示例#1
0
 private void FixedUpdate()
 {
     while (timerVolley.TimeUp(data.refs.ts.DeltaTime()))
     {
         VolleyData volley = data.volley;
         float[]    angles = UtilSpread.PopulateAngle(volley.spreadAngle,
                                                      data.volley.projectile.angle,
                                                      volley.projectileCount);
         foreach (float a in angles)
         {
             float angle = a;
             if (data.refs.player != null)
             {
                 if (volley.aimAtPlayer)
                 {
                     Vector3 playerPos = data.refs.player.transform.position;
                     angle += UtilHeading2D.SignedAngleToPoint(transform.position, playerPos);
                 }
             }
             Quaternion           rotation   = Quaternion.AngleAxis(angle, Vector3.forward);
             GameObject           projectile = Instantiate(prefabProjectile, transform.position, rotation);
             EnemyProjectile      proj       = projectile.GetComponent <EnemyProjectile>();
             EnemyProjectile.Data projData   = data.volley.projectile.DeepCopy();
             projData.angle = angle;
             proj.SetData(projData);
             Velocity2D      leftMovement = projectile.GetComponent <Velocity2D>();
             Velocity2D.Data v2d          = new Velocity2D.Data(
                 new Velocity2D.Data.Refs(data.refs.ts),
                 new Vector2(-data.projectileLeftSpeed, 0.0f));
             leftMovement.SetData(v2d);
         }
         data.volley.projectile.angle += data.volleyDirectionDeltaPerShot;
     }
 }
示例#2
0
 public void SetData(Data val)
 {
     oscillatePosition2D.SetData(val.oscData);
     leftMovement.SetData(val.leftMovementData);
     enemyAttack.SetData(val.attackData);
     enemySprite.SetData(val.spriteData);
     enemyHealth.SetData(val.enemyHealthData);
 }
 private void Start()
 {
     Velocity2D.Data dat = new Velocity2D.Data(
         new Velocity2D.Data.Refs(data.refs.ts),
         UtilHeading2D.HeadingVectorFromDegrees(data.angle) * data.speed);
     velocity.SetData(dat);
     //SetAngleSpeed(data.angle, data.speed);
     SetColor(data.color);
 }
示例#4
0
    // Attempt to drop something.
    private void DropItem()
    {
        ItemType it = data.probItem.Roll();

        if (it == ItemType.None)
        {
            return;
        }
        if (it == ItemType.HealthKit)
        {
            GameObject    pup = Instantiate(prefabHealthKit, transform.position, Quaternion.identity);
            ItemHealthKit hk  = pup.GetComponent <ItemHealthKit>();
            hk.SetData(data.healthKit);

            Velocity2D.Data v2d = new Velocity2D.Data(
                new Velocity2D.Data.Refs(data.refs.ts),
                leftMovement.GetVelocity());
            Velocity2D lm = pup.GetComponent <Velocity2D>();
            lm.SetData(v2d);
        }
        else
        {
            // Only drop these powerups if none currently exist.
            if (!data.refs.playerPowerup.GetPowerupExists())
            {
                GameObject powerup = null;
                switch (it)
                {
                case ItemType.BattleAxe:
                    powerup = Instantiate(prefabBattleAxe, transform.position, Quaternion.identity);
                    break;

                case ItemType.MoreArms:
                    powerup = Instantiate(prefabMoreArms, transform.position, Quaternion.identity);
                    break;
                }
                ItemPowerup pup = powerup.GetComponent <ItemPowerup>();
                pup.SetPlayerPowerup(data.refs.playerPowerup);

                Velocity2D.Data v2d = new Velocity2D.Data(
                    new Velocity2D.Data.Refs(data.refs.ts),
                    leftMovement.GetVelocity());
                Velocity2D lm = powerup.GetComponent <Velocity2D>();
                lm.SetData(v2d);
            }
        }
    }
示例#5
0
    public void Kill()
    {
        data.refs.score.Add(data.pointsWhenKilled);
        data.refs.score.PunchedEnemy();
        DropItem();
        ac.PlaySFX(enemyDeathSounds.GetRandomElement());

        GameObject de = Instantiate(deathExplosion, transform.position, Quaternion.identity);

        Velocity2D.Data v2d = new Velocity2D.Data(
            new Velocity2D.Data.Refs(data.refs.ts),
            leftMovement.GetVelocity());
        Velocity2D lm = de.GetComponent <Velocity2D>();

        lm.SetData(v2d);

        Destroy(gameObject);
    }