示例#1
0
    // Shoot a set of objects at the player from each paw
    IEnumerator C_PawShoot(float StartDelay)
    {
        yield return(new WaitForSeconds(StartDelay));

        if (LeftArm.gameObject.activeInHierarchy)
        {
            LeftArm.SetDeathTimer(0, 5);
            LeftArm.MoveToPosition_Y(0, gameObject.transform, 1);
            LeftArm.ShootAtTarget_Player(2, 0.2f, 15, 2);
            LeftArm.MoveObjectToPoint(6, LeftArmStartingPosition, 1);
        }

        if (RightArm.gameObject.activeInHierarchy)
        {
            RightArm.SetDeathTimer(0, 5);
            RightArm.MoveToPosition_Y(0, gameObject.transform, 1);
            RightArm.ShootAtTarget_Player(2, 0.2f, 15, 2);
            RightArm.MoveObjectToPoint(6, RightArmStartingPosition, 1);
        }

        for (float I = 2; I < 5; I = I + 0.2f)
        {
            CenterHead.PlayClip(I, Bullet2);
        }

        yield return(new WaitForSeconds(7));
    }
示例#2
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#3
0
    void Awake()
    {
        EventManager.resetObjects += Reset;

        RoomPosition       = EntireRoom.transform.position;
        LeftSpawnPosition  = LeftSpawner.transform.position;
        RightSpawnPosition = RightSpawner.transform.position;

        BlockToSpawn = new GameObject("CustomBlock");
        BlockToSpawn.AddComponent <SpriteRenderer> ().sprite = BlockSpawner_Sprite;
        BlockToSpawn.tag = "Ground";
        BlockToSpawn.transform.position = new Vector2(-8, -8);
        BlockToSpawn.layer = LayerMask.NameToLayer("SolidObjects");
        BlockToSpawn.AddComponent <BoxCollider2D> ();
        BlockToSpawn.transform.localScale *= 2;
        BlockToSpawn.GetComponent <SpriteRenderer> ().material = EntireRoom.GetComponent <SpriteRenderer> ().material;

        Manipluation = GetComponent <NewObjectSpawner> ();

        O_LeftSpawner = LeftSpawner.AddComponent <NewObjectSpawner> ();
        O_LeftSpawner.EnablePooling = false;
        O_LeftSpawner.SetProjectile(0, MedusaHead_Right);
        O_LeftSpawner.SetDeathTimer(0, 10);
        O_LeftSpawner.SetColor(0, Color.white);

        O_RightSpawner = RightSpawner.AddComponent <NewObjectSpawner> ();
        O_RightSpawner.EnablePooling = false;
        O_RightSpawner.SetProjectile(0, MedusaHead_Left);
        O_RightSpawner.SetDeathTimer(0, 10);
        O_RightSpawner.SetColor(0, Color.white);

        O_EndPathSpawner = EndPathSpawner.AddComponent <NewObjectSpawner> ();
        O_EndPathSpawner.SetProjectile(0, BlockToSpawn);
        O_EndPathSpawner.SetColor(0, Color.white);

//		StartCoroutine (C_StartRoomActions (0));
    }
示例#4
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;
    }