public void Start() { upgradeCost = 400; description = "The generator produces power which can be used to power up ship components and weapons."; upgradeDescription = "Upgrading the power generator will provide additional power and power profiles that can be switched while in combat."; componentName = "Advanced Power Plant"; controller = GetComponent<Controller>(); if (controller == null) controller = PlayerController.PC; owner = controller.owner; }
private void Start() { collider = GetComponent<Collider2D>(); controller = transform.parent.GetComponent<Controller>(); controller.hullRef = this; owner = controller.owner; hullClass = controller.hullClass; initialize(); _hull = maxHull; sprite = GetComponent<SpriteRenderer>(); if (owner == Controller.Owner.Enemy) { setUpBehaviorController(); sprite.color = controller.hullColor; } else sprite.color = GameManager.Instance.shipColor; lowestHullValue = maxHull; }
protected override void Fire() { if (targetTracker == null) { targetTracker = Target; } if(targetTracker != Target && Target != null) { resetBeam(); targetTracker = Target; } if (hasDuration) { if (!canFire) { return; } } if (firing == true) return; if(owner == Controller.Owner.Player) tController = Target.transform.parent.GetComponent<Controller>(); if (owner == Controller.Owner.Enemy) tController = PlayerController.PC; firing = true; beam.enabled = true; end.position = start.position; beam.SetPosition(1, end.position); animatingDuration = false; HOTween.To(end, .1f, new TweenParms().Prop("position", Target.transform.position).UpdateType(UpdateType.Update).Ease(EaseType.EaseInSine).OnComplete(hittingEnemy).OnUpdate(animateBeam)); }
public override void initialize(Controller.Owner o) { if (initialized) return; owner = o; engineType = controller.getEngine(); switch (engineType) { case Controller.EngineType.playerEngine1: speed = 1.75f; boostDuration = 2; boostCooldown = 10; canBoost = false; typeRating = 1; componentclass = componentName +" I"; break; case Controller.EngineType.playerEngine2: speed = 2.25f; boostDuration = 3; boostCooldown = 7; canBoost = false; typeRating = 2; componentclass = componentName +" II"; upgradeCost = upgradeCost * 2;//Compensate for starting as a duster break; case Controller.EngineType.playerEngine3: speed = 2.75f; boostDuration = 4; boostCooldown = 5; canBoost = false; typeRating = 3; componentclass = componentName +" III"; break; case Controller.EngineType.enemyEngine1: speed = 2; boostDuration = 2; boostCooldown = 20; canBoost = false; typeRating = 1; componentclass = componentName +" I"; break; case Controller.EngineType.enemyEngine2: speed = 2.5f; boostDuration = 3; boostCooldown = 15; canBoost = false; typeRating = 2; componentclass = componentName +" II"; break; case Controller.EngineType.enemyEngine3: speed = 3; boostDuration = 4; boostCooldown = 10; canBoost = false; typeRating = 3; componentclass = componentName +" III"; break; case Controller.EngineType.boss1: speed = 3; boostDuration = 4; boostCooldown = 10; canBoost = false; typeRating = 3; componentclass = componentName +" III"; break; case Controller.EngineType.boss2: speed = 3.25f; boostDuration = 4; boostCooldown = 10; canBoost = false; typeRating = 3; componentclass = componentName + " III"; break; } setPowerMod(); addToController(); initialized = true; }
public override void initialize(Controller.Owner o) { if (initialized) return; owner = o; shieldType = controller.getShield(); switch (shieldType) { case Controller.ShieldType.playerShield1: typeRating = 1; maxShield = 200; regenRate = 10; regenDelay = 10; componentclass = componentName +" I"; break; case Controller.ShieldType.playerShield2: typeRating = 2; maxShield = 400; regenRate = 20; regenDelay = 9; componentclass = componentName +" II"; break; case Controller.ShieldType.playerShield3: typeRating = 3; maxShield = 600; regenRate = 30; regenDelay = 8; componentclass = componentName +" III"; break; case Controller.ShieldType.enemyShield1: typeRating = 1; maxShield = 30; regenRate = 5; regenDelay = 10; componentclass = componentName +" I"; break; case Controller.ShieldType.enemyShield2: typeRating = 2; maxShield = 50; regenRate = 10; regenDelay = 9; componentclass = componentName +" II"; break; case Controller.ShieldType.enemyShield3: typeRating = 3; maxShield = 75; regenRate = 15; regenDelay = 8; componentclass = componentName +" III"; break; case Controller.ShieldType.boss1: typeRating = 3; maxShield = 200; regenRate = 30; regenDelay = 5; componentclass = componentclass = componentName + " III"; break; case Controller.ShieldType.boss2: typeRating = 3; maxShield = 300; regenRate = 50; regenDelay = 5; componentclass = componentclass = componentName + " III"; break; } shields = maxShield; setPowerMod(); addToController(); }
public override void initialize(Controller.Owner o) { if (initialized) return; owner = o; pdsType = controller.getPDS(); switch (pdsType) { case Controller.PDSType.playerPDSType1: damage = 1; range = 20; typeRating = 1; componentclass = componentName +" I"; break; case Controller.PDSType.playerPDSType2: damage = 1.5f; range = 25; typeRating = 2; componentclass = componentName +" II"; break; case Controller.PDSType.playerPDSType3: damage = 2; range = 30; typeRating = 3; componentclass = componentName +" III"; break; case Controller.PDSType.enemyPDSType1: damage = 1; range = 17; typeRating = 1; componentclass = componentName +" I"; break; case Controller.PDSType.enemyPDSType2: damage = 1.5f; range = 22; typeRating = 2; componentclass = componentName +" II"; break; case Controller.PDSType.enemyPDSType3: damage = 2; range = 27; typeRating = 3; componentclass = componentName +" III"; break; case Controller.PDSType.boss1: damage = 1.5f; range = 27; typeRating = 3; componentclass = componentName + " III"; break; case Controller.PDSType.boss2: damage = 2; range = 27; typeRating = 3; componentclass = componentName + " III"; break; } addToController(); foreach (PDSTurret pds in pdsturrets) { pds.setReference(controller); } setTargetLayer(); setPowerMod(); initialized = true; }
public void initialize() { if (controller == null) controller = PlayerController.PC; powerGeneratorType = controller.getPowerGenerator(); switch (powerGeneratorType) { case Controller.PowerGeneratorType.playerPGType1: maxAvailablePower = 12 + controller.PowerBonus; availablePower = maxAvailablePower - powerInUse; if (availablePower > maxAvailablePower) availablePower = maxAvailablePower; componentclass = componentName + " I"; powerProfiles = 1; break; case Controller.PowerGeneratorType.playerPGType2: maxAvailablePower = 15 + controller.PowerBonus; availablePower = maxAvailablePower - powerInUse; if (availablePower > maxAvailablePower) availablePower = maxAvailablePower; componentclass = componentName + " II"; powerProfiles = 2; break; case Controller.PowerGeneratorType.playerPGType3: maxAvailablePower = 18 + controller.PowerBonus; availablePower = maxAvailablePower - powerInUse; if (availablePower > maxAvailablePower) availablePower = maxAvailablePower; componentclass = componentName + " III"; powerProfiles = 3; break; case Controller.PowerGeneratorType.enemyPGType1: maxAvailablePower = 9 + controller.PowerBonus; availablePower = maxAvailablePower - powerInUse; if (availablePower > maxAvailablePower) availablePower = maxAvailablePower; componentclass = componentName + " I"; break; case Controller.PowerGeneratorType.enemyPGType2: maxAvailablePower = 12 + controller.PowerBonus; availablePower = maxAvailablePower - powerInUse; if (availablePower > maxAvailablePower) availablePower = maxAvailablePower; componentclass = componentName + " II"; break; case Controller.PowerGeneratorType.enemyPGType3: maxAvailablePower = 15 + controller.PowerBonus; availablePower = maxAvailablePower - powerInUse; if (availablePower > maxAvailablePower) availablePower = maxAvailablePower; componentclass = componentName + " II"; break; case Controller.PowerGeneratorType.boss1: maxAvailablePower = 25 + controller.PowerBonus; availablePower = maxAvailablePower - powerInUse; if (availablePower > maxAvailablePower) availablePower = maxAvailablePower; componentclass = componentName + " II"; break; case Controller.PowerGeneratorType.boss2: maxAvailablePower = 30 + controller.PowerBonus; availablePower = maxAvailablePower - powerInUse; if (availablePower > maxAvailablePower) availablePower = maxAvailablePower; componentclass = componentName + " II"; break; } if(owner == Controller.Owner.Player)//initialize power bar if player PowerManagementPanel.pmp.initialize(); }