public static GetInstance ( ) : BulletManager, | ||
return | BulletManager, |
public override ResultType DoAction() { if (null == _owner.Enemy) { return(ResultType.Fail); } _owner.SubEnergy(0.01f); if (Time.realtimeSinceStartup - _lastAttackTime <= _attackInterval) { return(ResultType.Running); } _lastAttackTime = Time.realtimeSinceStartup; BulletData bulletData = new BulletData(); bulletData.startPos = _owner.Position; bulletData.target = _owner.Enemy.transform; bulletData.speed = 5f; bulletData.damage = 5; BulletManager.GetInstance().AddBullet(bulletData); return(ResultType.Success); }
public void Shoot(float direction, float startingSpeed) { LaunchSpeed = startingSpeed; Velocity = startingSpeed; Direction = direction; BulletManager.GetInstance().AddBullet(this); }
public void OnUpdate(float deletaTime) { bool bulletActivat = false; for (int i = 0; i < infolist.Count; ++i) { infolist[i].CreateTimeCount += deletaTime; if (infolist[i].CreateTimeCount >= infolist[i].CreateTime) { setTweenAngle(i); BasicBullet temp = BulletManager.GetInstance().GetBullet(); temp.OnActive(infolist[i].TweenAngle, 730f, _bulletAnimationTime); infolist[i].listMyBullet.Add(temp); infolist[i].CreateTimeCount = 0f; bulletActivat = true; } for (int j = 0; j < infolist[i].listMyBullet.Count; ++j) { infolist[i].listMyBullet[j].SetBulletAngleInfo(infolist[i].TweenAngle); } } if (bulletActivat) { _direction *= -1; } }
public void OnUpdate(float deletaTime) { for (int i = 0; i < infolist_left.Count; ++i) { infolist_left[i].CreateTimeCount += deletaTime; if (infolist_left[i].CreateTimeCount >= infolist_left[i].CreateTime) { BasicBullet temp = BulletManager.GetInstance().GetBullet(); temp.OnActive(infolist_left[i].TweenAngle, 730f, _bulletAnimationTime); infolist_left[i].listMyBullet.Add(temp); infolist_left[i].CreateTimeCount = 0f; } } for (int i = 0; i < infolist_right.Count; ++i) { infolist_right[i].CreateTimeCount += deletaTime; if (infolist_right[i].CreateTimeCount >= infolist_right[i].CreateTime) { BasicBullet temp = BulletManager.GetInstance().GetBullet(); temp.OnActive(infolist_right[i].TweenAngle, 730f, _bulletAnimationTime); infolist_right[i].listMyBullet.Add(temp); infolist_right[i].CreateTimeCount = 0f; } } }
public void CreateNewPattern() { if (!GameManager.GetInstance().IsDie&& BulletManager.GetInstance().CheckBullet()) { if (!GameManager.GetInstance().IsNextLevel) { if (GameManager.GetInstance().LevelCnt >= GameManager.GetInstance().MaxLevel) { GameManager.GetInstance().IsNextLevel = true; GameManager.GetInstance().StartNextLevel(); return; } int Pattern = Random.Range(0, 10); while (Pattern == _prvePattern) { Pattern = Random.Range(0, 10); } SetPattern(Pattern); _prvePattern = Pattern; _patternTimeCount = 0f; GameManager.GetInstance().LevelCnt++; Debug.Log(GameManager.GetInstance().LevelCnt); } } }
// Update is called once per frame void Update() { // 驱动 Sprite 管理器 SpriteManager.GetInstance().Update(); // 驱动 bullet 管理器 BulletManager.GetInstance().Update(); }
private void _CheckBounds() { if (Vector3.Distance(transform.position, Vector3.zero) > range) { // bulletManager.ReturnBullet(this.gameObject); BulletManager.GetInstance().ReturnBullet(this.gameObject); } }
public void OnUpdate(float deletaTime) { _patternTimeCheck += deletaTime; for (int i = 0; i < infolist.Count; ++i) { infolist[i].StartWaveTimeCount += deletaTime; if (infolist[i].StartWaveTimeCount >= infolist[i].StartWaveTime) { if (!infolist[i].IsMoveUse) { if (i == 0) { infolist[i].TweenAngle = GameManager.GetInstance().player.GetAngle() - _startAngle; } else { infolist[i].TweenAngle = GameManager.GetInstance().player.GetAngle() + _startAngle; } } if (!infolist[i].IsUse) { infolist[i].IsUse = true; } infolist[i].CreateTimeCount += deletaTime; if (infolist[i].CreateTimeCount >= infolist[i].CreateTime) { BasicBullet temp = BulletManager.GetInstance().GetBullet(); temp.OnActive(infolist[i].TweenAngle, 730f, _bulletAnimationTime); infolist[i].listMyBullet.Add(temp); infolist[i].CreateTimeCount = 0f; } } if (_patternTimeCheck >= _startWaveTime * infolist.Count + _bulletAnimationTime) { if (isAllUse()) { if (!infolist[i].IsMoveUse) { infolist[i].IsMoveUse = true; setTweenAngle(i); } } } if (!infolist[i].IsMoveUse) { for (int j = 0; j < infolist[i].listMyBullet.Count; ++j) { infolist[i].listMyBullet[j].SetBulletAngleInfo(infolist[i].TweenAngle); } } } }
// Use this for initialization void Start() { Netman = NetworkManager.Instance; gm = GameManager.GetInstance(); BM = BulletManager.GetInstance(); VelocityX = 0f; VelocityY = 0f; IsShooting = false; RealPosition = gameObject.transform.position; }
// Update is called once per frame void Update() { for (int i = 0; i < _spriteList.Count; ++i) { _spriteList[i].Update(); } _spriteBTUpdateManager.Update(); BulletManager.GetInstance().Update(); }
// original function for changing the bullet private void ChangeBullet() { // this will need to be changed to updated input system if (Input.GetKeyDown(KeyCode.Alpha1) || Input.GetKeyDown(KeyCode.Keypad1)) { BulletManager.GetInstance().SetCurrentBulletType(0); } else if (Input.GetKeyDown(KeyCode.Alpha2) || Input.GetKeyDown(KeyCode.Keypad2)) { BulletManager.GetInstance().SetCurrentBulletType(1); } }
// fires the bullet private void FireBullet() { if (fireBullet) { // delays firing if (Time.frameCount % fireRate == 0) { var tempBullet = BulletManager.GetInstance().GetBullet(bulletSpawn.position, bulletSpawn.forward); tempBullet.transform.SetParent(BulletManager.GetInstance().parentObject.transform); } } }
public void CreateEndPop() { for (int i = 0; i < 500; ++i) { GameObject obj = Instantiate(endFXPrefab); _listEndPop.Add(obj.GetComponent <ParticleSystem>()); obj.name = "EndPop_" + i; obj.transform.parent = BulletManager.GetInstance().transform; obj.transform.localScale = new Vector3(95f, 95f, 1f); obj.transform.localPosition = new Vector3(0f, 0f, 0f); obj.gameObject.SetActive(false); } }
// fires bullet (original function) private void _Fire() { if (Input.GetAxisRaw("Fire1") > 0.0f) { // delays firing if (Time.frameCount % fireRate == 0) { // var tempBullet = bulletManager.GetBullet(bulletSpawn.position, bulletSpawn.forward); // tempBullet.transform.SetParent(bulletManager.gameObject.transform); var tempBullet = BulletManager.GetInstance().GetBullet(bulletSpawn.position, bulletSpawn.forward); tempBullet.transform.SetParent(BulletManager.GetInstance().parentObject.transform); } } }
protected override void Initialize() { base.Initialize(); _bulletManager = BulletManager.GetInstance(); PictureBoxSizeChanged(null, null); CurrentItem = Item.GetItemByTileId(0); VariableProvider.GraphicsDevice = GraphicsDevice; VariableProvider.ClientBounds = new Rectangle(ClientRectangle.X, ClientRectangle.Y, ClientRectangle.Width, ClientRectangle.Height); VariableProvider.ScriptEngine = new ScriptEngine(); VariableProvider.Content = Editor.Content; VariableProvider.Exit = Application.Exit; GameVariableProvider.SaveManager = new SaveManager <SaveState>(); Layer = InteractiveLayer; DrawAll = true; MapLoaded = false; LoadContent(); }
// Use this for initialization void Start() { Netman = NetworkManager.Instance;//.GetInstance(); gm = GameManager.GetInstance(); Netman.Enemy.animation.Play("idle"); Animation a = Netman.Enemy.animation; //a.animation["laying"].blendMode = AnimationBlendMode.Additive; a.animation["laying"].layer = 1; a.Play("laying"); a.animation["walkleft"].layer = 1; a.animation["walkright"].layer = 1; a.animation["crabdeath"].layer = 1; BulletSmallShot = Resources.Load("Bullets/EnemySmallShot"); BulletSpawnShot = Resources.Load("Bullets/EnemySpawnShot"); SoundRegularShot = Resources.Load("Sounds/SpawnShotFire"); BMan = BulletManager.GetInstance(); RealPosition = transform.position; RealRotation = transform.rotation; CurrentTarget = new Vector3(0f, transform.position.y, -50f); CurrentHealth = 2000; SyncLerp = 0f; RealLerp = 0f; white = GameObject.Find("White"); if (white != null) { white.active = false; //Stupid being unable to find an inactive game object... } #if Use_Vectrosity Boundary = new VectorLine("Boundary", new Vector3[100], BoundaryMat, 3f); Vector.MakeCircleInLine(Boundary, new Vector3(0f, 1.5f, 0f), Vector3.up, 12f); //It should be 150 radius but the object we're taking transform of is scale 10 #endif }
public bool Update() { BulletManager.GetInstance().ClearAllBullets(); VariableProvider.ScriptEngine.StopAllScripts(); _elapsedSeconds += ShortCuts.ElapsedSeconds; if (GameStateManager.FastDead || _elapsedSeconds >= TimeToAutoResume || InputMapper.StrictAction) { if (GameVariableProvider.SaveManager.CurrentSaveState.CurrentLevel != LevelManager.CurrentLevel) { LevelManager.ReloadLevel <Map <TileCode>, TileCode>(); } else { GameVariableProvider.SaveManager.Load(VariableProvider.SaveSlot); } GameStateManager.PlayerDead = false; _elapsedSeconds = 0f; } return(true); }
public void OnUpdate(float deletaTime) { if (_BallCnt >= _totalBallNumber) { _tweening = false; return; } _createTimeCount += Time.deltaTime; if (_createTimeCount >= _createTime) { _createTime = Random.Range(0.0f, 0.1f); float Angle = Random.Range(0f, 360f); float BulletMoveTime = Random.Range(1.0f, 2.0f); BasicBullet temp = BulletManager.GetInstance().GetBullet(); temp.OnActive(Angle, 730f, BulletMoveTime); _createTimeCount = 0f; _BallCnt++; } }
private void PlayButtonClick(object sender, EventArgs e) { if (!Game.MapLoaded) { return; } Game.Playing = !Game.Playing; if (Game.Playing) { Game.SaveMap(_currentMapName); _focusTextbox.Focus(); _focusTextbox.LostFocus += RefocusInputBox; Camera.UpdateWorldRectangle(Game.TileMap); GameVariableProvider.SaveManager.CurrentSaveState = new SaveState(); } else { Game.LoadMap(_currentMapName); _focusTextbox.LostFocus -= RefocusInputBox; BulletManager.GetInstance().ClearAllBullets(); } }
// changes the bullet public void OnBulletTypeChange(InputAction.CallbackContext context) { // Debug.Log("Control Name: " + context.control.name); // int bulletInt = context.ReadValue<int>(); int bulletInt = 0; // due to the way this works, it provides a number 1 less than the number selected. switch (context.control.name) { case "1": case "numpad1": bulletInt = 0; break; case "2": case "numpad2": bulletInt = 1; break; case "3": case "numpad3": bulletInt = 2; break; case "4": case "numpad4": bulletInt = 3; break; default: break; } // changes type BulletManager.GetInstance().SetCurrentBulletType(bulletInt); }
public void OnLevelLoad() { CodeManager <TileCode> .CheckCodes <Map <TileCode> >(); BulletManager.GetInstance().ClearAllBullets(); }
public void OnUpdate(float deletaTime) { for (int i = 0; i < infolist.Count; ++i) { infolist[i].StartWaveTimeCount += deletaTime; if (infolist[i].StartWaveTimeCount >= infolist[i].StartWaveTime) { if (!infolist[i].IsUse) { infolist[i].IsUse = true; if (i == 0) { infolist[i].TweenAngle = GameManager.GetInstance().player.GetAngle(); _startAngle = GameManager.GetInstance().player.GetAngle(); } else { if (i == 1) { if (_startAngle >= GameManager.GetInstance().player.GetAngle()) { IsRight = true; } else { IsRight = false; } } if (IsRight) { infolist[i].TweenAngle = _startAngle + (360f - (360f / infolist.Count) * i); } else { infolist[i].TweenAngle = _startAngle - (360f - (360f / infolist.Count) * i); } } } infolist[i].CreateTimeCount += deletaTime; if (infolist[i].CreateTimeCount >= infolist[i].CreateTime) { BasicBullet temp = BulletManager.GetInstance().GetBullet(); temp.OnActive(infolist[i].TweenAngle, 730f, _bulletAnimationTime); infolist[i].listMyBullet.Add(temp); infolist[i].CreateTimeCount = 0f; } } if (isAllUse()) { if (!infolist[i].IsMoveUse) { infolist[i].IsMoveUse = true; setTweenAngle(i); } } //for (int j = 0; j < infolist[i].listMyBullet.Count; ++j) //{ // infolist[i].listMyBullet[j].SetBulletAngleInfo(infolist[i].TweenAngle); //} } }