public override void Spawn(Vector2 position, int level = 2000) { base.Spawn(position, level); BeginRush(); timer = 0; ProjController = null; GazingState = 0; }
private void NextMachine() { // TNPC.aiStyle = -1; TNPC.ai[0] = 2f; // TNPC.ai[1] = 0f; TNPC.ai[3] = 0f; TNPC.netUpdate = true; ProjController = GetNextMachine(ProjController?.State); ProjController.Begin(); TargetTracker.DontMove = false; }
private void SwitchToGazing(Color messageColor) { TNPC.ai[0] = 2f; TargetTracker.DontMove = false; ProjController?.Abort(); ProjController = new GazingYouMachine(this) { MessageColor = messageColor, TotalTime = 60 * 9 }; ProjController.Begin(); }
public override void Spawn(Vector2 position, int level = 2000) { base.Spawn(position, level); TNPC.damage = 130; Moving = new PlayerTracker(this); Moving.Begin(); ResetMovingMachine(); ProjActing = new SpawnCreeper(this) { DeflectionAngle = Math.PI / 10 }; ProjActing.Begin(); }
private void ToNextProjActing() { t++; ProjActing = GetNextProjActing(t); DontTakeDamage = false; ResetMovingMachine(); #region AdjustMoving if (ProjActing.State == BossState.BrainBloodDropping) { Moving.Offset = new Vector2(0, -16 * 50); Moving.MaxSpeed = 40; Moving.WarpingInterval = null; } else if (ProjActing.State == BossState.EllipseShot) { Moving.Offset = Rand.NextVector2(16 * 40); Moving.MaxSpeed = 40; Moving.WarpingInterval = null; } else if (ProjActing.State == BossState.SummonServants) { Moving.MaxSpeed = 0; Moving.WarpingInterval = 60; } else if (ProjActing.State == BossState.BrainEx5) { Moving.MaxSpeed = 0; Moving.WarpingInterval = null; } else if (ProjActing.State == BossState.ShotFromPlayers) { Moving.MaxSpeed = 0; Moving.WarpingInterval = null; } #endregion ProjActing.Begin(); }
public BossBigWalkState(FinalBoss boss, BossStateMachine stateMachine, FinalBossData bossData, string animBoolName) : base(boss, stateMachine, bossData, animBoolName) { }
public BossTransformationState(FinalBoss boss, BossStateMachine stateMachine, FinalBossData bossData, string animBoolName) : base(boss, stateMachine, bossData, animBoolName) { }
public override void Initialize(StateMachine stateMachine) { owner = (BossStateMachine)stateMachine; }