Пример #1
0
    void SwitchToIdle()
    {
        sprite.SetTrigger("idle");
        state = MercuryState.IDLE;

        if (halfway)
        {
        }
    }
Пример #2
0
    void SwitchToDying()
    {
        //aS.clip = dying;
        //aS.Play();
        SfxManager.instance.PlaySFX(dying, true);

        state = MercuryState.DYING;
        foreach (SpinningRing r in FindObjectsOfType <SpinningRing>())
        {
            r.End();
        }
    }
Пример #3
0
    void SwitchToAngry()
    {
        sprite.SetTrigger("angry");
        state = MercuryState.ANGRY;
        GameManager.instance.AddTimer(1, MakeCameraShake);
        GameManager.instance.AddTimer(2, SwitchToIdle);

        GameManager.instance.AddTimer(1f, AddSoundBlast);
        GameManager.instance.AddTimer(1.25f, AddSoundBlast);
        GameManager.instance.AddTimer(1.4f, AddSoundBlast);
        GameManager.instance.AddTimer(1.65f, AddSoundBlast);
        GameManager.instance.AddTimer(1.8f, AddSoundBlast);
        GameManager.instance.AddTimer(1.95f, AddSoundBlast);

        //aS.Play();
        SfxManager.instance.PlaySFX(angry, true);
    }
Пример #4
0
    void UpdateIdle()
    {
        int range = 2;

        if (halfway)
        {
            range = 3;
        }
        elapsedSinceLastAttack += Time.deltaTime * GameManager.instance.speed;

        if (elapsedSinceLastAttack > timeBetweenShots)
        {
            int r = Random.Range(0, range);

            switch (r)
            {
            case 0:
                // shoot fire missiles
                FireMissile();
                GameManager.instance.AddTimer(0.25f, FireMissile);
                GameManager.instance.AddTimer(0.5f, FireMissile);
                GameManager.instance.AddTimer(0.75f, FireMissile);
                GameManager.instance.AddTimer(1f, FireMissile);
                GameManager.instance.AddTimer(1.25f, FireMissile);
                if (halfway)
                {
                    GameManager.instance.AddTimer(1.5f, FireMissile);
                    GameManager.instance.AddTimer(1.75f, FireMissile);
                    GameManager.instance.AddTimer(2f, FireMissile);
                }
                break;

            case 1:
                // shoot bouncy fireball
                BouncyFire();

                if (halfway)
                {
                    GameManager.instance.AddTimer(1.75f, BouncyFire);
                }

                break;

            case 2:
                // big ol splosion
                BigSplosion();
                if (halfway)
                {
                    /*GameManager.instance.AddTimer(0.5f, BigSplosion);
                     * GameManager.instance.AddTimer(.75f, BigSplosion);
                     * GameManager.instance.AddTimer(1f, BigSplosion);*/
                }
                break;
            }

            state = MercuryState.ATTACK1;
            sprite.SetTrigger("attack");
            GameManager.instance.AddTimer(2.5f, ResetAttackTime);

            int rand = Random.Range(1, 11);
            if (rand > 4)
            {
                /*aS.Stop();
                *  aS.clip = attack;
                *  aS.Play();*/

                SfxManager.instance.PlaySFX(attack);
            }
        }

        if (!halfway)
        {
            float diff = GetComponent <Damageable>().maxHealth - GetComponent <Damageable>().currentHealth;
            if (diff >= GetComponent <Damageable>().maxHealth * 0.5f)
            {
                halfway          = true;
                timeBetweenShots = timeBetweenShots * 0.8f;
                SwitchToAngry();
                GameManager.instance.AddTimer(2, SwitchToIdle);
            }
        }

        if (GetComponent <Damageable>().died)
        {
            GameManager.instance.AddTimer(1, StartFalling);
            SwitchToDying();
            sprite.SetTrigger("sad");
            GetComponent <ContactDamager>().enabled = false;

            GameManager.instance.AddTimer(0f, AddSoundBlast);
            GameManager.instance.AddTimer(0.25f, AddSoundBlast);
            GameManager.instance.AddTimer(0.4f, AddSoundBlast);
            GameManager.instance.AddTimer(0.65f, AddSoundBlast);
            GameManager.instance.AddTimer(0.8f, AddSoundBlast);
            GameManager.instance.AddTimer(0.95f, AddSoundBlast);

            // add explosions here?
        }
    }
Пример #5
0
 private void ResetAttackTime()
 {
     elapsedSinceLastAttack = 0;
     state = MercuryState.IDLE;
 }