示例#1
0
    void Start()
    {
        EventManager.resetObjects += Reset;

        if (!Projectile.GetComponent <SpriteRenderer> ())
        {
            Projectile.AddComponent <SpriteRenderer> ();
        }

        SuperScript = gameObject.AddComponent <NewObjectSpawner> ();
        Target      = new Vector3(Xdirection, Ydirection);

        SuperScript.EnablePooling = EnablePooling;
        SuperScript.SetProjectile(0, Projectile);
        SuperScript.SetDeathTimer(0, DeathTimer);
        SuperScript.SetKinematicObjects(0, IsKinematic);

        if (RandomColor)
        {
            SuperScript.SetColor_Random(0);
        }

        TimeToSpawnObjects = ObjectAmount * ObjectDelay;

        if (IsEnabled)
        {
            StartCoroutine("C_StartCoroutine");
        }
    }
示例#2
0
    void OnEnable()             // Create all of the objects
    {
//		Instantiate (BossMusic_Controller);
//		MusicController.control.Fade_Play_Unfade (BossMusic);
        MusicController.control.PlayNewClip(BossMusic);

        NewObjectSpawner TEMP;

        CenterHead.SetColor(0, Color.white);
        BackgroundSpin.SetActive(true);
        CenterHead.UnfadeObject(0, BackgroundSpin, 1f);

        TEMP = BackgroundSpin.GetComponent <NewObjectSpawner> ();
        TEMP.RotateDegrees(0, 0.1f, 0, false);

        TEMP = LeftEar.GetComponent <NewObjectSpawner> ();
        TEMP.CreateTriangle(0, 0.1f, 9, 0.25f, 0.25f);
        CenterHead.TESTCOMBINE(3, TEMP);

        TEMP = RightEar.GetComponent <NewObjectSpawner> ();
        TEMP.CreateTriangle(0, 0.1f, 9, 0.25f, 0.25f);
        CenterHead.TESTCOMBINE(3, TEMP);

        LeftEye = LeftEyeObject.GetComponent <NewObjectSpawner> ();
        LeftEye.CreateLineInDirection(0, 0, 1, new Vector2(0, 0), 0);
        LeftEye.RotateDegrees(0, 0, 315, true);
//		LeftEye.RotateTwordsObject_Player (0, 5, false);

        RightEye = RightEyeObject.GetComponent <NewObjectSpawner> ();
        RightEye.CreateLineInDirection(0, 0, 1, new Vector2(0, 0), 0);
        RightEye.RotateDegrees(0, 0, 315, true);
//		RightEye.RotateTwordsObject_Player (0, 5, false);

        TEMP = Mouth.GetComponent <NewObjectSpawner> ();
        TEMP.CreateCircle(0, 0.1f, 7, 0.5f, 0.5f, 2);
        TEMP.CreateCircle(0, 0.1f, 5, 0.05f, 0.05f, 1);
        TEMP.CreateLineInDirection_World(0, 0.1f, 2, new Vector2(0, -1), 0.5f);

        CenterHead.TESTCOMBINE(3, TEMP);
        LeftArm.SetColor(0, Color.white);
        RightArm.SetColor(0, Color.white);

        CenterHead.CreateCircle(0, 0.05f, 30, 1, 1, 1);
        LeftArm.CreateSquare(0, 0.1f, 16, 0.5f, 0.4f);
        RightArm.CreateSquare(0, 0.1f, 16, 0.5f, 0.4f);
        LeftArm.SetColor_Random(3);
        RightArm.SetColor_Random(3);

        StartCoroutine(C_StartBattle());
    }
示例#3
0
    void Awake()                // Setup all of the objects
    {
        EventManager.resetObjects += Reset;
        LeftArmStartingPosition    = LeftArmObject.transform.localPosition;
        RightArmStartingPosition   = RightArmObject.transform.localPosition;
        CenterStartingPosition     = gameObject.transform.localPosition;

        StartingMusic = MusicController.control.musicclip;

        Rigidbody2D      TEMPBODY;
        NewObjectSpawner TEMP;

        BottomLeftSpawn = BottomLeft.AddComponent <NewObjectSpawner> ();
        BottomLeftSpawn.SetProjectile(0, Projectile);
        BottomLeftSpawn.SetColor_Random(0);
        BottomLeftSpawn.SetDeathTimer(0, 10);
        BottomRightSpawn = BottomRight.AddComponent <NewObjectSpawner> ();
        BottomRightSpawn.SetProjectile(0, Projectile);
        BottomRightSpawn.SetColor_Random(0);
        BottomRightSpawn.SetDeathTimer(0, 10);

        if (!BackgroundSpin.GetComponent <NewObjectSpawner>())
        {
            BackgroundSpin.AddComponent <NewObjectSpawner> ();
        }
        CenterHead = gameObject.AddComponent <NewObjectSpawner> ();
        CenterHead.SetProjectile(0, Projectile);
        CenterHead.SetColor(0, Color.white);
        TEMPBODY             = gameObject.AddComponent <Rigidbody2D> ();
        TEMPBODY.isKinematic = true;

        TEMP = LeftEar.AddComponent <NewObjectSpawner> ();
        TEMP.SetProjectile(0, Projectile);
        TEMP.SetColor(0, Color.white);
        TEMP.RotateDegrees(0, 0, 45, true);

        TEMP = RightEar.AddComponent <NewObjectSpawner> ();
        TEMP.SetProjectile(0, Projectile);
        TEMP.SetColor(0, Color.white);
        TEMP.RotateDegrees(0, 0, 315, true);

        LeftEye = LeftEyeObject.AddComponent <NewObjectSpawner> ();
        LeftEye.SetProjectile(0, EyeballPrefab);
        LeftEye.SetColor(0, Color.white);

        RightEye = RightEyeObject.AddComponent <NewObjectSpawner> ();
        RightEye.SetProjectile(0, EyeballPrefab);
        RightEye.SetColor(0, Color.white);

        TEMP = Mouth.AddComponent <NewObjectSpawner> ();
        TEMP.SetProjectile(0, Projectile);
        TEMP.SetColor(0, Color.white);
        TEMP.RotateDegrees(0, 0, 260, true);

        LeftArm = LeftArmObject.AddComponent <NewObjectSpawner> ();
        LeftArm.SetProjectile(0, Projectile);
        LeftArm.SetColor(0, Color.white);
        TEMPBODY             = LeftArmObject.AddComponent <Rigidbody2D> ();
        TEMPBODY.isKinematic = true;

        RightArm = RightArmObject.AddComponent <NewObjectSpawner> ();
        RightArm.SetProjectile(0, Projectile);
        RightArm.SetColor(0, Color.white);
        TEMPBODY             = RightArmObject.AddComponent <Rigidbody2D> ();
        TEMPBODY.isKinematic = true;
    }