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ShmupEnemy.cs
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ShmupEnemy.cs
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using UnityEngine;
using System.Collections;
public class ShmupEnemy : MonoBehaviour
{
public float speed;
public float FireRate = 0.3f;
public GameObject explosion;
public GameObject EnemyBullet;
public float BulletSpawnX;
public float BulletSpawnY;
private Score scores;
public int points = 50;
public int numberOfShots = 3;
public float waitTime = 0.5f;
public bool canFire = true;
public bool dropping = false;
public bool zigzag = false;
public int HP = 5;
public float waveHeight = 5f;
public float waveSpeed = 2f;
public bool reverse = false;
public bool movingTurret = false;
public GameObject pickup;
void Start()
{
scores = GameObject.Find("Canvas").GetComponent<Score>();
if (canFire)
{
StartCoroutine(Firing());
}
}
void Update()
{
if (!dropping)
{
Movement();
}
if(HP <= 0)
{
if (dropping)
{
Instantiate(pickup, transform.position, new Quaternion());
}
Instantiate(explosion, transform.position, new Quaternion());
Destroy(gameObject);
}
}
void Movement()
{
if(zigzag)
{
if (movingTurret)
{
float xPos = 0f;
float yPos = 0f;
if (reverse)
{
xPos = -Mathf.Sin(Time.time * waveSpeed) * waveHeight / 6;
}
else
{
xPos = Mathf.Sin(Time.time * waveSpeed) * waveHeight / 6;
}
transform.Translate(new Vector3(xPos, 0, 0) * Time.deltaTime);
}
else
{
float xPos = 0f;
float yPos = 0f;
if (reverse)
{
yPos = -Mathf.Sin(Time.time * waveSpeed) * waveHeight / 6;
}
else
{
yPos = Mathf.Sin(Time.time * waveSpeed) * waveHeight / 6;
}
xPos -= Time.deltaTime * speed * 10f;
transform.Translate(new Vector3(xPos, yPos, 0) * Time.deltaTime);
}
}
else
{
transform.Translate(Vector3.left * speed * Time.deltaTime);
}
}
void Fire()
{
Vector3 position = transform.position;
position.x += BulletSpawnX;
position.y += BulletSpawnY;
Instantiate(EnemyBullet, position, Quaternion.Euler(0, 0, 0));
}
void OnTriggerEnter2D(Collider2D collider)
{
if(collider.tag == "Player" || collider.tag =="Worm")
{
HP = 0;
}
if (collider.tag == "p1Bullet" || collider.tag == "p1Bullet2" || collider.tag == "p1Bullet3" || collider.tag == "p1Bomb")
{
scores.hit++;
scores.timer = scores.cTime;
scores.combo++;
if (scores.cmb == true)
{
scores.score += points * scores.combo;
}
else
{
scores.combo = 0;
scores.score += points;
}
}
if (collider.tag == "p2Bullet" || collider.tag == "p2Bullet2" || collider.tag == "p2Bullet3" || collider.tag == "p2Bomb")
{
scores.hit2++;
scores.timer2 = scores.cTime;
scores.combo2++;
if (scores.cmb2 == true)
{
scores.score2 += points * scores.combo2;
}
else
{
scores.combo2 = 0;
scores.score2 += points;
}
}
if (collider.tag == "p1Bullet" || collider.tag == "p2Bullet")
{
HP -= Projectile.bullet1Dmg;
}
if (collider.tag == "p1Bullet2" || collider.tag == "p2Bullet2")
{
HP -= Projectile.bullet2Dmg;
}
if (collider.tag == "p1Bullet3" || collider.tag == "p2Bullet3")
{
HP -= Projectile.bullet3Dmg;
}
if (collider.tag == "p1Bomb" || collider.tag == "p2Bomb")
{
HP -= Projectile.bombDmg;
}
if (collider.tag == "pBoundary")
{
Destroy(gameObject);
}
}
IEnumerator Firing()
{
yield return new WaitForSeconds(waitTime);
for (int i = 0; i < numberOfShots; i++)
{
Fire();
yield return new WaitForSeconds(FireRate);
}
}
}