodes = 0;

        if (laserStats.type == "GreenLaserWarning")
        {
            PlayerMovement playerMovement = FindObjectOfType <PlayerMovement>();

            if (playerMovement.PlayerPositionOnGrid.x == 5)
            {
                if (playerMovement.PlayerPositionOnGrid.y <= 4)
                {
                    laserStats.position  = new Vector2(5, 4);
                    laserStats.direction = Vector2.down;
                }
                else if (playerMovement.PlayerPositionOnGrid.y >= 8)
                {
                    laserStats.position  = new Vector2(5, 8);
                    laserStats.direction = Vector2.up;
                }
            }
            else if (playerMovement.PlayerPositionOnGrid.x == 6)
            {
                if (playerMovement.PlayerPositionOnGrid.y <= 4)
                {
                    laserStats.position  = new Vector2(6, 4);
                    laserStats.direction = Vector2.down;
                }
                else if (playerMovement.PlayerPositionOnGrid.y >= 8)
                {
                    laserStats.position  = new Vector2(6, 8);
                    laserStats.direction = Vector2.up;
                }
            }
            else if (playerMovement.PlayerPositionOnGrid.x == 7)
            {
                if (playerMovement.PlayerPositionOnGrid.y <= 4)
                {
                    laserStats.position  = new Vector2(7, 4);
                    laserStats.direction = Vector2.down;
                }
                else if (playerMovement.PlayerPositionOnGrid.y >= 8)
                {
                    laserStats.position  = new Vector2(7, 8);
                    laserStats.direction = Vector2.up;
                }
            }
            else if (playerMovement.PlayerPositionOnGrid.y == 5)
            {
                if (playerMovement.PlayerPositionOnGrid.x <= 4)
                {
                    laserStats.position  = new Vector2(4, 5);
                    laserStats.direction = Vector2.left;
                }
                else if (playerMovement.PlayerPositionOnGrid.x >= 8)
                {
                    laserStats.position  = new Vector2(8, 5);
                    laserStats.direction = Vector2.right;
                }
            }
            else if (playerMovement.PlayerPositionOnGrid.y == 6)
            {
                if (playerMovement.PlayerPositionOnGrid.x <= 4)
                {
                    laserStats.position  = new Vector2(4, 6);
                    laserStats.direction = Vector2.left;
                }
                else if (playerMovement.PlayerPositionOnGrid.x >= 8)
                {
                    laserStats.position  = new Vector2(8, 6);
                    laserStats.direction = Vector2.right;
                }
            }
            else if (playerMovement.PlayerPositionOnGrid.y == 7)
            {
                if (playerMovement.PlayerPositionOnGrid.x <= 4)
                {
                    laserStats.position  = new Vector2(4, 7);
                    laserStats.direction = Vector2.left;
                }
                else if (playerMovement.PlayerPositionOnGrid.x >= 8)
                {
                    laserStats.position  = new Vector2(8, 7);
                    laserStats.direction = Vector2.right;
                }
            }
            else if (playerMovement.PlayerPositionOnGrid.x == playerMovement.PlayerPositionOnGrid.y)
            {
                if (playerMovement.PlayerPositionOnGrid.x <= 4)
                {
                    laserStats.position  = new Vector2(4, 4);
                    laserStats.direction = Vector2.one * -1;
                }
                else if (playerMovement.PlayerPositionOnGrid.x >= 8)
                {
                    laserStats.position  = new Vector2(8, 8);
                    laserStats.direction = Vector2.one;
                }
            }
            else if (playerMovement.PlayerPosition.x == -playerMovement.PlayerPosition.y)
            {
                if (playerMovement.PlayerPositionOnGrid.x <= 4)
                {
                    laserStats.position  = new Vector2(4, 8);
                    laserStats.direction = new Vector2(-1, 1);
                }
                else if (playerMovement.PlayerPositionOnGrid.x >= 8)
                {
                    laserStats.position  = new Vector2(8, 4);
                    laserStats.direction = new Vector2(1, -1);
                }
            }
            else
            {
                foreach (Line line in alternateGreenLaserLines)
                {
                    if (PlayerOnLine(line))
                    {
                        laserStats.position  = line.origin;
                        laserStats.direction = line.direction;
                    }
                }
            }

            greenLaser = new BulletStats("GreenLaser", laserStats.position, laserStats.direction);
        }
        else if (laserStats.type == "GreenLaser")
        {
            if (greenLaser != null)
            {
                laserStats = greenLaser;
                greenLaser = null;
            }
        }

        if (laserStats.direction.x != 0 && laserStats.direction.y == 0)
        {
            if (laserStats.direction.x < 0)
            {
                int distFromHalf = (int)(GameController.instance.gridGenerator.xHalf - laserStats.position.x);
                amountOfNodes = (int)(GameController.instance.gridGenerator.size.x - (distFromHalf + GameController.instance.gridGenerator.xHalf));
            }
            else
            {
                amountOfNodes = (int)(GameController.instance.gridGenerator.size.x - laserStats.position.x);
            }
        }
        else if (laserStats.direction.x == 0 && laserStats.direction.y != 0)
        {
            if (laserStats.direction.y < 0)
            {
                int distFromHalf = (int)(GameController.instance.gridGenerator.yHalf - laserStats.position.y);
                amountOfNodes = (int)(GameController.instance.gridGenerator.size.y - (distFromHalf + GameController.instance.gridGenerator.yHalf));
            }
            else
            {
                amountOfNodes = (int)(GameController.instance.gridGenerator.size.y - laserStats.position.y);
            }
        }
        else
        {
            GameObject previousSpawnedEdge = null;

            //Diagonal lasers
            for (int i = 0; i < 13; i++)
            {
                Vector2 position = (laserStats.direction * i) + laserStats.position;

                if (GetBatteryAtPosition(gridGenerator.GetPositionFromGrid(position)) != null || position.x < 0 || position.x >= 13 || position.y < 0 || position.y >= 13)
                {
                    if (previousSpawnedEdge != null)
                    {
                        Destroy(previousSpawnedEdge);
                    }
                    return;
                }

                if (laserStats.type.Contains("Warning"))
                {
                    Instantiate(laserType.warning, GameController.instance.gridGenerator.GetPositionFromGrid(laserStats.direction * i) + laserStats.position, LaserRotation(laserStats.direction));
                }
                else
                {
                    Transform spawnedLaser = Instantiate(laserType.diagonal, GameController.instance.gridGenerator.GetPositionFromGrid(laserStats.direction * i) + laserStats.position, LaserRotationDiagonal(laserStats.direction)).transform;

                    previousSpawnedEdge = Instantiate(laserType.diagonalEdge, spawnedLaser);
                    previousSpawnedEdge.transform.localPosition = Vector2.zero;

                    Vector2 laserOriginDiagonal = laserStats.position;
                    if (laserOriginDiagonal == new Vector2(5, 8) || laserOriginDiagonal == new Vector2(6, 8) || laserOriginDiagonal == new Vector2(7, 8))
                    {
                        boss.up = true;
                    }
                    else if (laserOriginDiagonal == new Vector2(8, 5) || laserOriginDiagonal == new Vector2(8, 6) || laserOriginDiagonal == new Vector2(8, 7))
                    {
                        boss.right = true;
                    }
                    else if (laserOriginDiagonal == new Vector2(5, 4) || laserOriginDiagonal == new Vector2(6, 4) || laserOriginDiagonal == new Vector2(7, 4))
                    {
                        boss.down = true;
                    }
                    else if (laserOriginDiagonal == new Vector2(4, 5) || laserOriginDiagonal == new Vector2(4, 6) || laserOriginDiagonal == new Vector2(4, 7))
                    {
                        boss.left = true;
                    }
                }
            }

            return;
        }

        bool    laserFromBoss = false;
        Vector2 laserOrigin   = laserStats.position;

        GameObject previousLaser = null;

        if (laserOrigin == new Vector2(5, 8) || laserOrigin == new Vector2(6, 8) || laserOrigin == new Vector2(7, 8))
        {
            boss.up = true;
        }
        else if (laserOrigin == new Vector2(8, 5) || laserOrigin == new Vector2(8, 6) || laserOrigin == new Vector2(8, 7))
        {
            boss.right = true;
        }
        else if (laserOrigin == new Vector2(5, 4) || laserOrigin == new Vector2(6, 4) || laserOrigin == new Vector2(7, 4))
        {
            boss.down = true;
        }
        else if (laserOrigin == new Vector2(4, 5) || laserOrigin == new Vector2(4, 6) || laserOrigin == new Vector2(4, 7))
        {
            boss.left = true;
        }

        for (int i = 0; i < amountOfNodes; i++)
        {
            Vector2 currentPosition = (laserStats.direction * i) + laserStats.position;

            if (currentPosition == new Vector2(2, 2) || currentPosition == new Vector2(10, 2) || currentPosition == new Vector2(2, 10) || currentPosition == new Vector2(10, 10))
            {
                if (!laserStats.type.Contains("Warning"))
                {
                    Instantiate(laserType.oneBlockEnd, previousLaser.transform.position, LaserEndRotation(laserStats.direction));
                    Destroy(previousLaser);
                }

                break;
            }

            if (laserFromBoss && !laserStats.type.Contains("Warning"))
            {
                if (laserStats.type == "RedLaser" || laserStats.type == "OrangeLaser")
                {
                    Instantiate(laserType.thickMiddle, GameController.instance.gridGenerator.GetPositionFromGrid(laserStats.direction * i) + laserStats.position, LaserRotation(laserStats.direction));

                    Vector2 position2 = Vector2.zero;
                    Vector2 position3 = Vector2.zero;

                    if (laserStats.direction == Vector2.up || laserStats.direction == Vector2.down)
                    {
                        position2 = new Vector2(laserStats.position.x + 1, laserStats.position.y);
                        position3 = new Vector2(laserStats.position.x - 1, laserStats.position.y);
                    }
                    else if (laserStats.direction == Vector2.right || laserStats.direction == Vector2.left)
                    {
                        position2 = new Vector2(laserStats.position.x, laserStats.position.y + 1);
                        position3 = new Vector2(laserStats.position.x, laserStats.position.y - 1);
                    }

                    Instantiate(laserType.thickRight, GameController.instance.gridGenerator.GetPositionFromGrid(laserStats.direction * i) + position2, LaserRotation(laserStats.direction));
                    Instantiate(laserType.thickLeft, GameController.instance.gridGenerator.GetPositionFromGrid(laserStats.direction * i) + position3, LaserRotation(laserStats.direction));
                }
                else if (laserStats.type == "PurpleLaser")
                {
                    Instantiate(laserType.thickMiddle, GameController.instance.gridGenerator.GetPositionFromGrid(laserStats.direction * i) + laserStats.position, LaserRotation(laserStats.direction));

                    Vector2 position2 = Vector2.zero;
                    Vector2 position3 = Vector2.zero;
                    Vector2 position4 = Vector2.zero;
                    Vector2 position5 = Vector2.zero;

                    if (laserStats.direction == Vector2.up || laserStats.direction == Vector2.down)
                    {
                        position2 = new Vector2(laserStats.position.x + 1, laserStats.position.y);
                        position3 = new Vector2(laserStats.position.x + 2, laserStats.position.y);
                        position4 = new Vector2(laserStats.position.x - 1, laserStats.position.y);
                        position5 = new Vector2(laserStats.position.x - 2, laserStats.position.y);
                    }
                    else if (laserStats.direction == Vector2.right || laserStats.direction == Vector2.left)
                    {
                        position2 = new Vector2(laserStats.position.x, laserStats.position.y + 1);
                        position3 = new Vector2(laserStats.position.x, laserStats.position.y + 2);
                        position4 = new Vector2(laserStats.position.x, laserStats.position.y - 1);
                        position5 = new Vector2(laserStats.position.x, laserStats.position.y - 2);
                    }

                    Instantiate(laserType.thickMiddle, GameController.instance.gridGenerator.GetPositionFromGrid(laserStats.direction * i) + position2, LaserRotation(laserStats.direction));
                    Instantiate(laserType.thickRight, GameController.instance.gridGenerator.GetPositionFromGrid(laserStats.direction * i) + position3, LaserRotation(laserStats.direction));
                    Instantiate(laserType.thickMiddle, GameController.instance.gridGenerator.GetPositionFromGrid(laserStats.direction * i) + position4, LaserRotation(laserStats.direction));
                    Instantiate(laserType.thickLeft, GameController.instance.gridGenerator.GetPositionFromGrid(laserStats.direction * i) + position5, LaserRotation(laserStats.direction));
                }
                else
                {
                    if (i == amountOfNodes - 1)
                    {
                        Instantiate(laserType.oneBlockEnd, GameController.instance.gridGenerator.GetPositionFromGrid(laserStats.direction * i) + laserStats.position, LaserEndRotation(laserStats.direction));
                    }
                    else
                    {
                        previousLaser = Instantiate(laserType.oneBlock, GameController.instance.gridGenerator.GetPositionFromGrid(laserStats.direction * i) + laserStats.position, LaserRotation(laserStats.direction));
                    }
                }
            }
            else
            {
                if (laserStats.type.Contains("Warning"))
                {
                    Instantiate(laserType.warning, GameController.instance.gridGenerator.GetPositionFromGrid(laserStats.direction * i) + laserStats.position, LaserRotation(laserStats.direction));
                }
                else
                {
                    if (i == amountOfNodes - 1)
                    {
                        Instantiate(laserType.oneBlockEnd, GameController.instance.gridGenerator.GetPositionFromGrid(laserStats.direction * i) + laserStats.position, LaserEndRotation(laserStats.direction));
                    }
                    else
                    {
                        previousLaser = Instantiate(laserType.oneBlock, GameController.instance.gridGenerator.GetPositionFromGrid(laserStats.direction * i) + laserStats.position, LaserRotation(laserStats.direction));
                    }
                }
            }
        }

        if (laserOrigin == new Vector2(5, 8) || laserOrigin == new Vector2(6, 8) || laserOrigin == new Vector2(7, 8))
        {
            boss.up = true;
        }
        else if (laserOrigin == new Vector2(8, 5) || laserOrigin == new Vector2(8, 6) || laserOrigin == new Vector2(8, 7))
        {
            boss.right = true;
        }
        else if (laserOrigin == new Vector2(5, 4) || laserOrigin == new Vector2(6, 4) || laserOrigin == new Vector2(7, 4))
        {
            boss.down = true;
        }
        else if (laserOrigin == new Vector2(4, 5) || laserOrigin == new Vector2(4, 6) || laserOrigin == new Vector2(4, 7))
        {
            boss.left = true;
        }
    }
Пример #16
0
 public void SetStats(BulletStats stats)
 {
     this.stats = stats;
 }
Пример #17
0
 public void AddBulletToCurrentFrame(Node node, BulletStats bullet)
 {
     frames[LevelGenerator.instance.currentFrameIndex].nodes.Add(node);
     frames[LevelGenerator.instance.currentFrameIndex].bullets.Add(bullet);
 }
Пример #18
0
 public void setData(BulletStats data)
 {
     damage  = data.damage;
     Speed   = data.speed;
     teamTag = data.teamTag;
 }
Пример #19
0
 public void RemoveBulletFromCurrentFrame(Node node, BulletStats bullet)
 {
     frames[LevelGenerator.instance.currentFrameIndex].nodes.Remove(node);
     frames[LevelGenerator.instance.currentFrameIndex].bullets.Remove(bullet);
 }
Пример #20
0
 public void SetPlayerBullet(BulletStats bulletStats)
 {
     PlayerAimAndShoot.ChoosedBullet = bulletStats;
 }