Пример #1
0
    MZMove AddCommonMove(MZMode mode, string name)
    {
        MZMove_LinearBy linearTo = mode.AddMove<MZMove_LinearBy>( name );
        linearTo.velocity = 100;
        linearTo.direction = 270;

        return linearTo;
    }
Пример #2
0
 void AddMove_Rotation(MZMode mode)
 {
     MZMove_Rotation move = mode.AddMove<MZMove_Rotation>( "move" );
     move.angularVelocity = -100;
     move.variationOfRadians = -10;
     move.radiansLimited = 100;
     move.targetHelp.assignPosition = new Vector2( 0, 0 );
 }
Пример #3
0
 void AddSplitMoveToSubEmemy(MZMode mode)
 {
     MZMove_LinearTo splitMove = mode.AddMove<MZMove_LinearTo>( "s" );
     float moveDegrees = ( 360/8 )*currentEnemyCreatedCount;
     float movement = 200;
     splitMove.useRelativePosition = true;
     splitMove.destinationPosition = MZMath.UnitVectorFromDegrees( moveDegrees )*movement;
     splitMove.totalTime = _splitTime - 0.1f;
     splitMove.duration = _splitTime;
 }
    void SetType3Move(MZMode mode, MZEnemy enemy)
    {
        MZMove_Rotation rotShow = mode.AddMove<MZMove_Rotation>( "r" );
        rotShow.angularVelocity = 50*_angularVelocityDirection;
        rotShow.variationOfRadians = -300;
        rotShow.radiansLimited = 400;
        rotShow.targetHelp.assignPosition = Vector2.zero;
        rotShow.duration = 1.5f;

        MZMove_Idle moveIdle = mode.AddMove<MZMove_Idle>( "i" );
        moveIdle.duration = 5;

        MZMove_LinearTo moveOut = mode.AddMove<MZMove_LinearTo>( "l" );
        moveOut.destinationPosition = Vector2.zero;
        moveOut.totalTime = 0.5f;
        moveOut.notEndAtDestation = true;
    }
 void SetType2Move(MZMode mode, MZEnemy enemy)
 {
     MZMove_Rotation rotShow = mode.AddMove<MZMove_Rotation>( "r" );
     rotShow.angularVelocity = 50*_angularVelocityDirection;
     rotShow.variationOfRadians = -100;
     rotShow.targetHelp.assignPosition = Vector2.zero;
     rotShow.duration = 20;
 }
    void SetType1Move(MZMode mode, MZEnemy enemy)
    {
        MZMove_LinearBy show = mode.AddMove<MZMove_LinearBy>( "l" );
        show.direction = MZMath.DegreesFromXAxisToVector( MZMath.UnitVectorFromP1ToP2( enemy.position, Vector2.zero ) );
        show.duration = 0.6f;
        show.velocity = 500;

        MZMove_Rotation rotShow = mode.AddMove< MZMove_Rotation>( "r1" );
        rotShow.angularVelocity = 50*_angularVelocityDirection;
        rotShow.variationOfRadians = -300;
        rotShow.radiansLimited = 400;
        rotShow.targetHelp.assignPosition = Vector2.zero;
        rotShow.duration = 10.0f;

        MZMove_Rotation rotOut = mode.AddMove< MZMove_Rotation>( "r2" );
        rotOut.angularVelocity = 50*_angularVelocityDirection;
        rotOut.variationOfRadians = 300;
        rotOut.targetHelp.assignPosition = Vector2.zero;
        rotOut.duration = 10;
    }
    void SetMove(MZMode mode)
    {
        MZMove_LinearTo to = mode.AddMove<MZMove_LinearTo>( "move" );
        to.destinationPosition = new Vector2( 0, MZGameSetting.ENEMY_BOUNDLE_TOP/3*2 + 40 );
        to.totalTime = 4.0f;
        to.isRunOnce = true;
        to.duration = 12;

        MZMove_LinearTo left = mode.AddMove<MZMove_LinearTo>( "left" );
        left.destinationPosition = new Vector2( 0, MZGameSetting.ENEMY_BOUNDLE_TOP + 300 );
        left.totalTime = 10.0f;
    }
Пример #8
0
 void AddMove_ToTarget(MZMode mode)
 {
     MZMove_ToTarget move = mode.AddMove<MZMove_ToTarget>( "move" );
     move.velocity = 300;
 }
Пример #9
0
 //
 void AddMove_Linear(MZMode mode)
 {
     MZMove_LinearBy move = mode.AddMove< MZMove_LinearBy>( "move" );
     move.direction = ( position.x > 0 )? 225 : ( position.x < 0 )? 315 : 270;
     move.velocity = 100;
 }