Пример #1
0
    IEnumerator behaviorRoutine()
    {
        while (true)
        {
            if (shouldSwitchTarget())
            {
                switchTarget();
            }

            patienceTicker--;

            yield return(new WaitForSeconds(RandomExtra.Range(ChaseFrameTimeRange)));
        }
    }
Пример #2
0
    MagicColor getColor()
    {
        colorStreak++;

        var chance = ChanceToSwitchColorsByColorStreak.Evaluate(colorStreak);

        if (RandomExtra.Chance(chance))
        {
            currentColor = colors.GetNext();
            colorStreak  = 0;
        }

        return(currentColor);
    }
Пример #3
0
    IEnumerator Start()
    {
        var text = GetComponent <TextMeshProUGUI>();

        while (true)
        {
            var next = Fonts.GetNext();

            text.font     = next.Font;
            text.fontSize = next.Size;

            yield return(new WaitForSeconds(RandomExtra.Range(FontSwapTimeRange)));
        }
    }
Пример #4
0
    void setScale(float dt)
    {
        scaleDelta += (RandomExtra.Chance(.5f) ? -ScaleAccelMax : ScaleAccelMax) * dt;
        scaleDelta  = Mathf.Clamp(scaleDelta, ScaleDeltaBounds.x, ScaleDeltaBounds.y);

        var next = transform.localScale * scaleDelta;

        transform.localScale += (next - transform.localScale) * dt;
        transform.localScale  = new Vector3
                                (
            Mathf.Clamp(transform.localScale.x, ScaleBounds.x, ScaleBounds.y),
            Mathf.Clamp(transform.localScale.y, ScaleBounds.x, ScaleBounds.y),
            Mathf.Clamp(transform.localScale.z, ScaleBounds.x, ScaleBounds.y)
                                );
    }
Пример #5
0
    public void Launch()
    {
        transform.parent = null;

        launched     = true;
        rb.simulated = true;
        rb.velocity  = LaunchSpeed;
        // half the time, flip x:
        if (RandomExtra.Chance(.5f))
        {
            rb.velocity *= Vector2.left;
        }

        GetComponent <DestroyWhenChildrenInvisible>().ShouldDestroy = true;
    }
Пример #6
0
    void Start()
    {
        List <AstronomicalBody> prefabs = getPrefabsToSpawn();
        List <AstronomicalBody> spawned = new List <AstronomicalBody>();

        int attemptedSpawnConfigurations = 0;

        while (spawned.Count < prefabs.Count && attemptedSpawnConfigurations < 1000)
        {
            List <Vector3> unitSphereDistribution = fibonacciSphere(prefabs.Count, true);

            for (int i = 0; i < prefabs.Count; i++)
            {
                Vector3 point;
                int     tryCount = 0;

                do
                {
                    point = transform.position + unitSphereDistribution[i] * RandomExtra.Range(DistanceFromSpawnRange);
                    tryCount++;
                } while (Physics.CheckSphere(point, prefabs[i].MinDistanceFromOtherColliders) && tryCount < SPAWN_TRIES_PER_PLANET);

                if (tryCount >= SPAWN_TRIES_PER_PLANET)
                {
                    foreach (AstronomicalBody spawn in spawned)
                    {
                        DestroyImmediate(spawn.gameObject);
                    }

                    spawned = new List <AstronomicalBody>();
                    attemptedSpawnConfigurations++;
                    break;
                }

                spawned.Add(Instantiate(prefabs[i], point, UnityEngine.Random.rotation));
            }
        }

        Debug.Log(attemptedSpawnConfigurations);

        if (attemptedSpawnConfigurations >= 1000)
        {
            throw new Exception("couldn't find a working configuration in a reasonable amount of time");
        }

        Goals = getGoals(prefabs);
    }
Пример #7
0
 // returns the piece that is hit from cover fire, if there is one, otherwise null
 public BoardPiece TryHit()
 {
     // check middle first since we like it more
     if (RandomExtra.Chance(middleChance))
     {
         return(MiddleCover);
     }
     if (RandomExtra.Chance(leftChance))
     {
         return(LeftCover);
     }
     if (RandomExtra.Chance(rightChance))
     {
         return(RightCover);
     }
     return(null);
 }
Пример #8
0
    void redistributeSpinWith(Top otherTop)
    {
        collisionLock          = true;
        otherTop.collisionLock = true;

        bool thisSpunFaster = CurrentSpin == otherTop.CurrentSpin
            ? RandomExtra.Chance(.5f) // ties are broken randomly
            : CurrentSpin > otherTop.CurrentSpin;

        Top fasterSpinningTop = thisSpunFaster ? this : otherTop;
        Top slowerSpinningTop = thisSpunFaster ? otherTop : this;

        Spin differential = Mathf.Min(fasterSpinningTop.CurrentSpin, Spin.MAX - slowerSpinningTop.CurrentSpin);

        fasterSpinningTop.CurrentSpin -= differential;
        slowerSpinningTop.CurrentSpin += differential;
    }
Пример #9
0
    void die()
    {
        Destroy(gameObject);

        foreach (ResourceType type in EnumUtil.AllValues <ResourceType>())
        {
            for (int i = 0; i < ResourceProfile[type]; i++)
            {
                Vector3 explosion = Random.onUnitSphere * RandomExtra.Range(ParticleExplosiveForceRange);
                var     particle  = Instantiate(ParticlePrefab, transform.position, Quaternion.LookRotation(explosion));
                particle.Initialize(Player.Instance.transform, type);
                particle.Rigidbody.AddForce(explosion, ForceMode.VelocityChange);
            }
        }

        PlanetExplosionEffect.Instance.Play(transform.position);
    }
Пример #10
0
    void explode()
    {
        int amount = RandomExtra.Range(PartsReleasedRange);

        for (int i = 0; i < amount; i++)
        {
            var fragment          = Object.Instantiate(PartsList.PickRandom(), transform.position, Quaternion.identity);
            var explosiveVelocity = Quaternion.AngleAxis(Random.Range(-ArcRange, ArcRange), Vector3.forward) * lastCollisionNormal;

            if (explosiveVelocity.magnitude > fragment.MaxBurstSpeed)
            {
                explosiveVelocity = explosiveVelocity.normalized * fragment.MaxBurstSpeed;
            }

            fragment.Rigidbody.velocity = explosiveVelocity;
        }
    }
Пример #11
0
    public void UseOn(IHackable target)
    {
        MethodInfo hackMethod = target.GetType().GetMethod(HackMethodName);

        hackMethod.Invoke(target, PassParam ? new object[] { HackMethodParam } : null);

        bool caught  = RandomExtra.Chance(RevealChance);
        bool patched = RandomExtra.Chance(PatchChance);

        if (caught)
        {
            SecurityManager.Instance.Alert = true;
        }
        if (patched)
        {
            InventoryManager.Instance.HacksToBePatched.Add(this);
            Debug.Log("you got patched son");
        }
    }
Пример #12
0
    public void Initialize(HamsterFart parent, Vector2 velocity, MagicColor color)
    {
        this.parent = parent;

        ColorPart.ChangeColor(color);

        bool use1 = RandomExtra.Chance(.5f);

        Outline.sprite = use1 ? Outline1 : Outline2;
        Cloud.sprite   = use1 ? Cloud1 : Cloud2;

        Outline.SetAlpha(Alpha);
        Cloud.SetAlpha(Alpha);

        GetComponent <Collider2D>().isTrigger = true; // just in case
        GetComponent <Rigidbody2D>().velocity = velocity;

        Destroy(gameObject, RandomExtra.Range(LifeTimeRange));
    }
    IEnumerator animateSpriteRendererInternal(float showDelay, SpriteRenderer spriteRenderer, bool loading)
    {
        Sprite finalSprite = loading ? spriteRenderer.sprite : null;

        if (loading)
        {
            spriteRenderer.sprite = null;
        }
        yield return(new WaitForSeconds(showDelay));

        var frames = loading ? LevelLoadAnimation : LevelUnloadAnimation;

        foreach (var frame in frames)
        {
            spriteRenderer.sprite = frame.Sprite;
            yield return(new WaitForSeconds(RandomExtra.Range(FrameTimeRange)));
        }

        spriteRenderer.sprite = finalSprite;
    }
Пример #14
0
    void OnTriggerEnter2D(Collider2D other)
    {
        bool effect = false;

        if (!appliedExtraEffect && RandomExtra.Chance(ExtraEffectChance))
        {
            appliedExtraEffect = false;
            effect             = true;
        }

        if (other.gameObject.layer == LayerMask.NameToLayer("Player"))
        {
            if (effect && Color == MagicColor.Green)
            {
                other.GetComponent <Mage>().Health.Heal(HealAmount);
            }
            return;
        }

        BaseEnemy enemy = other.gameObject.GetComponent <BaseEnemy>();

        if (enemy != null)
        {
            enemy.Health.ColorDamage(Damage, Color);

            if (effect)
            {
                if (Color == MagicColor.Red)
                {
                    enemy.ApplyFire(Random.Range(FireTimeMin, FireTimMax));
                }

                if (Color == MagicColor.Blue)
                {
                    enemy.ApplyIce(Random.Range(IceTimeMin, IceTimeMax));
                }
            }
        }

        Destroy(gameObject);
    }
Пример #15
0
    void manageWandering()
    {
        if (Mover.Velocity != 0)
        {
            wanderWaitTimer = RandomExtra.Range(TimeUntilWanderRange);

            if (wandering)
            {
                wandering = false;
                StopAllCoroutines();
            }
        }
        else
        {
            wanderWaitTimer -= Time.deltaTime;

            if (wanderWaitTimer <= 0 && !wandering)
            {
                wandering = true;
                StartCoroutine(wander());
                returnToNormalColorTimer = RandomExtra.Range(TimeToReturnToNormalColorRange);
            }
        }

        if (wandering)
        {
            Visual.transform.localPosition = wanderLocalPosition;

            Visual.transform.position = new Vector3
                                        (
                Mathf.Round(Visual.transform.position.x * 8) / 8,
                Mathf.Round(Visual.transform.position.y * 8) / 8,
                Mathf.Round(Visual.transform.position.z * 8) / 8
                                        );
        }
        else
        {
            returnToNormalColorTimer -= Time.deltaTime;
        }
    }
Пример #16
0
        // for spooky effects
        protected string randomAscii(int length, bool includeSpace = true)
        {
            Vector2Int printableCharacterRange = new Vector2Int
                                                 (
                32 + (includeSpace ? 0 : 1),
                127 // don't include delete (random is exclusive)
                                                 );

            StringBuilder sb = new StringBuilder();

            bool colorAdded = false;

            for (int i = 0; i < length; i++)
            {
                if (!colorAdded && RandomExtra.Chance(.02f))
                {
                    var color = MagicColorRamp.GetValue(Random.value);

                    sb.Append($"<#{ColorUtility.ToHtmlStringRGB(color)}>");
                    colorAdded = true;
                }

                sb.Append((char)RandomExtra.Range(printableCharacterRange));

                if (colorAdded && RandomExtra.Chance(.07f))
                {
                    sb.Append("</color>");
                    colorAdded = false;
                }
            }

            if (colorAdded)
            {
                sb.Append("</color>");
                colorAdded = false;
            }

            return(sb.ToString());
        }
Пример #17
0
    IEnumerator Start()
    {
        yield return(new WaitForSeconds(Cooldown));

        bool order = false;

        while (true)
        {
            bool coinChance = RandomExtra.Chance(CoinGameProbability.Evaluate(ScoreManager.Instance.CoinCount));
            bool washChance = RandomExtra.Chance(WashGameProbability.Evaluate(ScoreManager.Instance.Dirtiness));

            // might be unnecessary, but we'll switch which game we check first every time so we don't favor one over the other
            if (order = !order)
            {
                if (coinChance)
                {
                    SceneManager.LoadScene("Coin");
                }
                else if (washChance)
                {
                    SceneManager.LoadScene("Bath");
                }
            }
            else
            {
                if (washChance)
                {
                    SceneManager.LoadScene("Bath");
                }
                else if (coinChance)
                {
                    SceneManager.LoadScene("Coin");
                }
            }

            yield return(new WaitForSeconds(SecondsPerRoll));
        }
    }
Пример #18
0
    IEnumerator deathRoutine()
    {
        Collider.enabled = false;

        yield return(new WaitForSeconds(DeathAnimationWaitTimeBeforeShrinking));

        float explosionChance = ChanceForDeathToBeExplosionDeathByDeathsSinceLastExplosionDeath.Evaluate(deathsSinceLastExplosionDeath);
        bool  exploding       = RandomExtra.Chance(explosionChance);

        float targetScale = exploding
            ? ExplosionDeathScaleTarget
            : NormalDeathScaleTarget;

        DeathScaleTransition.StartTransitionTo(targetScale);
        yield return(new WaitWhile(() => DeathScaleTransition.Transitioning));

        deathsSinceLastExplosionDeath = exploding
            ? 0
            : deathsSinceLastExplosionDeath + 1;

        BallDied.Raise();
        Destroy(gameObject);
    }
Пример #19
0
    void switchTarget()
    {
        if (RandomExtra.Chance(PlayerGuaranteedTargetChance))
        {
            target = FindObjectOfType(typeof(Player)) as FlockLeader;
            return;
        }

        var potentialTargets = (FindObjectsOfType(typeof(FlockLeader)) as FlockLeader[]).ToList();

        potentialTargets.Remove(this);

        Func <FlockLeader, bool> inRange = fl => Vector3.Distance(fl.transform.position, transform.position) <= DesiredMaximumDistance;

        if (!potentialTargets.Where(fl => fl != target).Any(inRange))
        {
            target = potentialTargets.PickRandom();
        }
        else
        {
            target = potentialTargets.Where(fl => fl != target).Where(inRange).ToList().PickRandom();
        }
    }
Пример #20
0
    IEnumerator ambleRoutine()
    {
        while (true)
        {
            currentSpeed = 0;
            animator.SetBool("Walking", false);

            yield return(new WaitForSeconds(RandomExtra.Range(AmblePauseTimeRange)));

            float mult = walkingDirection;
            if (isFrozen)
            {
                mult *= BaseMageBullet.IceSlowPercent;
            }

            walkingDirection *= -1;

            currentSpeed = AmbleSpeed * mult;
            animator.SetBool("Walking", true);

            yield return(new WaitForSeconds(AmbleTime * (isFrozen ? BaseMageBullet.IceSlowPercent : 1)));
        }
    }
Пример #21
0
 public void SpawnEnemy(Vector3 position)
 {
     spawnFlock(position, EnemyLeaderPrefab, RandomExtra.Range(EnemyFlockSizeRange));
 }
Пример #22
0
    IEnumerator moveRoutine()
    {
        moving  = true;
        moveDir = RandomExtra.Chance(.5f) ? Vector2.right : Vector2.left;

        float mainTimer      = Random.Range(MoveTimeRange.x, MoveTimeRange.y);
        float directionTimer = Random.Range(DirectionSwitchTimeRange.x, DirectionSwitchTimeRange.y);

        while (mainTimer > 0)
        {
            if (Mathf.Abs(transform.position.x - PlayerRef.transform.position.x) <= AttackDistance && RandomExtra.ChancePerSecond(AttackChancePerSecond))
            {
                moving = false;
                yield break; // do a grab, as long as the parent immediately calls grab
            }

            mainTimer      -= Time.deltaTime;
            directionTimer -= Time.deltaTime;

            if (directionTimer <= 0)
            {
                directionTimer = Random.Range(DirectionSwitchTimeRange.x, DirectionSwitchTimeRange.y);
                moveDir       *= -1;
            }

            transform.position += (Vector3)moveDir * MoveSpeed * Time.deltaTime;

            yield return(null);
        }

        moving = false;
    }
Пример #23
0
    IEnumerator playAnimation(bool loading)
    {
        if (TilemapCollider != null)
        {
            TilemapCollider.enabled = false;
        }

        List <IndividualTileAnimationTracker> animationData = new List <IndividualTileAnimationTracker>();

        foreach (var cellPosition in Tilemap.cellBounds.allPositionsWithin)
        {
            var tile = Tilemap.GetTile(cellPosition);
            if (tile == null)
            {
                continue;
            }

            animationData.Add(new IndividualTileAnimationTracker
            {
                Position     = cellPosition,
                FinalTile    = loading ? tile : null,
                CurrentFrame = -1,
                Frames       = loading ? Animation.LevelLoadAnimation : Animation.LevelUnloadAnimation
            });

            if (loading)
            {
                Tilemap.SetTile(cellPosition, null);
            }
        }

        yield return(new WaitForSeconds(ShowDelay));

        Vector3Int[] positionArray = new Vector3Int[animationData.Count];
        TileBase[]   tileArray     = new TileBase[animationData.Count];
        int          cursor        = 0;

        while (animationData.Count > 0)
        {
            foreach (var data in animationData)
            {
                data.Timer -= Time.deltaTime;
                if (data.Timer > 0)
                {
                    continue;
                }

                data.Timer = RandomExtra.Range(Animation.FrameTimeRange);
                data.CurrentFrame++;

                positionArray[cursor] = data.Position;
                tileArray[cursor]     = data.CurrentTile;
                cursor++;
            }

            Tilemap.SetTiles(positionArray, tileArray);
            animationData.RemoveAll(anim => anim.IsFinished);

            yield return(null);

            Array.Clear(positionArray, 0, cursor);
            Array.Clear(tileArray, 0, cursor);
            cursor = 0;
        }

        if (TilemapCollider != null && loading)
        {
            TilemapCollider.enabled = true;
        }
    }