IEnumerator C_StartRoomActions(float StartDelay) { Manipluation.RotateDegrees(3, 0.1f, 90, false); for (float I = 3; I < 13; I = I + 1f) { Manipluation.PlayClip(I, SpinEffect1); Manipluation.PlayClip(I, SpinEffect2); Manipluation.PlayClip(I, SpinEffect3); } yield return(StartCoroutine(C_RandomMedusaSpam(14))); Manipluation.RotateDegrees(3, 0.1f, 90, false); for (float I = 3; I < 13; I = I + 1f) { Manipluation.PlayClip(I, SpinEffect1); Manipluation.PlayClip(I, SpinEffect2); Manipluation.PlayClip(I, SpinEffect3); } O_EndPathSpawner.CreateLineInDirection(14, 0.7f, 9, new Vector2(1, 0), 5); for (float I = 14; I < 14 + 9 * 0.7f; I = I + 0.7f) { Manipluation.PlayClip(I, BlockAppearing); } }
// Final attack - head IEnumerator C_HeadAttack(float StartDelay) { CenterHead.WaveEffect_children(0, 0.8f, 30, 0, 0); CenterHead.ChangeColor_Children(0, Color.red, 0.3f); CenterHead.StopWaveEffect(3f); CenterHead.BreakRandomly(3f, 0, 2); CenterHead.SetColor(3, Color.red); CenterHead.RandomSprayOutwards(3.3f, 0.05f, 50, 2); CenterHead.SprayInDirection(3.3f, 30, new Vector2(-1, 4), 0.1f, 4); CenterHead.SprayInDirection(3.3f, 30, new Vector2(1, 4), 0.1f, 4); CenterHead.SprayInDirection(3.3f, 20, new Vector2(0, 1), 0.2f, 1); CenterHead.DestroyChildren(5, 0.08f); // LeftEye.SetColor_Random (8); LeftEye.CircleBurst(8, 20, 1); LeftEye.BreakCircleBurst(8.5f, 20, 0, 1); // RightEye.SetColor_Random (8); RightEye.CircleBurst(8, 20, 1.2f); RightEye.BreakCircleBurst(9, 20, 0, 1); for (float I = 3.1f; I < 6.1f; I = I + 0.1f) { CenterHead.PlayClip(I, Bullet1); } CenterHead.PlayClip(1, Predeath); RightEye.PlayClip(8, Death1); yield return(new WaitForSeconds(13)); // CenterHead.EnableObject (0, ExitWarp); // BackgroundSpin.SetActive (false); CenterHead.DisableObject(0, ExitWarp); BackgroundSpin.GetComponent <NewObjectSpawner> ().FadeObject(0, BackgroundSpin, 1); MusicController.control.FadeMusic(); }
// Testing multiple objects doing stuff void Action3() { NewObjectSpawner Object1 = CreateNewObjectSpawner(); Object1.SetProjectile(0, Projectile1); Object1.SetColor(0, Color.blue); NewObjectSpawner Object2 = CreateNewObjectSpawner(); Object2.SetProjectile(0, Projectile1); Object2.SetColor(0, Color.red); NewObjectSpawner Object3 = CreateNewObjectSpawner(); Object3.SetProjectile(0, Projectile1); Object3.SetColor(0, Color.green); Object1.CreateCircle(1, 0.1f, 25, 1, 1, 2f); Object2.RotateToDegree(0, null, 0, 180, true); Object2.CreateCircle(3.7f, 0.1f, 25, 1, 1, 2f); Object1.RotateDegrees(7, null, 2, 180, true); Object2.RotateDegrees(7, null, 2, 180, true); Object1.LaunchAtTarget(9, UpperLeftCorner, 2); Object1.StopMovement(10); Object2.LaunchAtTarget(9, UpperRightCorner, 2); Object2.StopMovement(10); Object1.MorphToSquare(9, 1, 1, 0f, 2.5f); Object2.MorphToCircle(9, 1, 1, 0f, 2.5f); Object1.ChangeColor_Children(10, Color.red, 1); Object2.ChangeColor_Children(10, Color.blue, 1); Object1.MorphToCircle(12, 1, 1, 0f, 2); Object2.MorphToSquare(12, 1, 1, 0f, 2); Object2.MorphToCircle(14, 1, 1, 0f, 2); Object1.MoveToPosition(14, CenterOfScreen, 2); Object2.MoveToPosition(14, CenterOfScreen, 2); Object1.ChangeScale(16, 2, 1, false); Object1.RotateDegrees(18, null, 1, 0, true); Object2.RotateDegrees(18, null, -1, 0, true); Object1.StopRotation(21); Object2.StopRotation(21); Object3.MoveToPosition(0, BottomLeftCorner, 0); Object3.CreateLineToTarget(21, 0.002f, 30, UpperRightCorner); Object1.ChangeColor_Children(21, 1); Object2.ChangeColor_Children(21, 1); Object3.BreakRandomly(22, 0.02f, 4); Object1.ChangeScale(24, 0.5f, 3, false); Object2.ChangeScale(24, 0.5f, 1, false); Object1.RotateDegrees(25, null, 1, 0, true); Object2.RotateDegrees(25, null, -1, 0, true); Object1.BreakRandomly(26, 0.1f, 2); Object2.BreakRandomly(26, 0.1f, 2); Object1.ChangeScale(26f, 3f, 1f, false); Object2.ChangeScale(26f, 3f, 1f, false); Object1.StopColorChangeEffect(28); Object2.StopColorChangeEffect(28); Object1.SprayInDirection(30, 40, new Vector3(-0.25f, 1), 0.1f, 3); Object2.SprayInDirection(30, 40, new Vector3(0.25f, 1), 0.1f, 3); Object3.SprayInDirection(30, 80, new Vector3(0.5f, 1f), 0.05f, 7); Object1.EnableObject(33, Exit); Object1.PlayClip(33, ExitClip); }
IEnumerator C_StartBattle() // Start battle and pick a random attack until the hands are disabled { CenterHead.PlayClip(0, IntroRumble); CenterHead.WaveEffectObject(0, 0.1f, 10, 0, 0); CenterHead.MoveObjectToPoint(3, CenterStartingPosition, 1); CenterHead.StopWaveEffect(3); LeftArm.WaveEffectObject(0, 0.5f, 5, 0, 0); LeftArm.StopWaveEffect(2); LeftArm.MoveObjectToPoint(3, LeftArmStartingPosition, 1); RightArm.WaveEffectObject(0, 0.5f, 5, 0, 0); RightArm.StopWaveEffect(2); RightArm.MoveObjectToPoint(3, RightArmStartingPosition, 1); yield return(new WaitForSeconds(3f)); LeftArm.SetProjectile(0, KittenProjectile); RightArm.SetProjectile(0, KittenProjectile); // CenterHead.SetProjectile (0, KittenProjectile); yield return(new WaitForSeconds(1f)); // while((LeftArmObject != null) || (RightArmObject != null)) while ((LeftArmObject.activeInHierarchy) || (RightArmObject.activeInHierarchy)) { int RandomNumber = Random.Range(0, 5); // print(RandomNumber); switch (RandomNumber) { case 0: yield return(StartCoroutine(C_PawStomp(0))); break; case 1: yield return(StartCoroutine(C_PawShoot(0))); break; case 2: yield return(StartCoroutine(C_PawCombine(0))); break; case 3: yield return(StartCoroutine(C_SpinnyHands(0))); break; case 4: yield return(StartCoroutine(C_PawSlam(0))); break; } } yield return(StartCoroutine(C_HeadAttack(0))); yield return(null); }