// 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_StartCoroutine() { yield return(new WaitForSeconds(StartDelay)); // if (NumberOfSets == 0) // NumberOfSets = 1000; int I = 0; // for(int I=0; I<NumberOfSets; I++) while (I < NumberOfSets || NumberOfSets == 0) { if (ShootDirection) { SuperScript.ShootDirection(0, ObjectAmount, Target, ObjectDelay, ObjectSpeed); } if (ShootAtPlayer) { SuperScript.ShootAtTarget_Player(0, ObjectDelay, ObjectAmount, ObjectSpeed); } if (WaveyLine) { if (Xdirection != 0) { SuperScript.WaveSpray_Horizontal(0, ObjectAmount, ObjectDelay, Amplitude_Y, PeriodSpeed_Y, ObjectSpeed); } if (Ydirection != 0) { SuperScript.WaveSpray_Vertical(0, ObjectAmount, ObjectDelay, Amplitude_X, PeriodSpeed_X, ObjectSpeed); } } if (SprayInDirection) { SuperScript.SprayInDirection(0, ObjectAmount, Target, ObjectDelay, ObjectSpeed); } if (RandomSprayOutwards) { SuperScript.RandomSprayOutwards(0, ObjectDelay, ObjectAmount, ObjectSpeed); } // Next 3 count as one object if (CircleBurst) { SuperScript.CircleBurst(0, ObjectAmount, ObjectSpeed); } if (RandomRain) { SuperScript.ShootFromTopScreen(0, ObjectAmount, ObjectDelay, ObjectSpeed); } if (FollowTarget) { SuperScript.FollowTarget_Player(0, DeathTimer, ObjectSpeed); } if (RandomSprayBounce) { SuperScript.RandomSprayBounce(0, ObjectDelay, ObjectAmount, ObjectSpeed); } yield return(new WaitForSeconds(TimeToSpawnObjects)); yield return(new WaitForSeconds(DelayBetweenSets)); I++; } print(" I AM DONE"); yield return(null); }