// Creates a fireball, and launches it private void ShootFireball() { GameObject newFireball = Instantiate(m_fireBall, this.transform) as GameObject; FireBehavior fireBallBehavior = newFireball.GetComponent <FireBehavior>(); if (fireBallBehavior != null) { // Lauches the fireball upward // (Vector2 represents a direction in x and y ; // so Vector2(0f, 1f) is a direction of 0 in x and 1 in y (up) if (m_direction == CardinalDirections.CARDINAL_N) { fireBallBehavior.Launch(new Vector2(0f, 1f)); } if (m_direction == CardinalDirections.CARDINAL_E) { fireBallBehavior.Launch(new Vector3(1f, 0f)); } if (m_direction == CardinalDirections.CARDINAL_W) { fireBallBehavior.Launch(new Vector4(-1f, 0f)); } if (m_direction == CardinalDirections.CARDINAL_S) { fireBallBehavior.Launch(new Vector2(0f, -1f)); } } }
// Creates a fireball, and launches it private void ShootFireball() { GameObject newFireball = Instantiate(m_fireBall, this.transform) as GameObject; FireBehavior fireBallBehavior = newFireball.GetComponent <FireBehavior>(); if (fireBallBehavior != null) { // Lauches the fireball upward // (Vector2 represents a direction in x and y ; // so Vector2(0f, 1f) is a direction of 0 in x and 1 in y (up) fireBallBehavior.Launch(new Vector2(0f, 1f)); } }
// Creates a fireball, and launches it private void ShootFireball() { GameObject newFireball = Instantiate(m_fireBall, this.transform) as GameObject; FireBehavior fireBallBehavior = newFireball.GetComponent <FireBehavior>(); GameObject player = GameObject.Find("Player"); Vector3 v = (player.transform.position - this.transform.position).normalized; Vector2 dir = v; if (fireBallBehavior != null) { fireBallBehavior.Launch(dir); } }
// Use this for initialization void Start() { GameManager.onGameStartEvent += EnableDragon; GameManager.onDragonWinEvent += Celebrate; GameManager.onKnightsSetEvent += SetHealth; bodyHealthManager = bodyHealthManagerObject.GetComponent <HealthManager>(); headHealthManager = headHealthManagerObject.GetComponent <HealthManager>(); fireBehavior = GetComponent <FireBehavior>(); stringBreakBehavior = GetComponent <StringBreakBehavior>(); takeDamageBehaviors = GetComponentsInChildren <TakeDamageBehavior>(); soundManager = GetComponent <SoundManager>(); rigidBody = bodyRigidbody; float previousHealth = bodyHealthManager.currentHealth; //ChangeState(State.Prone); //Invoke("Die", 2); }
void Start() { chase = GetComponent <ChaseBehavior>(); fire = GetComponent <FireBehavior>(); enemy = GetComponent <Enemy>(); }
private void SetPresetValues(FireBehavior thisTarget) { switch (chosenPreset) { case presetList.CampFire: thisTarget.fireIntensity = 0.06f; thisTarget.frequency = 1f; thisTarget.windSimulation = true; thisTarget.windFrequency = 0.1f; thisTarget.windStrength = 1.57f; thisTarget.moveAround = true; thisTarget.moveDistance = 0.077f; thisTarget.dualMode = true; thisTarget.dualFireIntensity = 0.074f; thisTarget.dualFrequency = 0.57f; thisTarget.randomDual = false; thisTarget.mode1Time = 2.3f; thisTarget.mode2Time = 1.4f; break; case presetList.Candle: thisTarget.fireIntensity = 0.021f; thisTarget.frequency = 0.26f; thisTarget.windSimulation = true; thisTarget.windFrequency = 0.034f; thisTarget.windStrength = 1.78f; thisTarget.moveAround = true; thisTarget.moveDistance = 0.024f; thisTarget.dualMode = true; thisTarget.dualFireIntensity = 0.045f; thisTarget.dualFrequency = 0.22f; thisTarget.randomDual = false; thisTarget.mode1Time = 5f; thisTarget.mode2Time = 1f; break; case presetList.Torch: thisTarget.fireIntensity = 0.1f; thisTarget.frequency = 1f; thisTarget.windSimulation = true; thisTarget.windFrequency = 0.058f; thisTarget.windStrength = 2.1f; thisTarget.moveAround = true; thisTarget.moveDistance = 0.163f; thisTarget.dualMode = true; thisTarget.dualFireIntensity = 0.091f; thisTarget.dualFrequency = 0.5f; thisTarget.randomDual = true; thisTarget.changeFrequency = 2f; thisTarget.chanceOfSwitch = 0.5f; break; case presetList.WildFire: thisTarget.fireIntensity = 0.069f; thisTarget.frequency = 1f; thisTarget.windSimulation = true; thisTarget.windFrequency = 0.088f; thisTarget.windStrength = 2.3f; thisTarget.moveAround = true; thisTarget.moveDistance = 0.25f; thisTarget.dualMode = true; thisTarget.dualFireIntensity = 0.091f; thisTarget.dualFrequency = 0.26f; thisTarget.randomDual = true; thisTarget.changeFrequency = 2.6f; thisTarget.chanceOfSwitch = 0.44f; break; default: Debug.LogError("ERROR: Unrecognized value in chosenPreset"); break; } }
public override void OnInspectorGUI() { FireBehavior thisTarget = (FireBehavior)target; EditorGUILayout.Space(); //General Properties EditorGUILayout.LabelField("General Properties", EditorStyles.boldLabel); thisTarget.fireIntensity = EditorGUILayout.Slider("Fire Strength", thisTarget.fireIntensity, 0.01f, 0.10f); thisTarget.frequency = EditorGUILayout.Slider("Strength Frequency", thisTarget.frequency, 0.01f, 1.00f); EditorGUILayout.Space(); //Dual Properties EditorGUILayout.LabelField("Dual Strength Properties", EditorStyles.boldLabel); thisTarget.dualMode = EditorGUILayout.Toggle("Dual Strength", thisTarget.dualMode); if (thisTarget.dualMode) { thisTarget.dualFireIntensity = EditorGUILayout.Slider("Fire Strength 2", thisTarget.dualFireIntensity, 0.01f, 0.10f); thisTarget.dualFrequency = EditorGUILayout.Slider("Strength Frequency 2", thisTarget.dualFrequency, 0.01f, 1.00f); EditorGUILayout.Space(); thisTarget.randomDual = EditorGUILayout.Toggle("Random Dual Mode", thisTarget.randomDual); EditorGUI.indentLevel++; if (thisTarget.randomDual) { thisTarget.randomDual = true; thisTarget.changeFrequency = EditorGUILayout.Slider("Minimum Time", thisTarget.changeFrequency, 0.01f, 10.00f); thisTarget.chanceOfSwitch = EditorGUILayout.Slider("Chance To Switch", thisTarget.chanceOfSwitch, 0.01f, 1.00f); } else { thisTarget.randomDual = false; thisTarget.mode1Time = EditorGUILayout.Slider("Time In Mode 1", thisTarget.mode1Time, 0.01f, 10.00f); thisTarget.mode2Time = EditorGUILayout.Slider("Time In Mode 2", thisTarget.mode2Time, 0.01f, 10.00f); } EditorGUI.indentLevel--; } EditorGUILayout.Space(); //Wind Properties EditorGUILayout.LabelField("Flicker Porperties", EditorStyles.boldLabel); thisTarget.windSimulation = EditorGUILayout.Toggle("Flicker simulation", thisTarget.windSimulation); if (thisTarget.windSimulation) { thisTarget.windFrequency = EditorGUILayout.Slider("Flicker Frequency", thisTarget.windFrequency, 0.01f, 0.10f); thisTarget.windStrength = EditorGUILayout.Slider("Flicker Strength", thisTarget.windStrength, 1.01f, 2.30f); } EditorGUILayout.Space(); //Move Properties EditorGUILayout.LabelField("Move Properties", EditorStyles.boldLabel); thisTarget.moveAround = EditorGUILayout.Toggle("Move Around", thisTarget.moveAround); if (thisTarget.moveAround) { thisTarget.moveDistance = EditorGUILayout.Slider("Move Distance", thisTarget.moveDistance, 0.01f, 0.25f); } EditorGUILayout.Space(); //Presets EditorGUILayout.LabelField("Presets", EditorStyles.boldLabel); chosenPreset = (presetList)EditorGUILayout.EnumPopup("Chose Preset:", chosenPreset); if (GUILayout.Button("Use Chosen Preset")) { SetPresetValues(thisTarget); } }
// Creates a fireball, and launches it private void ShootFireball(char key) { if (h_color == HeroColor.NONE) { GameObject newFireball = Instantiate(m_fireBall, this.transform) as GameObject; FireBehavior fireBallBehavior = newFireball.GetComponent <FireBehavior>(); if (fireBallBehavior != null) { if (key == 'z') { fireBallBehavior.Launch(new Vector2(0f, 1f)); } if (key == 's') { fireBallBehavior.Launch(new Vector2(0f, -1f)); } if (key == 'd') { fireBallBehavior.Launch(new Vector2(1f, 0f)); } if (key == 'q') { fireBallBehavior.Launch(new Vector2(-1f, 0f)); } } } else if (h_color == HeroColor.RED) { if (key == 'z') { GameObject newFireball = Instantiate(m_REDfrontFireBall, this.transform) as GameObject; FireBehavior fireBallBehavior = newFireball.GetComponent <FireBehavior>(); if (fireBallBehavior != null) { fireBallBehavior.Launch(new Vector2(0f, 1f)); } } if (key == 's') { GameObject newFireball = Instantiate(m_REDbackFireBall, this.transform) as GameObject; FireBehavior fireBallBehavior = newFireball.GetComponent <FireBehavior>(); if (fireBallBehavior != null) { fireBallBehavior.Launch(new Vector2(0f, -1f)); } } if (key == 'd') { GameObject newFireball = Instantiate(m_REDrightFireBall, this.transform) as GameObject; FireBehavior fireBallBehavior = newFireball.GetComponent <FireBehavior>(); if (fireBallBehavior != null) { fireBallBehavior.Launch(new Vector2(1f, 0f)); } } if (key == 'q') { GameObject newFireball = Instantiate(m_REDleftFireBall, this.transform) as GameObject; FireBehavior fireBallBehavior = newFireball.GetComponent <FireBehavior>(); if (fireBallBehavior != null) { fireBallBehavior.Launch(new Vector2(-1f, 0f)); } } } if (h_color == HeroColor.GREEN) { if (key == 'z') { GameObject newFireball = Instantiate(m_GREENfrontFireBall, this.transform) as GameObject; FireBehavior fireBallBehavior = newFireball.GetComponent <FireBehavior>(); if (fireBallBehavior != null) { fireBallBehavior.Launch(new Vector2(0f, 1f)); } } if (key == 's') { GameObject newFireball = Instantiate(m_GREENbackFireBall, this.transform) as GameObject; FireBehavior fireBallBehavior = newFireball.GetComponent <FireBehavior>(); if (fireBallBehavior != null) { fireBallBehavior.Launch(new Vector2(0f, -1f)); } } if (key == 'd') { GameObject newFireball = Instantiate(m_GREENrightFireBall, this.transform) as GameObject; FireBehavior fireBallBehavior = newFireball.GetComponent <FireBehavior>(); if (fireBallBehavior != null) { fireBallBehavior.Launch(new Vector2(1f, 0f)); } } if (key == 'q') { GameObject newFireball = Instantiate(m_GREENleftFireBall, this.transform) as GameObject; FireBehavior fireBallBehavior = newFireball.GetComponent <FireBehavior>(); if (fireBallBehavior != null) { fireBallBehavior.Launch(new Vector2(-1f, 0f)); } } } if (h_color == HeroColor.BLUE) { if (key == 'z') { GameObject newFireball = Instantiate(m_BLUEfrontFireBall, this.transform) as GameObject; FireBehavior fireBallBehavior = newFireball.GetComponent <FireBehavior>(); if (fireBallBehavior != null) { fireBallBehavior.Launch(new Vector2(0f, 1f)); } } if (key == 's') { GameObject newFireball = Instantiate(m_BLUEbackFireBall, this.transform) as GameObject; FireBehavior fireBallBehavior = newFireball.GetComponent <FireBehavior>(); if (fireBallBehavior != null) { fireBallBehavior.Launch(new Vector2(0f, -1f)); } } if (key == 'd') { GameObject newFireball = Instantiate(m_BLUErightFireBall, this.transform) as GameObject; FireBehavior fireBallBehavior = newFireball.GetComponent <FireBehavior>(); if (fireBallBehavior != null) { fireBallBehavior.Launch(new Vector2(1f, 0f)); } } if (key == 'q') { GameObject newFireball = Instantiate(m_BLUEleftFireBall, this.transform) as GameObject; FireBehavior fireBallBehavior = newFireball.GetComponent <FireBehavior>(); if (fireBallBehavior != null) { fireBallBehavior.Launch(new Vector2(-1f, 0f)); } } } }
// Use this for initialization void Awake() { fireBehavior = GetComponentInParent <FireBehavior> (); }