示例#1
0
        protected override void Awake()
        {
            base.Awake();

            subWeapons[0].gameObject.SetActive(false);
            subWeapons[1].gameObject.SetActive(false);
            subWeapons[2].gameObject.SetActive(false);
            subWeapons[3].gameObject.SetActive(false);

            float innerAngle = subWeaponAngle * 0.5f;
            float outerAngle = subWeaponAngle * 1.5f;

            var sb1 = UDEMath.Polar2Cartesian(subWeaponsDistance, innerAngle);
            var sb3 = UDEMath.Polar2Cartesian(subWeaponsDistance, outerAngle);

            subWeapons[0].localPosition = new Vector3(-sb1.x, sb1.y, 0);
            subWeapons[1].localPosition = new Vector3(-sb1.x, -sb1.y, 0);
            subWeapons[2].localPosition = new Vector3(-sb3.x, sb3.y, 0);
            subWeapons[3].localPosition = new Vector3(-sb3.x, -sb3.y, 0);

            UDECartesianPolarMovementBuilder builder = UDECartesianPolarMovementBuilder.Create();

            builder.Speed(arrowBulletSpeed * subHomingBulletSpeedSlowMultiplier).Angle(subWeaponShotAngle * 2);
            homingMove1     = builder.Build();
            homingMoveSlow1 = builder.Angle(subWeaponShotAngle * 2 * subWeaponShotAngleSlowMultiplier).Build();
            homingMove2     = builder.Angle(-subWeaponShotAngle * 2).Build();
            homingMoveSlow2 = builder.Angle(-subWeaponShotAngle * 2 * subWeaponShotAngleSlowMultiplier).Build();
        }
示例#2
0
    private IEnumerator GravityBullets()
    {
        while (true)
        {
            UDEMath.CartesianCoord      accelDown = new UDEMath.CartesianCoord(0, -3);
            UDEMath.CartesianCoord      accelUp   = new UDEMath.CartesianCoord(0, 3);
            UDECartesianMovementBuilder builder   = UDECartesianMovementBuilder.Create().MaxMagnitude(6f);

            for (int i = 0; i < 23; i++)
            {
                float   angle    = 90f + Random.Range(-55f, 55f);
                var     velTuple = UDEMath.Polar2Cartesian(3f, angle);
                Vector2 velocity = new Vector2(velTuple.x, velTuple.y);


                Vector2 origin = originEnemy.transform.position;
                Vector2 player = GameObject.FindGameObjectWithTag("Player").transform.position;
                if (player.y > origin.y)
                {
                    builder.Velocity(-velocity).Accel(accelUp);
                }
                else
                {
                    builder.Velocity(velocity).Accel(accelDown);
                }
                UDEBulletMovement movement = builder.Build();

                UDEAbstractBullet bullet = UDEBulletPool.Instance.GetBullet(patternBullets[0]);
                bullet.Initialize(origin, origin, 0, originEnemy, this, movement);
            }

            yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.75f, UDETime.TimeScale.ENEMY)));
        }
    }
示例#3
0
    protected override IEnumerator ShotPattern()
    {
        originEnemy.CanBeDamaged = false;
        var result = UDETransitionHelper.MoveTo(originEnemy.gameObject, Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0.5f)), 2f, UDETransitionHelper.easeOutCubic, UDETime.TimeScale.ENEMY, true);

        yield return(new WaitUntil(() => result.EndTransition));

        originEnemy.CanBeDamaged = true;

        UDEPolarMovementBuilder builder = UDEPolarMovementBuilder.Create().DoNotFaceToMovingDirection();
        float angleDiff = 360f / numberOfBullets;

        bool  lowHealth      = false;
        float summonInterval = 2f;

        while (true)
        {
            if (!lowHealth && originEnemy.Health < 200f)
            {
                lowHealth      = true;
                summonInterval = 1.4f;
                moveIn.RemoveAll(tr => !tr.gameObject.activeSelf);
                UDEBulletPool.Instance.ReleaseBullets(shottedBullets.ToArray());
                moveIn.Clear();
            }

            for (int i = 0; i < numberOfBullets; i++)
            {
                float angle = angleDiff * i;

                UDEAbstractBullet moveOut     = UDEBulletPool.Instance.GetBullet(patternBullets[0]);
                UDEBulletMovement movementOut = builder.RadialSpeed(radialSpeed).AngularSpeed(angularSpeed).RotationAngularSpeed(angularSpeed).Build();

                Vector2 origin  = enemyTr.position;
                Vector2 formLoc = origin + UDEMath.Polar2Cartesian(0.3f, angle).ToVector2();

                moveOut.Initialize(formLoc, origin, angle, originEnemy, this, movementOut, setOriginToCharacter: true);

                UDEAbstractBullet moveIn     = UDEBulletPool.Instance.GetBullet(patternBullets[0]);
                UDEBulletMovement movementIn = builder.RadialSpeed(-radialSpeed).AngularSpeed(-angularSpeed).RotationAngularSpeed(-angularSpeed).Build();

                formLoc = origin + UDEMath.Polar2Cartesian(8.3f, angle).ToVector2();

                moveIn.Initialize(formLoc, origin, angle, originEnemy, this, movementIn, setOriginToCharacter: true);
                this.moveIn.Add(moveIn.transform);

                Vector3 moveOutScale = moveOut.transform.localScale;
                Vector3 moveInScale  = moveIn.transform.localScale;
                moveOutScale *= 2.5f;
                moveInScale  *= 2.5f;
                moveOut.transform.localScale = moveOutScale;
                moveIn.transform.localScale  = moveInScale;
            }

            yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(summonInterval, UDETime.TimeScale.ENEMY)));
        }
    }
示例#4
0
        private IEnumerator Wave1FairyPattern(LambdaShotPattern pattern, List <UDEAbstractBullet> bullets, UDEEnemy enemy)
        {
            var trResult = UDETransitionHelper.MoveAmount(enemy.gameObject, new Vector2(-3, 0), 0.3f, UDETransitionHelper.easeOutQuad, UDETime.TimeScale.ENEMY, true);

            yield return(new WaitUntil(() => trResult.EndTransition));

            Transform enemyTr   = enemy.transform;
            Transform player    = GameManager.player.transform;
            Vector2   direction = player.position - enemyTr.position;

            direction /= direction.magnitude;

            (_, float angle) = UDEMath.Cartesian2Polar(direction);

            UDECartesianPolarMovementBuilder builder = UDECartesianPolarMovementBuilder.Create().Speed(9.0f).MinSpeed(3.0f).TangentialAccel(-17.0f);

            int   bulletCnt = 25;
            float delta     = 360f / bulletCnt;

            for (int i = 0; i < bulletCnt; i++)
            {
                float moveAngle = angle + delta * i;
                (float x, float y) = UDEMath.Polar2Cartesian(0.4f, moveAngle);

                UDEAbstractBullet bullet = UDEBulletPool.Instance.GetBullet(bullets[0]);
                bullet.SummonTime = 0.12f;
                bullet.Initialize(enemyTr.position + new Vector3(x, y), enemyTr.position, 0, enemy, pattern, builder.Angle(moveAngle).Build());
            }

            builder.Angle(angle);
            for (int i = 1; i < 6; i++)
            {
                (float x, float y) = UDEMath.Polar2Cartesian(0.4f, angle);

                UDEAbstractBullet bullet = UDEBulletPool.Instance.GetBullet(bullets[0]);
                bullet.SummonTime = 0.12f;
                bullet.Initialize(enemyTr.position + new Vector3(x, y), enemyTr.position, 0, enemy, pattern, builder.MinSpeed(3.0f + 0.6f * i).Build());
            }

            yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.5f, UDETime.TimeScale.ENEMY)));

            Vector2 movePoint = Camera.main.ViewportToWorldPoint(new Vector3(-0.1f, 0));

            movePoint.y = enemyTr.position.y;

            trResult = UDETransitionHelper.MoveTo(enemy.gameObject, movePoint, 10f, UDETransitionHelper.easeInCubic, UDETime.TimeScale.ENEMY, true);
            yield return(new WaitUntil(() => trResult.EndTransition));

            ((EnemyBase)enemy).OnDestroy();
            Destroy(enemy);

            yield return(null);
        }
    protected override IEnumerator ShotPattern()
    {
        originEnemy.CanBeDamaged = false;
        var result = UDETransitionHelper.MoveTo(originEnemy.gameObject, Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0.5f)), 2f, UDETransitionHelper.easeInOutCubic, UDETime.TimeScale.ENEMY, true);

        yield return(new WaitUntil(() => result.EndTransition));

        originEnemy.CanBeDamaged = true;

        UDEMath.PolarFunction bulletPosition        = (deg, err) => 0.3f + 2.5f * (deg - err) / 360f;
        UDEMath.PolarFunction bulletPositionInverse = (deg, err) => 0.3f + 2.5f * (err - deg) / 360f;

        UDEPolarMovementBuilder first  = UDEPolarMovementBuilder.Create().DoNotFaceToMovingDirection();
        UDEPolarMovementBuilder second = UDEPolarMovementBuilder.Create(true).MinAngularSpeed(-30f).MinRadialSpeed(-2.2f).AngularAccel(-25f).RadialAccel(-1.8f).StartTime(1000);

        Vector2 origin = originEnemy.transform.position;

        int cnt = 0;

        while (true)
        {
            float error = Random.Range(-10f, 10f);
            UDEMath.PolarCoord[] coords = cnt % 2 == 0 ?
                                          UDEMath.GetPolarCoordStructs(bulletPosition, error, 3 * 360 + error, error, 500) :
                                          UDEMath.GetPolarCoordStructs(bulletPositionInverse, -error, -error - 3 * 360, -error, 500);
            for (int i = 0; i < coords.Length; i++)
            {
                UDEAbstractBullet   bullet    = UDEBulletPool.Instance.GetBullet(patternBullets[0]);
                Vector2             formLoc   = origin + (UDEMath.CartesianCoord)coords[i];
                float               angle     = coords[i].degree - 90f;
                UDEBulletMovement[] movements = new UDEBulletMovement[] { first.Build(), second.Build() };
                bullet.Initialize(formLoc, origin, angle, originEnemy, this, movements);
                bullets.Add(bullet);
                yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.012f, UDETime.TimeScale.ENEMY)));
            }

            yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(1f, UDETime.TimeScale.ENEMY)));

            for (int i = bullets.Count - 1; i > -1; i--)
            {
                ((dynamic)bullets[i]).ForceMoveToPhase(1);
                bullets.RemoveAt(i);
            }

            yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(7f, UDETime.TimeScale.ENEMY)));

            cnt++;
        }
    }
        // Update is called once per frame
        void Update()
        {
            accTime += Time.deltaTime * UDETime.Instance.GetTimeScale(timeScale);
            float theta = 2 * Mathf.PI * (accTime / period) + Mathf.PI / 4;
            float r     = Mathf.Sin(theta);

            r = r * r;
            (float x, float y) = UDEMath.Polar2Cartesian(r, theta * Mathf.Rad2Deg);

            Vector3 rot = tr.rotation.eulerAngles;

            rot.x       = x * maxAngle;
            rot.y       = y * maxAngle;
            tr.rotation = Quaternion.Euler(rot);
        }
示例#7
0
        protected override IEnumerator ShotPattern()
        {
            UDETransitionHelper.StopAllTransitions(originEnemy.gameObject);

            originalBackgroundColor = background.GetComponent <SpriteRenderer>().color;

            originEnemy.CanBeDamaged = false;
            UDETransitionHelper.MoveTo(originEnemy.gameObject, Camera.main.ViewportToWorldPoint(new Vector3(0.77f, 0.5f, 0)), 0.75f, UDETransitionHelper.easeOutCubic, UDE.Management.UDETime.TimeScale.ENEMY, true);
            UDETransitionHelper.ChangeScaleTo(background, new Vector3(1.2f, 1.2f, 1f), 1f, UDETransitionHelper.easeLinear, UDETime.TimeScale.ENEMY, false);
            UDETransitionHelper.ChangeColorTo(background, changeBackgroundColorTo, 1f, UDETransitionHelper.easeLinear, UDETime.TimeScale.ENEMY, false);
            yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(2f, UDETime.TimeScale.ENEMY)));

            originEnemy.CanBeDamaged = true;

            IEnumerator leafFallPattern = LeafFallSubPattern();

            StartSubpattern(leafFallPattern);

            UDEPolarMovementBuilder builder  = UDEPolarMovementBuilder.Create().RadialSpeed(radialSpeed);
            UDEBulletMovement       movement = builder.Build();

            float currAngle = 0f;
            float dtheta    = 360f / numberOfBullets;

            while (true)
            {
                for (int i = 0; i < numberOfBullets; i++)
                {
                    UDEAbstractBullet bullet = UDEBulletPool.Instance.GetBullet(patternBullets[LightBlueCircleBullet]);
                    bullet.SummonTime = 0.1f;
                    Vector2 origin  = originEnemy.transform.position;
                    Vector2 initPos = UDEMath.Polar2Cartesian(0.1f, currAngle + dtheta * i).ToVector2() + origin;

                    bullet.Initialize(initPos, origin, 0, originEnemy, this, movement);
                }

                currAngle += angleDifference;
                yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(1.5f, UDETime.TimeScale.ENEMY)));
            }
        }
示例#8
0
        private IEnumerator RotateCircle(RectTransform circle, float period, float waitTime, float radius)
        {
            UDEMath.TimeFunction func = UDETransitionHelper.easeInOutCubic.Composite(t => t / period);

            float accTime = 0;

            while (true)
            {
                float angle = -90 + 360 * func(accTime);
                if (accTime > period)
                    angle = 270;
                (float x, float y) = UDEMath.Polar2Cartesian(radius, angle);

                circle.anchoredPosition = new Vector2(x, y);

                accTime += Time.deltaTime;
                if (accTime > period + waitTime)
                    accTime = 0;

                yield return null;
            }
        }
示例#9
0
    protected override IEnumerator ShotPattern()
    {
        originEnemy.CanBeDamaged = false;
        var result = UDETransitionHelper.MoveTo(originEnemy.gameObject, Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0.85f)), 2f, UDETransitionHelper.easeOutCubic, UDETime.TimeScale.ENEMY, true);

        yield return(new WaitUntil(() => result.EndTransition));

        originEnemy.CanBeDamaged = true;

        UDEPolarMovementBuilder[] builders = new UDEPolarMovementBuilder[3];

        builders[0] = UDEPolarMovementBuilder.Create().RadialSpeed(4.5f);
        builders[1] = UDEPolarMovementBuilder.Create(true).RadialAccel(25f).MaxRadialSpeed(10f).StartTime(0.3f);
        builders[2] = UDEPolarMovementBuilder.Create(true).RadialAccel(-22f).MinRadialSpeed(0.6f).StartTime(0.65f);

        float angleInterval      = 360f / groupCount;
        float smallAngleInterval = angleInterval / bulletsPerGroup * 1.25f;
        int   flag = 0;

        while (true)
        {
            float deviation = Random.Range(-15f, 15f);
            for (int i = 0; i < bulletsPerGroup; i++)
            {
                UDEAbstractBullet[] bullets = new UDEAbstractBullet[groupCount];
                for (int n = 0; n < bullets.Length; n++)
                {
                    bullets[n] = UDEBulletPool.Instance.GetBullet(patternBullets[0]);
                }

                for (int j = 0; j < groupCount; j++)
                {
                    float angle;
                    if (flag % 2 == 0)
                    {
                        angle = deviation + angleInterval * j + smallAngleInterval * i;
                    }
                    else
                    {
                        angle = deviation + angleInterval * j + smallAngleInterval * (bulletsPerGroup - 1 - i);
                    }

                    UDEBulletMovement[] movements = new UDEBulletMovement[builders.Length];
                    for (int k = 0; k < builders.Length; k++)
                    {
                        builders[k].InitialAngle(angle);
                        movements[k] = builders[k].Build();
                    }

                    Vector2 origin  = originEnemy.transform.position;
                    Vector2 formLoc = origin + UDEMath.Polar2Cartesian(0.45f, angle).ToVector2();

                    bullets[j].Initialize(formLoc, origin, 0, originEnemy, this, movements);
                }

                yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.18f, UDETime.TimeScale.ENEMY)));
            }

            flag++;
            yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.7f, UDETime.TimeScale.ENEMY)));
        }
    }
        protected override IEnumerator ShotPattern()
        {
            originEnemy.transform.SetPositionAndRotation(Camera.main.ViewportToWorldPoint(new Vector3(1.1f, 0.5f, 0)), Quaternion.Euler(0, 0, 0));
            var trResult = UDETransitionHelper.MoveTo(originEnemy.gameObject, Camera.main.ViewportToWorldPoint(new Vector3(0.8f, 0.5f, 0)), 0.5f, UDETransitionHelper.easeOutCubic, UDETime.TimeScale.ENEMY, true);

            originEnemy.CanBeDamaged = false;
            yield return(new WaitUntil(() => trResult.EndTransition));

            originEnemy.CanBeDamaged = true;

            IUDERandom random     = new UDEXORRandom();
            Vector2    moveVector = Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0.65f, 0));

            moveVector = new Vector2(0, moveVector.y);

            while (true)
            {
                float dtheta = 360f / numberOfGreenBullets;
                for (int i = 0; i < numberOfGreenBullets; i++)
                {
                    UDEAbstractBullet bullet = UDEBulletPool.Instance.GetBullet(patternBullets[GreenLuminusBullet]);
                    bullet.transform.localScale = new Vector3(0.7f, 0.7f);
                    bullet.SummonTime           = 0.08f;
                    (float x, float y)          = UDEMath.Polar2Cartesian(greenBulletSpeed, i * dtheta);
                    bullet.MoveBulletToDirection(originEnemy, this, originEnemy.transform.position, 0, new Vector2(x, y));
                }

                yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.35f, UDETime.TimeScale.ENEMY)));

                Vector2 playerPos = GameManager.player.transform.position;
                Vector2 direction = playerPos - (Vector2)originEnemy.transform.position;
                (_, float angle) = UDEMath.Cartesian2Polar(direction);

                Vector2 vel1 = UDEMath.Polar2Cartesian(blueBulletSpeed, angle).ToVector2();
                Vector2 vel2 = UDEMath.Polar2Cartesian(blueBulletSpeed, angle + blueBulletAngle).ToVector2();
                Vector2 vel3 = UDEMath.Polar2Cartesian(blueBulletSpeed, angle - blueBulletAngle).ToVector2();

                for (int i = 0; i < 5; i++)
                {
                    UDEAbstractBullet bullet = UDEBulletPool.Instance.GetBullet(patternBullets[LightBlueLuminusBullet]);
                    bullet.transform.localScale = new Vector3(0.7f, 0.7f);
                    bullet.SummonTime           = 0.08f;
                    bullet.MoveBulletToDirection(originEnemy, this, originEnemy.transform.position, 0, vel1);

                    bullet = UDEBulletPool.Instance.GetBullet(patternBullets[LightBlueLuminusBullet]);
                    bullet.transform.localScale = new Vector3(0.7f, 0.7f);
                    bullet.SummonTime           = 0.08f;
                    bullet.MoveBulletToDirection(originEnemy, this, originEnemy.transform.position, 0, vel2);

                    bullet = UDEBulletPool.Instance.GetBullet(patternBullets[LightBlueLuminusBullet]);
                    bullet.transform.localScale = new Vector3(0.7f, 0.7f);
                    bullet.SummonTime           = 0.08f;
                    bullet.MoveBulletToDirection(originEnemy, this, originEnemy.transform.position, 0, vel3);

                    yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.15f, UDETime.TimeScale.ENEMY)));
                }

                int     flag   = random.NextInt(0, 100);
                Vector2 curPos = Camera.main.WorldToViewportPoint(originEnemy.transform.position);
                if (flag < 50)             // Move up
                {
                    if (curPos.y >= 0.79f) // Move down
                    {
                        UDETransitionHelper.MoveAmount(originEnemy.gameObject, -moveVector, 1f, UDETransitionHelper.easeOutCubic, UDETime.TimeScale.ENEMY, true);
                    }
                    else
                    {
                        UDETransitionHelper.MoveAmount(originEnemy.gameObject, moveVector, 1f, UDETransitionHelper.easeOutCubic, UDETime.TimeScale.ENEMY, true);
                    }
                }
                else // Move down
                {
                    if (curPos.y <= 0.21f) // Move up
                    {
                        UDETransitionHelper.MoveAmount(originEnemy.gameObject, moveVector, 1f, UDETransitionHelper.easeOutCubic, UDETime.TimeScale.ENEMY, true);
                    }
                    else
                    {
                        UDETransitionHelper.MoveAmount(originEnemy.gameObject, -moveVector, 1f, UDETransitionHelper.easeOutCubic, UDETime.TimeScale.ENEMY, true);
                    }
                }

                yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.3f, UDETime.TimeScale.ENEMY)));

                for (int i = 0; i < numberOfGreenBullets; i++)
                {
                    UDEAbstractBullet bullet = UDEBulletPool.Instance.GetBullet(patternBullets[GreenLuminusBullet]);
                    bullet.transform.localScale = new Vector3(0.7f, 0.7f);
                    bullet.SummonTime           = 0.08f;
                    (float x, float y)          = UDEMath.Polar2Cartesian(greenBulletSpeed, i * dtheta);
                    bullet.MoveBulletToDirection(originEnemy, this, originEnemy.transform.position, 0, new Vector2(x, y));
                }

                yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.7f, UDETime.TimeScale.ENEMY)));
            }
        }
示例#11
0
    protected override IEnumerator ShotPattern()
    {
        /*
         * float AngleDeg = (360f / NumberOfBullets);
         * float AngleRef = 0f;
         * float RefOmega = 0f;
         * while (true)
         * {
         *  for (int i = 0; i < NumberOfBullets; i++)
         *  {
         *      UDEBaseBullet bullet = UDEBulletPool.Instance.GetBullet(baseBullets[0]);
         *      UDEBulletMovement movement = UDEPolarMovementBuilder.Create().RadialSpeed(BulletSpeed).InitialAngle(i * AngleDeg + AngleRef).Build();
         *      Vector2 origin = originEnemy.transform.position;
         *      var formLocTuple = UDEMath.Polar2Cartesian(0.7f, movement.angle);
         *      Vector2 formLocation = new Vector2(formLocTuple.x, formLocTuple.y) + origin;
         *      bullet.Initialize(formLocation, origin, 0, originEnemy, this, true, movement);
         *  }
         *  AngleRef += RefOmega;
         *  RefOmega += 0.2f;
         *  if (RefOmega >= 360)
         *      RefOmega -= 360;
         *  if (AngleRef >= 360)
         *      AngleRef -= 360;
         *  yield return StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.07f, UDETime.TimeScale.ENEMY));
         * }
         */

        float angle = 360f / NumberOfBullets;

        var result = UDETransitionHelper.MoveTo(originEnemy.gameObject, (Vector2)Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0.85f)), 1.5f, UDETransitionHelper.easeOutCubic, UDETime.TimeScale.ENEMY, true);

        yield return(new WaitUntil(() => result.EndTransition));

        yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.5f, UDETime.TimeScale.ENEMY)));

        for (int i = 0; true; i++)
        {
            float extraAngle = Random.Range(-3f, 3f);

            UDECartesianPolarMovementBuilder builder       = UDECartesianPolarMovementBuilder.Create().Speed(BulletSpeed);
            UDECartesianPolarMovementBuilder builderSlower = UDECartesianPolarMovementBuilder.Create(true).TangentialAccel(-8).MinSpeed(BulletSpeed * 0.6f).StartTime(0.3f);
            for (int j = 0; j < NumberOfBullets; j++)
            {
                UDEAbstractBullet bullet       = UDEBulletPool.Instance.GetBullet(patternBullets[0]);
                UDEBulletMovement movement     = builder.Angle(extraAngle + angle * j).Build();
                UDEBulletMovement movementSlow = builderSlower.Angle(extraAngle + angle * j).Build();
                Vector2           origin       = originEnemy.transform.position;
                Vector2           formLocation = UDEMath.Polar2Cartesian(0.7f, movement.angle).ToVector2() + origin;
                bullet.Initialize(formLocation, origin, 0, originEnemy, this, new UDEBulletMovement[] { movement, movementSlow });
                if (i % 4 == 0)
                {
                    UDEAbstractBullet extraBullet = UDEBulletPool.Instance.GetBullet(patternBullets[1]);
                    UDEBulletMovement movement2   = builder.Speed(BulletSpeed * 0.35f).Angle(extraAngle + angle * j).Build();
                    builder.Speed(BulletSpeed);
                    extraBullet.Initialize(formLocation, origin, 0, originEnemy, this, movement2);
                }
            }
            if (i % 4 == 0)
            {
                switch ((i % 16) / 4)
                {
                case 0:
                case 3:
                    UDETransitionHelper.MoveAmount(originEnemy.gameObject, new Vector2(2, 0), 0.95f, UDETransitionHelper.easeOutQuad, UDETime.TimeScale.ENEMY, true);
                    break;

                case 1:
                case 2:
                    UDETransitionHelper.MoveAmount(originEnemy.gameObject, new Vector2(-2, 0), 0.95f, UDETransitionHelper.easeOutQuad, UDETime.TimeScale.ENEMY, true);
                    break;
                }
            }


            yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.25f, UDETime.TimeScale.ENEMY)));
        }
    }
示例#12
0
        private IEnumerator SubWeaponTransit()
        {
            if (isSlowMode)
            {
                float dstAngleInner = subWeaponAngle * subWeaponAngleSlowMultiplier * 0.5f;
                float dstAngleOuter = subWeaponAngle * subWeaponAngleSlowMultiplier * 1.5f;

                bool sub1Fin = false, sub2Fin = false, sub3Fin = false, sub4Fin = false;

                while (true)
                {
                    Vector2 sub1 = subWeapons[0].localPosition;
                    Vector2 sub2 = subWeapons[1].localPosition;
                    Vector2 sub3 = subWeapons[2].localPosition;
                    Vector2 sub4 = subWeapons[3].localPosition;

                    float sub1Angle = UDEMath.Deg(-sub1.x, sub1.y);
                    float sub2Angle = UDEMath.Deg(-sub2.x, -sub2.y);
                    float sub3Angle = UDEMath.Deg(-sub3.x, sub3.y);
                    float sub4Angle = UDEMath.Deg(-sub4.x, -sub4.y);

                    float timeScale = UDETime.Instance.PlayerTimeScale;
                    float deltaTime = Time.deltaTime;

                    sub1Angle -= subWeaponAngle * 4 * deltaTime * timeScale;
                    sub2Angle -= subWeaponAngle * 4 * deltaTime * timeScale;
                    sub3Angle -= subWeaponAngle * 8 * deltaTime * timeScale;
                    sub4Angle -= subWeaponAngle * 8 * deltaTime * timeScale;

                    if (sub1Angle <= dstAngleInner)
                    {
                        sub1Angle = dstAngleInner;
                        sub1Fin   = true;
                    }

                    if (sub2Angle <= dstAngleInner)
                    {
                        sub2Angle = dstAngleInner;
                        sub2Fin   = true;
                    }

                    if (sub3Angle <= dstAngleOuter)
                    {
                        sub3Angle = dstAngleOuter;
                        sub3Fin   = true;
                    }

                    if (sub4Angle <= dstAngleOuter)
                    {
                        sub4Angle = dstAngleOuter;
                        sub4Fin   = true;
                    }

                    var sb1 = UDEMath.Polar2Cartesian(subWeaponsDistance, sub1Angle);
                    var sb2 = UDEMath.Polar2Cartesian(subWeaponsDistance, sub2Angle);
                    var sb3 = UDEMath.Polar2Cartesian(subWeaponsDistance, sub3Angle);
                    var sb4 = UDEMath.Polar2Cartesian(subWeaponsDistance, sub4Angle);

                    subWeapons[0].localPosition = new Vector3(-sb1.x, sb1.y, 0);
                    subWeapons[1].localPosition = new Vector3(-sb2.x, -sb2.y, 0);
                    subWeapons[2].localPosition = new Vector3(-sb3.x, sb3.y, 0);
                    subWeapons[3].localPosition = new Vector3(-sb4.x, -sb4.y, 0);

                    if (sub1Fin && sub2Fin && sub3Fin && sub4Fin)
                    {
                        break;
                    }

                    yield return(null);
                }

                yield return(null);
            }
            else
            {
                float dstAngleInner = subWeaponAngle * 0.5f;
                float dstAngleOuter = subWeaponAngle * 1.5f;

                bool sub1Fin = false, sub2Fin = false, sub3Fin = false, sub4Fin = false;

                while (true)
                {
                    Vector2 sub1 = subWeapons[0].localPosition;
                    Vector2 sub2 = subWeapons[1].localPosition;
                    Vector2 sub3 = subWeapons[2].localPosition;
                    Vector2 sub4 = subWeapons[3].localPosition;

                    float sub1Angle = UDEMath.Deg(-sub1.x, sub1.y);
                    float sub2Angle = UDEMath.Deg(-sub2.x, -sub2.y);
                    float sub3Angle = UDEMath.Deg(-sub3.x, sub3.y);
                    float sub4Angle = UDEMath.Deg(-sub4.x, -sub4.y);

                    float timeScale = UDETime.Instance.PlayerTimeScale;
                    float deltaTime = Time.deltaTime;

                    sub1Angle += subWeaponAngle * 4 * deltaTime * timeScale;
                    sub2Angle += subWeaponAngle * 4 * deltaTime * timeScale;
                    sub3Angle += subWeaponAngle * 8 * deltaTime * timeScale;
                    sub4Angle += subWeaponAngle * 8 * deltaTime * timeScale;

                    if (sub1Angle >= dstAngleInner)
                    {
                        sub1Angle = dstAngleInner;
                        sub1Fin   = true;
                    }

                    if (sub2Angle >= dstAngleInner)
                    {
                        sub2Angle = dstAngleInner;
                        sub2Fin   = true;
                    }

                    if (sub3Angle >= dstAngleOuter)
                    {
                        sub3Angle = dstAngleOuter;
                        sub3Fin   = true;
                    }

                    if (sub4Angle >= dstAngleOuter)
                    {
                        sub4Angle = dstAngleOuter;
                        sub4Fin   = true;
                    }

                    var sb1 = UDEMath.Polar2Cartesian(subWeaponsDistance, sub1Angle);
                    var sb2 = UDEMath.Polar2Cartesian(subWeaponsDistance, sub2Angle);
                    var sb3 = UDEMath.Polar2Cartesian(subWeaponsDistance, sub3Angle);
                    var sb4 = UDEMath.Polar2Cartesian(subWeaponsDistance, sub4Angle);

                    subWeapons[0].localPosition = new Vector3(-sb1.x, sb1.y, 0);
                    subWeapons[1].localPosition = new Vector3(-sb2.x, -sb2.y, 0);
                    subWeapons[2].localPosition = new Vector3(-sb3.x, sb3.y, 0);
                    subWeapons[3].localPosition = new Vector3(-sb4.x, -sb4.y, 0);

                    if (sub1Fin && sub2Fin && sub3Fin && sub4Fin)
                    {
                        break;
                    }

                    yield return(null);
                }

                yield return(null);
            }
        }
示例#13
0
        private void ShotBullet()
        {
            UDEAbstractBullet bullet = UDEBulletPool.Instance.GetBullet(mainBullet);

            bullet.Damage = mainCenterBulletDamage;
            bullet.MoveBulletToDirection(this, null, mainShotPoint.position, 0, new Vector2(arrowBulletSpeed, 0));
            if (powerLevel >= 1)
            {
                bullet        = UDEBulletPool.Instance.GetBullet(mainBullet);
                bullet.Damage = mainSubBulletDamage;
                var vel = UDEMath.Polar2Cartesian(arrowBulletSpeed, mainShotAngle * (isSlowMode ? mainShotAngleMultiplier : 1.0f));
                bullet.MoveBulletToDirection(this, null, mainShotPoint.position, 0, new Vector2(vel.x, vel.y));

                bullet        = UDEBulletPool.Instance.GetBullet(mainBullet);
                bullet.Damage = mainSubBulletDamage;
                vel           = UDEMath.Polar2Cartesian(arrowBulletSpeed, -mainShotAngle * (isSlowMode ? mainShotAngleMultiplier : 1.0f));
                bullet.MoveBulletToDirection(this, null, mainShotPoint.position, 0, new Vector2(vel.x, vel.y));
            }
            if (powerLevel >= 2)
            {
                bullet        = UDEBulletPool.Instance.GetBullet(subBullet);
                bullet.Damage = subBulletDamage;
                var vel = UDEMath.Polar2Cartesian(arrowBulletSpeed, subWeaponShotAngle * (isSlowMode ? subWeaponShotAngleSlowMultiplier : 1.0f));
                bullet.MoveBulletToDirection(this, null, subWeapons[0].position, 0, new Vector2(vel.x, vel.y));

                bullet        = UDEBulletPool.Instance.GetBullet(subBullet);
                bullet.Damage = subBulletDamage;
                vel           = UDEMath.Polar2Cartesian(arrowBulletSpeed, subWeaponShotAngle * (isSlowMode ? subWeaponShotAngleSlowMultiplier : 1.0f) + subArrowAngle * (isSlowMode ? subArrowAngleSlowMultiplier : 1.0f));
                bullet.MoveBulletToDirection(this, null, subWeapons[0].position, 0, new Vector2(vel.x, vel.y));

                bullet        = UDEBulletPool.Instance.GetBullet(subBullet);
                bullet.Damage = subBulletDamage;
                vel           = UDEMath.Polar2Cartesian(arrowBulletSpeed, subWeaponShotAngle * (isSlowMode ? subWeaponShotAngleSlowMultiplier : 1.0f) - subArrowAngle * (isSlowMode ? subArrowAngleSlowMultiplier : 1.0f));
                bullet.MoveBulletToDirection(this, null, subWeapons[0].position, 0, new Vector2(vel.x, vel.y));

                bullet        = UDEBulletPool.Instance.GetBullet(subBullet);
                bullet.Damage = subBulletDamage;
                vel           = UDEMath.Polar2Cartesian(arrowBulletSpeed, -subWeaponShotAngle * (isSlowMode ? subWeaponShotAngleSlowMultiplier : 1.0f));
                bullet.MoveBulletToDirection(this, null, subWeapons[1].position, 0, new Vector2(vel.x, vel.y));

                bullet        = UDEBulletPool.Instance.GetBullet(subBullet);
                bullet.Damage = subBulletDamage;
                vel           = UDEMath.Polar2Cartesian(arrowBulletSpeed, -subWeaponShotAngle * (isSlowMode ? subWeaponShotAngleSlowMultiplier : 1.0f) + subArrowAngle * (isSlowMode ? subArrowAngleSlowMultiplier : 1.0f));
                bullet.MoveBulletToDirection(this, null, subWeapons[1].position, 0, new Vector2(vel.x, vel.y));

                bullet        = UDEBulletPool.Instance.GetBullet(subBullet);
                bullet.Damage = subBulletDamage;
                vel           = UDEMath.Polar2Cartesian(arrowBulletSpeed, -subWeaponShotAngle * (isSlowMode ? subWeaponShotAngleSlowMultiplier : 1.0f) - subArrowAngle * (isSlowMode ? subArrowAngleSlowMultiplier : 1.0f));
                bullet.MoveBulletToDirection(this, null, subWeapons[1].position, 0, new Vector2(vel.x, vel.y));
            }
            if (powerLevel >= 3 && shotCnt == 0)
            {
                UDEHomingBullet homingBullet = UDEBulletPool.Instance.GetBullet(subHomingBullet) as UDEHomingBullet;
                homingBullet.Damage = subHomingBulletDamage;
                homingBullet.Initialize(subWeapons[2].position, this, isSlowMode ? homingMoveSlow1 : homingMove1);

                homingBullet        = UDEBulletPool.Instance.GetBullet(subHomingBullet) as UDEHomingBullet;
                homingBullet.Damage = subHomingBulletDamage;
                homingBullet.Initialize(subWeapons[3].position, this, isSlowMode ? homingMoveSlow2 : homingMove2);
            }
        }
示例#14
0
    protected override IEnumerator ShotPattern()
    {
        var result = UDETransitionHelper.MoveTo(originEnemy.gameObject, Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0.5f)), 2, UDETransitionHelper.easeOutCubic, UDETime.TimeScale.ENEMY, true);

        originEnemy.CanBeDamaged = false;
        yield return(new WaitUntil(() => result.EndTransition));

        originEnemy.CanBeDamaged = true;

        StartCoroutine(GravityBullets());

        UDECartesianPolarMovementBuilder builder = UDECartesianPolarMovementBuilder.Create().Speed(4f);

        while (true)
        {
            for (int i = 0; i < 3; i++)
            {
                Vector2 playerPosition = GameObject.FindGameObjectWithTag("Player").transform.position;
                Vector2 enemyPosition  = originEnemy.transform.position;
                float   angle          = UDEMath.Deg(playerPosition - enemyPosition);

                Vector2 origin          = enemyPosition;
                Vector2 formOriginDispl = UDEMath.Polar2Cartesian(0.3f, angle).ToVector2();
                Vector2 formOrigin      = origin + formOriginDispl;
                builder.Angle(angle);
                UDEBulletMovement movement = builder.Build();

                Vector2 formHalfDispl = UDEMath.Polar2Cartesian(0.105f, angle + 90).ToVector2();

                for (int n = 1; n <= 6; n++)
                {
                    if (n % 2 == 0)
                    {
                        for (int j = 0; j < n / 2; j++)
                        {
                            UDEAbstractBullet negBullet = UDEBulletPool.Instance.GetBullet(patternBullets[1]);
                            UDEAbstractBullet posBullet = UDEBulletPool.Instance.GetBullet(patternBullets[1]);
                            negBullet.Initialize(formOrigin - (formHalfDispl * (j * 2 + 1)), origin, 0, originEnemy, this, movement);
                            posBullet.Initialize(formOrigin + (formHalfDispl * (j * 2 + 1)), origin, 0, originEnemy, this, movement);
                        }
                    }
                    else
                    {
                        UDEAbstractBullet middleBullet = UDEBulletPool.Instance.GetBullet(patternBullets[1]);
                        middleBullet.Initialize(formOrigin, origin, 0, originEnemy, this, movement);
                        for (int j = 0; j < n / 2; j++)
                        {
                            UDEAbstractBullet negBullet = UDEBulletPool.Instance.GetBullet(patternBullets[1]);
                            UDEAbstractBullet posBullet = UDEBulletPool.Instance.GetBullet(patternBullets[1]);
                            negBullet.Initialize(formOrigin - (formHalfDispl * (j + 1) * 2), origin, 0, originEnemy, this, movement);
                            posBullet.Initialize(formOrigin + (formHalfDispl * (j + 1) * 2), origin, 0, originEnemy, this, movement);
                        }
                    }

                    yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.11f, UDETime.TimeScale.ENEMY)));
                }

                yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(0.24f, UDETime.TimeScale.ENEMY)));
            }

            yield return(StartCoroutine(UDETime.Instance.WaitForScaledSeconds(2f, UDETime.TimeScale.ENEMY)));
        }
    }