diff --git a/.gitignore b/.gitignore
index 6595497..a648217 100644
--- a/.gitignore
+++ b/.gitignore
@@ -65,6 +65,9 @@ sysinfo.txt
# Crashlytics generated file
crashlytics-build.properties
-
# End of https://www.gitignore.io/api/unity
+# Remove DS_Store
+**/.DS_Store
+ProjectSettings/ProjectVersion.txt
+
diff --git a/Assets/81-Custom__Move-NewMove.cs.txt b/Assets/81-Custom__Move-NewMove.cs.txt
index f56577c..44ad838 100644
--- a/Assets/81-Custom__Move-NewMove.cs.txt
+++ b/Assets/81-Custom__Move-NewMove.cs.txt
@@ -1,4 +1,4 @@
-using System.Collections;
+using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@@ -7,19 +7,20 @@ using AOEs;
using BossCore;
using Moves.Basic;
using Projectiles;
-using static BossController;
+
+using static Constants.Positions;
namespace Moves.User
{
- public class #SCRIPTNAME# : AISequence
+ public class #SCRIPTNAME# : Move
{
- public #SCRIPTNAME#() : base
- (
- // Your AISequence here
- )
+ public #SCRIPTNAME#()
{
Description = "Your description here";
- Difficulty = 1f;
+ Difficulty = -1f;
+ Sequence = new AISequence(
+ // Your sequence here
+ );
}
}
}
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index 4ecdd12..789e8a2 100644
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@@ -1,5 +1,5 @@
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new file mode 100644
index 0000000..949b3cb
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new file mode 100644
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new file mode 100644
index 0000000..c2215f3
--- /dev/null
+++ b/Assets/Art/Materials/Grid Material.mat
@@ -0,0 +1,80 @@
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new file mode 100644
index 0000000..f2fee4f
--- /dev/null
+++ b/Assets/Art/Shaders/GridShader.shader
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+Shader "Custom/GridShader" {
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+ ZWrite Off
+ Blend SrcAlpha OneMinusSrcAlpha
+
+ CGPROGRAM
+
+ // Define the vertex and fragment shader functions
+ #pragma vertex vert
+ #pragma fragment frag
+
+ // Access Shaderlab properties
+ uniform float _GridThickness;
+ uniform float _GridSpacing;
+ uniform float4 _GridColour;
+ uniform float4 _BaseColour;
+
+ // Input into the vertex shader
+ struct vertexInput {
+ float4 vertex : POSITION;
+ };
+
+ // Output from vertex shader into fragment shader
+ struct vertexOutput {
+ float4 pos : SV_POSITION;
+ float4 worldPos : TEXCOORD0;
+ };
+
+ // VERTEX SHADER
+ vertexOutput vert(vertexInput input) {
+ vertexOutput output;
+ output.pos = UnityObjectToClipPos(input.vertex);
+ // Calculate the world position coordinates to pass to the fragment shader
+ output.worldPos = mul(unity_ObjectToWorld, input.vertex);
+ return output;
+ }
+
+ // FRAGMENT SHADER
+ float4 frag(vertexOutput input) : COLOR {
+ if (frac(input.worldPos.x/_GridSpacing) < _GridThickness || frac(input.worldPos.y/_GridSpacing) < _GridThickness) {
+ return _GridColour;
+ }
+ else if (frac(input.worldPos.x/_GridSpacing) < _GridThickness || frac(input.worldPos.z/_GridSpacing) < _GridThickness) {
+ return _GridColour;
+ }
+ else {
+ return _BaseColour;
+ }
+ }
+ ENDCG
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Art/Shaders/GridShader.shader.meta b/Assets/Art/Shaders/GridShader.shader.meta
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diff --git a/Assets/Art/Shaders/LavaShader.shader b/Assets/Art/Shaders/LavaShader.shader
new file mode 100644
index 0000000..b68135b
--- /dev/null
+++ b/Assets/Art/Shaders/LavaShader.shader
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+Shader "Custom/LavaShader" {
+ Properties {
+ _Color ("Color", Color) = (1,1,1,1)
+ _MainTex ("Albedo (RGB)", 2D) = "white" {}
+ [NoScaleOffset] _FlowMap ("Flow (RG)", 2D) = "black" {}
+ _FlowSpeed ("Flow Speed", Range(0,1)) = 0.03
+ _ZoomScale ("Zoom Scale", Range(0, 2)) = 0.04
+ _Glossiness ("Smoothness", Range(0,1)) = 0.5
+ _Metallic ("Metallic", Range(0,1)) = 0.0
+ }
+ SubShader {
+ Tags { "RenderType"="Opaque" }
+ LOD 200
+
+ CGPROGRAM
+ #pragma surface surf Standard fullforwardshadows
+ #pragma target 3.0
+
+ sampler2D _MainTex, _FlowMap;
+
+ struct Input {
+ float2 uv_MainTex;
+ };
+
+ half _Glossiness;
+ half _Metallic;
+ fixed4 _Color;
+ float _FlowSpeed;
+ float _ZoomScale;
+
+ float2 FlowUV(float2 uv, float2 flowVector, float time) {
+ float progress = frac(time * _FlowSpeed);
+ return uv - flowVector * progress;
+ }
+
+ float2 FlowOffset(float2 uv, float time) {
+ float2 offset = _FlowSpeed * float2(cos(time), sin(time));
+ float scale = 1.0 + (_ZoomScale * cos(time));
+ return 0.5 + (scale * (uv - 0.5)) + offset;
+ }
+
+ void surf (Input IN, inout SurfaceOutputStandard o) {
+ //float2 flowVector = tex2D(_FlowMap, IN.uv_MainTex).rg * 2 - 1;
+ //float2 uv = FlowUV(IN.uv_MainTex, flowVector, _Time.y);
+ float2 uv = FlowOffset(IN.uv_MainTex, _Time.y);
+ fixed4 c = tex2D (_MainTex, uv) * _Color;
+ o.Albedo = c.rgb;
+ o.Metallic = _Metallic;
+ o.Smoothness = _Glossiness;
+ o.Alpha = c.a;
+ }
+ ENDCG
+ }
+ FallBack "Diffuse"
+}
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m_ReflectionProbeUsage: 1
m_RenderingLayerMask: 4294967295
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m_LightProbeVolumeOverride: {fileID: 0}
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m_GameObject: {fileID: 498775560}
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m_ReflectionProbeUsage: 1
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m_LightProbeVolumeOverride: {fileID: 0}
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diff --git a/Assets/Scenes/LavaScene.unity.meta b/Assets/Scenes/LavaScene.unity.meta
new file mode 100644
index 0000000..bcac8e0
--- /dev/null
+++ b/Assets/Scenes/LavaScene.unity.meta
@@ -0,0 +1,7 @@
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diff --git a/Assets/Scripts/.DS_Store b/Assets/Scripts/.DS_Store
deleted file mode 100644
index 99982f7..0000000
Binary files a/Assets/Scripts/.DS_Store and /dev/null differ
diff --git a/Assets/Scripts/Boss Core/AI/AIPhase.cs b/Assets/Scripts/Boss Core/AI/AIPhase.cs
index 0621342..6c77e5d 100644
--- a/Assets/Scripts/Boss Core/AI/AIPhase.cs
+++ b/Assets/Scripts/Boss Core/AI/AIPhase.cs
@@ -9,11 +9,26 @@ namespace AI
{
public partial class AIPhase
{
- // What's the amount of health we have this phase?
- public int maxHealth = 100;
-
- // How big is the arena this phase?
- public float maxArenaRadius = 50f;
+ ///
+ /// What's the amount of health we have this phase?
+ ///
+ /// The max health.
+ public int MaxHealth { get; set; } = 100;
+
+ ///
+ /// How big is the arena this phase?
+ ///
+ /// The max arena radius.
+ public float MaxArenaRadius { get; set; } = 50f;
+
+ ///
+ /// If this value is true, we adjust the probability weights of the moves to be
+ /// closer to the global difficulty parameter. This parameter is based on how
+ /// aggressive the player is + how much damage they've taken recently (indicating
+ /// their proficiency at this difficulty).
+ ///
+ /// true if dynamic difficulty; otherwise, false.
+ public bool DynamicDifficulty { get; set; } = false;
private List phaseSequences;
private List scriptedSequences;
@@ -29,16 +44,6 @@ public AIPhase()
repeatingScriptedSequences = new List();
}
- public AIPhase SetMaxHealth(int health) {
- this.maxHealth = health;
- return this;
- }
-
- public AIPhase SetMaxArenaRadius(float width) {
- this.maxArenaRadius = width;
- return this;
- }
-
public AIPhase AddSequence(int weight, AISequence sequence) {
phaseSequences.Add(new AIPhaseComponent(weight, sequence));
totalWeight += weight;
@@ -69,6 +74,7 @@ public AISequence GetNext()
foreach (AIPhaseScriptedComponent component in scriptedSequences) {
// Only run if the event is scheduled to run.
if (count == component.everyX) {
+ //Debug.Log("Returned scripted ai sequence");
return component.sequence;
}
}
@@ -78,11 +84,13 @@ public AISequence GetNext()
{
if (count == 0 && component.everyX == 0)
{
+ //Debug.Log("Returned scheduled scripted ai sequence");
return component.sequence;
}
if (count % component.everyX == 0)
{
+ //Debug.Log("Returned scheduled scripted ai sequence");
return component.sequence;
}
}
@@ -91,7 +99,9 @@ public AISequence GetNext()
int targetWeight = Random.Range(0, totalWeight);
int currentWeight = 0;
foreach (AIPhaseComponent component in phaseSequences) {
- if (targetWeight < currentWeight + component.weight) {
+ if (targetWeight < currentWeight + component.weight)
+ {
+ //Debug.Log("Returned random ai sequence");
return component.sequence;
}
currentWeight += component.weight;
diff --git a/Assets/Scripts/Boss Core/AI/AIRoutine.cs b/Assets/Scripts/Boss Core/AI/AIRoutine.cs
new file mode 100644
index 0000000..dd66584
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/AIRoutine.cs
@@ -0,0 +1,33 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace AI
+{
+ public class AIRoutine
+ {
+ public List Phases { get; protected set; }
+ public AIPhase CurrentPhase
+ {
+ get
+ {
+ return phaseIndex > Phases.Count ? null : Phases[phaseIndex];
+ }
+ }
+ private int phaseIndex = -1;
+
+ public AIRoutine() {
+ Phases = new List();
+ //AISequence.ShouldAllowInstantiation = true;
+ }
+
+ public AIPhase NextPhase() {
+ phaseIndex++;
+ return CurrentPhase;
+ }
+
+ public void Reset() {
+ phaseIndex = -1;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Boss Core/AI/EventQueue.cs.meta b/Assets/Scripts/Boss Core/AI/AIRoutine.cs.meta
similarity index 83%
rename from Assets/Scripts/Boss Core/AI/EventQueue.cs.meta
rename to Assets/Scripts/Boss Core/AI/AIRoutine.cs.meta
index e681110..2975dbf 100644
--- a/Assets/Scripts/Boss Core/AI/EventQueue.cs.meta
+++ b/Assets/Scripts/Boss Core/AI/AIRoutine.cs.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 802ca8a94c1464a528e75717de4bb0a5
+guid: 05873f5566ce1408393733780e1c5fae
MonoImporter:
externalObjects: {}
serializedVersion: 2
diff --git a/Assets/Scripts/Boss Core/AI/AISequence.cs b/Assets/Scripts/Boss Core/AI/AISequence.cs
index 48805ec..509a577 100644
--- a/Assets/Scripts/Boss Core/AI/AISequence.cs
+++ b/Assets/Scripts/Boss Core/AI/AISequence.cs
@@ -1,18 +1,13 @@
using System.Collections;
using System.Collections.Generic;
-using BossCore;
+using Constants;
using UnityEngine;
namespace AI
-{
- /*
- * Some delegates used to generate a sequence of events that need more dynamic
- * information. This allows for for loops over sequences and events.
- */
- public delegate AISequence[] GenerateSequences();
- public delegate AISequence GenerateSequence();
+{
+ using ForBodyExpression = System.Linq.Expressions.Expression;
- public partial class AISequence
+ public class AISequence
{
///
/// When calling ToString on AISequences, should we try to expand sequence generator
@@ -20,41 +15,18 @@ public partial class AISequence
///
public static bool ShouldTryExpandFunctions = false;
- ///
- /// Should we allow new AISequences to be generated? This is false by default; when
- /// we are ready to load in the sequence dictionaries, we set this to true. This will
- /// catch floating AISequence declarations at runtime.
- ///
- public static bool ShouldAllowInstantiation = false;
-
- private static void CheckAllowInstantiation()
+ // A list of events to execute. This is the data, or leaf, of the recursive structure.
+ public AIEvent[] Events
{
- if (!ShouldAllowInstantiation)
- {
- throw new System.Exception("Free-floating AISequence generated outside of Load().");
- }
+ get; protected set;
}
- // TODO put these in a publically accessable location. Possibly in world or game manager.
- public static ProxyVector3 PLAYER_POSITION = new ProxyVector3(() => { return GameManager.Player.transform.position + World.Arena.CENTER; });
- public static ProxyVector3 DELAYED_PLAYER_POSITION = new ProxyVector3(() =>
- {
- return BossController.isPlayerLocked ? BossController.playerLockPosition : GameManager.Player.transform.position + World.Arena.CENTER;
- });
- public static ProxyVector3 BOSS_POSITION = new ProxyVector3(() => { return GameManager.Boss.transform.position; });
- public static ProxyVector3 RANDOM_IN_ARENA = new ProxyVector3(() =>
- {
- float angle = Random.value * 360;
- float distance = Random.Range(0, GameManager.Arena.RadiusInWorldUnits);
- return distance * (Quaternion.AngleAxis(angle, Vector3.up) * Vector3.forward) + World.Arena.CENTER;
- });
-
- // A list of events to execute.
- public AIEvent[] events;
- private AISequence[] children;
-
+ // The AISequence children. This represents an intermediate node in the recursion.
public delegate AISequence[] AISequenceGenerator();
- public AISequenceGenerator GetChildren;
+ public AISequenceGenerator Children
+ {
+ get; protected set;
+ }
/*
* A relative difficulty parameter.
@@ -101,16 +73,19 @@ public string Description
get; protected set;
}
- public override string ToString() {
- if (Description != null) {
+ public override sealed string ToString()
+ {
+ if (Description != null)
+ {
return Description;
}
string fullDesc = null;
- AISequence[] sequences = GetChildren();
+ AISequence[] sequences = Children();
if (sequences != null)
{
- if (sequences.Length > 0) {
+ if (sequences.Length > 0)
+ {
fullDesc += sequences[0];
}
@@ -124,7 +99,7 @@ public override string ToString() {
// collapse into something easier to read. For now, ShouldTryExpandFunctions is false so
// we don't have a million sequences printing out.
}
- else if (events != null)
+ else if (Events != null)
{
fullDesc += "Some events executed, and that's all we know.";
}
@@ -134,71 +109,26 @@ public override string ToString() {
#region Constructors
- // Used internally as a shortcut.
- protected AISequence(AIEvent[] events) {
- CheckAllowInstantiation();
- this.events = events;
- this.children = null;
-
- this.GetChildren = () => { return children; };
- }
-
- /*
- * Creates a new singleton AISequence from the given Action.
- * This has no delay after its event.
- */
- public AISequence(AIEvent.Action a)
+ // Used internally within AISequence.
+ private AISequence(AIEvent[] events)
{
- CheckAllowInstantiation();
- this.events = new AIEvent[] { new AIEvent(0f, a) };
- this.children = null;
-
- this.GetChildren = () => { return children; };
- }
-
- /*
- * Takes an arbitrary length list of AISequences and combines them into an AISequence.
- */
- public AISequence(params AISequence[] sequences)
- {
- CheckAllowInstantiation();
- this.events = null;
- this.children = sequences;
-
- this.GetChildren = () => { return children; };
+ this.Events = events;
+ this.Children = () => { return null; };
}
- /*
- * Keeps track of a function that can "explode" into a list of AISequences.
- * When this is added to the event queue, this function is called.
- */
- public AISequence(GenerateSequences genFunction)
+ ///
+ /// Takes an arbitrary length list of AISequences and combines them into an AISequence.
+ ///
+ /// A variable length list of sequences.
+ public AISequence(params AISequence[] sequences)
{
- CheckAllowInstantiation();
- this.events = null;
- this.children = null;
-
- this.GetChildren = () => genFunction();
- this.Description = ShouldTryExpandFunctions ? null : "Some sequences were generated from a function.";
- }
-
- /*
- * Keeps track of a function that can "explode" into a single AISequence.
- * When this is added to the event queue, this function is called.
- */
- public AISequence(GenerateSequence genFunction)
- {
- CheckAllowInstantiation();
- this.events = null;
- this.children = null;
-
- this.GetChildren = () => new AISequence[] { genFunction() };
- this.Description = ShouldTryExpandFunctions ? null : "A sequence was generated from a function.";
+ this.Events = null;
+ this.Children = () => { return sequences; };
}
#endregion
- #region Somewhat internal tools for AISequences
+ #region Internal tools for AISequences
private static AIEvent BasicMerge(params AIEvent[] events)
{
@@ -249,31 +179,37 @@ private static AISequence SequentialMerge(AISequence[] sequences)
* array of AIEvents. This will execute any generation functions every time
* it is called, and so the exact list returned may vary between method calls.
*/
- public AIEvent[] Flatten() {
+ private AIEvent[] Flatten()
+ {
return FlattenRecur(this);
}
- private AIEvent[] FlattenRecur(AISequence sequence) {
+ private AIEvent[] FlattenRecur(AISequence sequence)
+ {
- AISequence[] seqChildren = sequence.GetChildren();
- if (seqChildren != null) {
+ AISequence[] seqChildren = sequence.Children();
+ if (seqChildren != null)
+ {
List childrenEvents = new List();
- for (int i = 0; i < seqChildren.Length; i++) {
+ for (int i = 0; i < seqChildren.Length; i++)
+ {
childrenEvents.AddRange(FlattenRecur(seqChildren[i]));
}
return childrenEvents.ToArray();
}
- if (sequence.events == null) {
+ if (sequence.Events == null)
+ {
Debug.LogError("Failed to flatten AISequence: \"" + sequence + "\". Children and Events are both null.");
}
- return sequence.events; // If null, will crash AddRange above
+ return sequence.Events; // If null, will crash AddRange above
}
#endregion
#region Tools to construct AISequences
+
/*
* Merges the given array of AISequences, and executes all of them concurrently.
*
@@ -281,8 +217,21 @@ private AIEvent[] FlattenRecur(AISequence sequence) {
* or stitching various "ShootArc" methods.
*
* On a more complex scale, two separate sets of tasks can be executed in parallel.
- */
+ *
+ * Note: This returns a new AISequence because "MergeCoerce" flattens the sequences passed in.
+ * This fixes random values, and so breaks a lot of the sequences. Making the MergeCoerce call
+ * take place in a delegate means it'll resample "sequences" every time.
+ */
public static AISequence Merge(params AISequence[] sequences)
+ {
+ return new AISequence
+ {
+ Children = () => new AISequence[] { MergeCoerce(sequences) }
+ };
+ }
+
+ // Merges the given array of AISequences and executes all of them concurrently.
+ private static AISequence MergeCoerce(params AISequence[] sequences)
{
int[] indicies = new int[sequences.Length];
float[] startTimes = new float[sequences.Length];
@@ -359,8 +308,9 @@ public static AISequence Merge(params AISequence[] sequences)
mergedDesc += sequences[sequences.Length - 1];
mergedDesc += ").";
- return new AISequence(finalEventsList.ToArray()) {
- Description = mergedDesc
+ return new AISequence(finalEventsList.ToArray())
+ {
+ Description = mergedDesc
};
}
@@ -374,21 +324,24 @@ public static AISequence Merge(List sequences)
*/
public AISequence Times(int times)
{
- if (times <= 0)
+ if (times <= 0)
{
Debug.LogError("Cannot repeat sequence 0 or fewer times");
times = 1;
}
- if (times == 1) {
+ if (times == 1)
+ {
return this;
}
AISequence[] newSequences = new AISequence[times];
- for (int i = 0; i < times; i++) {
+ for (int i = 0; i < times; i++)
+ {
newSequences[i] = this;
}
- return new AISequence(newSequences) {
- Description = times + " times: "
+ return new AISequence(newSequences)
+ {
+ Description = times + " times: "
};
}
@@ -407,8 +360,9 @@ public AISequence Wait(float duration)
*/
public static AISequence Pause(float duration)
{
- return new AISequence(new AIEvent[] { new AIEvent(duration, () => { }) }) {
- Description = "Wait for " + duration + " seconds."
+ return new AISequence(new AIEvent[] { new AIEvent(duration, () => { }) })
+ {
+ Description = "Wait for " + duration + " seconds."
};
}
@@ -425,31 +379,33 @@ public AISequence Then(AISequence seq)
*/
public static AISequence Either(params AISequence[] sequences)
{
- return new AISequence(() =>
+ return new AISequence
{
- return sequences[(int)(Random.value * sequences.Length)];
- });
+ Events = null,
+ Children = () => new AISequence[] { sequences[(int)(Random.value * sequences.Length)] },
+ Description = "A sequence was chosen randomly from a list."
+ };
}
// A delegate that captures an iterator in a for loop
public delegate AISequence ForBody(float iterator);
- public static AISequence For(float count, ForBody body)
+ public static AISequence For(float count, ForBodyExpression body)
{
if (count <= 0)
{
Debug.LogError("Found a for loop with negative count.");
- return body(0);
+ return body.Compile().Invoke(0);
}
return For(0, count, 1, body);
}
- public static AISequence For(float start, float end, ForBody body)
+ public static AISequence For(float start, float end, ForBodyExpression body)
{
if (end < start)
{
Debug.LogError("Found a for loop with end before start.");
- return body(start);
+ return body.Compile().Invoke(start);
}
return For(start, end, 1, body);
}
@@ -461,19 +417,18 @@ public static AISequence For(float start, float end, ForBody body)
* separate events; if the ForBody's AISequence has a delay, this will appear
* between all the events produced.
*/
- public static AISequence For(float start, float end, float step, ForBody body)
+ public static AISequence For(float start, float end, float step, ForBodyExpression body)
{
- Debug.Log("For called!");
if (Mathf.Approximately(step, 0))
{
Debug.LogError("Found for loop with step size 0.");
- return body(start);
+ return body.Compile().Invoke(start);
}
if (Mathf.Abs(Mathf.Sign(end - start) - Mathf.Sign(step)) > 0.01f)
{
Debug.LogError("Found for loop that will never terminate.");
- return body(start);
+ return body.Compile().Invoke(start);
}
AISequence[] sequences = new AISequence[(int)Mathf.Abs((end - start) / step)];
@@ -482,25 +437,25 @@ public static AISequence For(float start, float end, float step, ForBody body)
{
for (float i = start; i > end; i += step)
{
- sequences[count++] = body(i);
+ sequences[count++] = body.Compile().Invoke(i);
}
}
else
{
for (float i = start; i < end; i += step)
{
- sequences[count++] = body(i);
+ sequences[count++] = body.Compile().Invoke(i);
}
}
return new AISequence(sequences);
}
- public static AISequence ForConcurrent(float count, ForBody body)
+ public static AISequence ForConcurrent(float count, ForBodyExpression body)
{
return ForConcurrent(0, count, 1, body);
}
- public static AISequence ForConcurrent(float start, float end, ForBody body)
+ public static AISequence ForConcurrent(float start, float end, ForBodyExpression body)
{
return ForConcurrent(start, end, 1, body);
}
@@ -512,14 +467,106 @@ public static AISequence ForConcurrent(float start, float end, ForBody body)
* This means a wait returned by ForBody will happen at the end, rather than
* between each sequence.
*/
- public static AISequence ForConcurrent(float start, float end, float step, ForBody body)
+ public static AISequence ForConcurrent(float start, float end, float step, ForBodyExpression body)
{
- return Merge(For(start, end, step, body).GetChildren());
+ return Merge(For(start, end, step, body).Children());
}
+ public static AISequence If(bool condition, AISequence then)
+ {
+ return condition ? then : Pause(0f);
+ }
+ public static AISequence If(bool condition, AISequence then, AISequence _else)
+ {
+ return condition ? then : _else;
+ }
+ // TODO this isn't pretty but it works.
+ // I tried using ProxyVariables but then everything needs to use them. Is there a better way
+ // to get randomness in the moves?
+ public static AISequence GenerateRandom(ForBody body)
+ {
+ return new AISequence()
+ {
+ Children = () => new AISequence[] { body(Random.value) }
+ };
+ }
- #endregion
+ #endregion
+
+ ///
+ /// Guards against invalid AISequences. Prints via Debug.Log/Error if there are any
+ /// problems with the AISequence. If this returns true, it may still have warnings; if
+ /// this returns false, it will print errors.
+ ///
+ public static bool IsValid(AISequence sequence)
+ {
+ if (sequence == null)
+ {
+ Debug.LogError("Null AISequence added to queue.");
+ return false;
+ }
+
+ // Guard against basic attempts to break the game. A user cannot define InternalMoves.
+ if (!(sequence is Move))
+ {
+ if (sequence is InternalMove)
+ {
+ if (!InternalMove.IsValid(sequence as InternalMove))
+ {
+ Debug.LogError("Found InternalMove that was not recognized. Refusing to execute. Name: " + sequence.Name);
+ return false;
+ } // else ok
+ }
+ }
+
+ // "glue" AISequences are special: AISequences followed by "Then" or "Wait"
+ // won't have descriptions, but can be identified by being direct instances
+ // of the "AISequence" class (vs. subclasses for every other move).
+ //
+ // These guys don't need to have a valid difficulty or description.
+ //bool isGlueSequence = sequence.Name.Equals("AISequence");
+ bool isGlueSequence = sequence.GetType() == typeof(AISequence) || sequence is InternalMove;
+
+ // Warn about unnamed sequences. By default, this shouldn't be called; the standard name is valid.
+ if (sequence.Name == null)
+ {
+ Debug.LogWarning("Found AISequence without a name. Description: " + sequence.Description ?? "not provided.");
+ }
+
+ // Warn if there's a named sequence without a description.
+ //
+ if (sequence.Description == null && !isGlueSequence)
+ {
+ Debug.LogWarning("Found AISequence with a name, but without a description. Name: " + sequence.Name);
+ }
+
+ // Warn about default descriptions.
+ if (sequence.Description != null && sequence.Description.Equals("Your description here"))
+ {
+ Debug.LogWarning("Found AISequence with default description. Name: " + sequence.Name);
+ }
+
+ // Warn if there's a sequence with too high a difficulty.
+ if (sequence.Difficulty >= 8f)
+ {
+ Debug.LogWarning("Found AISequence with very high difficulty (" + sequence.Difficulty + "). Name: " + sequence.Name);
+ }
+
+ // Warn about default difficulty (-1). Glue sequences can ignore this.
+ if (Mathf.Abs(sequence.Difficulty - -1) < 0.01f && !isGlueSequence)
+ {
+ Debug.LogWarning("Found AISequence with default difficulty (-1). Name: " + sequence.Name);
+ }
+
+ // Warn about invalid difficulty (<= 0). Glue sequences can ignore this.
+ if (sequence.Difficulty <= 0f && !isGlueSequence)
+ {
+ Debug.LogWarning("Found AISequence with invalid difficulty (<= 0). Name: " + sequence.Name);
+ }
+
+ return true;
+ }
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/Boss Core/AI/EventQueue.cs b/Assets/Scripts/Boss Core/AI/EventQueue.cs
deleted file mode 100644
index a4d7df8..0000000
--- a/Assets/Scripts/Boss Core/AI/EventQueue.cs
+++ /dev/null
@@ -1,11 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using CombatCore;
-using Moves;
-using UnityEngine;
-using UnityEngine.Profiling;
-
-namespace AI
-{
-
-}
\ No newline at end of file
diff --git a/Assets/Scripts/Boss Core/AI/InternalMove.cs b/Assets/Scripts/Boss Core/AI/InternalMove.cs
new file mode 100644
index 0000000..6018b78
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/InternalMove.cs
@@ -0,0 +1,111 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace AI
+{
+ ///
+ /// A subclass of AISequence that allows for more low-level control over the internal status of the game.
+ ///
+ /// If you need to work with things like moving the camera, instantiating projectiles, or
+ /// messing with the arena size, you need an InternalMove.
+ ///
+ public class InternalMove : AISequence
+ {
+ // Pass-through constructor from AISequence.
+ internal InternalMove(params AISequence[] sequences) : base(sequences) {}
+
+ /*
+ * Creates a new singleton AISequence from the given Action.
+ * This has no delay after its event.
+ */
+ internal InternalMove(AIEvent.Action a)
+ {
+ this.Events = new AIEvent[] { new AIEvent(0f, a) };
+ this.Children = () => { return null; };
+ }
+
+ // Used uniquely by Pause() to generate an AIEvent with a nonzero duration.
+ internal InternalMove(AIEvent a)
+ {
+ this.Events = new AIEvent[] { a };
+ this.Children = () => { return null; };
+ }
+
+ /*
+ * Some delegates used to generate a sequence of events that need more dynamic
+ * information. This allows for for loops over sequences and events.
+ */
+ internal delegate AISequence[] GenerateSequences();
+ internal delegate AISequence GenerateSequence();
+
+ /*
+ * Keeps track of a function that can "explode" into a list of AISequences.
+ * When this is added to the event queue, this function is called.
+ */
+ internal InternalMove(GenerateSequences genFunction)
+ {
+ this.Events = null;
+ this.Children = () => genFunction();
+ this.Description = ShouldTryExpandFunctions ? null : "Some sequences were generated from a function.";
+ }
+
+ /*
+ * Keeps track of a function that can "explode" into a single AISequence.
+ * When this is added to the event queue, this function is called.
+ */
+ internal InternalMove(GenerateSequence genFunction)
+ {
+ this.Events = null;
+ this.Children = () => new AISequence[] { genFunction() };
+ this.Description = ShouldTryExpandFunctions ? null : "A sequence was generated from a function.";
+ }
+
+
+ private static readonly string[] validNames = new string[] {
+ "Invincible",
+ "MoveCamera",
+ "Pause",
+ "PlayerLock",
+ "Shoot1",
+ "Shoot3",
+ "ShootAOE",
+ "ShootArc",
+ "ShootHomingStrafe",
+ "ShootLine",
+ "ShootWall",
+ "Strafe",
+ "Teleport"
+ };
+
+ ///
+ /// Returns true if the internal move is valid.
+ ///
+ /// This checks against the whitelist of known internal moves to see if the provided move matches.
+ /// This helps to prevent users from creating invalid moves and adding them to the queue.
+ ///
+ /// true if the move is valid, false otherwise.
+ /// The move to check.
+ public static bool IsValid(InternalMove move)
+ {
+ string name = move.GetType().Name;
+ bool isNameValid = false;
+ for (int i = 0; i < validNames.Length; i++) {
+ if (validNames[i].Equals(name)) {
+ isNameValid = true;
+ break;
+ }
+ }
+
+ if (!isNameValid) {
+ return false;
+ }
+
+ if (!"Moves.Basic".Equals(move.GetType().Namespace)) {
+ return false;
+ }
+
+ return true;
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/PhaseDictionary.cs.meta b/Assets/Scripts/Boss Core/AI/InternalMove.cs.meta
similarity index 83%
rename from Assets/Scripts/Boss Core/AI/PhaseDictionary.cs.meta
rename to Assets/Scripts/Boss Core/AI/InternalMove.cs.meta
index 6f1c716..8f5cef9 100644
--- a/Assets/Scripts/Boss Core/AI/PhaseDictionary.cs.meta
+++ b/Assets/Scripts/Boss Core/AI/InternalMove.cs.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: decb4450102de468e98fc6d40e9c686d
+guid: 28338ec150eee49e4a3e640291212545
MonoImporter:
externalObjects: {}
serializedVersion: 2
diff --git a/Assets/Scripts/Boss Core/AI/Move.cs b/Assets/Scripts/Boss Core/AI/Move.cs
new file mode 100644
index 0000000..8085636
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Move.cs
@@ -0,0 +1,36 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace AI
+{
+ public class Move : AISequence
+ {
+ // Hide the parent's Children property so that no subclass can use it.
+ public new AISequenceGenerator Children {
+ get; private set;
+ }
+
+ public new AIEvent[] Events {
+ get; private set;
+ }
+
+ private AISequence _sequence;
+ public AISequence Sequence
+ {
+ get {
+ if (_sequence == null) {
+ throw new System.Exception("Move created without a Sequence defined. " +
+ "Either set \"Sequence\" in the constructor or use the base(...) notation.");
+ }
+ return _sequence;
+ }
+
+ protected set { _sequence = value; }
+ }
+
+ public Move() {
+ base.Children = () => new AISequence[] { Sequence };
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/SequenceDictionary.cs.meta b/Assets/Scripts/Boss Core/AI/Move.cs.meta
similarity index 83%
rename from Assets/Scripts/Boss Core/AI/SequenceDictionary.cs.meta
rename to Assets/Scripts/Boss Core/AI/Move.cs.meta
index c01b4a3..0d94c73 100644
--- a/Assets/Scripts/Boss Core/AI/SequenceDictionary.cs.meta
+++ b/Assets/Scripts/Boss Core/AI/Move.cs.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 7a55681d11dcf491ab090510df006cbf
+guid: 84b899b4703c74802b1920cdc598ed4c
MonoImporter:
externalObjects: {}
serializedVersion: 2
diff --git a/Assets/Scripts/Boss Core/Moves.meta b/Assets/Scripts/Boss Core/AI/Moves.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves.meta
rename to Assets/Scripts/Boss Core/AI/Moves.meta
diff --git a/Assets/Scripts/Boss Core/Moves/Basic.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic.meta
diff --git a/Assets/Scripts/Boss Core/Moves/Basic/AOE_120.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_120.cs
similarity index 65%
rename from Assets/Scripts/Boss Core/Moves/Basic/AOE_120.cs
rename to Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_120.cs
index 51f1701..fd4846e 100644
--- a/Assets/Scripts/Boss Core/Moves/Basic/AOE_120.cs
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_120.cs
@@ -8,15 +8,13 @@
namespace Moves.Basic
{
- public class AOE_120 : AISequence
+ public class AOE_120 : Move
{
- public AOE_120() : base
- (
- new ShootAOE(new AOE { FixedWidth = 3f }.On(-60, 60))
- )
+ public AOE_120()
{
Description = "Shoots a 120 degree wide AOE at the player.";
Difficulty = 1f;
+ Sequence = new ShootAOE(new AOEData { FixedWidth = 3f }.On(-60, 60));
}
}
}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic/AOE_120.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_120.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic/AOE_120.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_120.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_131.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_131.cs
new file mode 100644
index 0000000..f6812cc
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_131.cs
@@ -0,0 +1,30 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+using static BossController;
+
+namespace Moves.Basic
+{
+ public class AOE_131 : Move
+ {
+ public AOE_131()
+ {
+ Description = "Shoots an AOE attack in a 1-3-1 pattern.";
+ Difficulty = 5f;
+ Sequence = new AISequence(
+ new Teleport().Wait(0.5f),
+ new PlayerLock(true),
+ new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 5 }.On(-60, 60)).Wait(0.19f),
+ new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 20 }.On(-60, -40).On(-10, 10).On(40, 60)).Wait(0.76f),
+ new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 5 }.On(-60, 60)).Wait(0.2f),
+ new PlayerLock(false).Wait(1f)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic/AOE_131.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_131.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic/AOE_131.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_131.cs.meta
diff --git a/Assets/Scripts/Boss Core/Moves/Basic/AOE_360.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_360.cs
similarity index 64%
rename from Assets/Scripts/Boss Core/Moves/Basic/AOE_360.cs
rename to Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_360.cs
index 1d7d225..39bf303 100644
--- a/Assets/Scripts/Boss Core/Moves/Basic/AOE_360.cs
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_360.cs
@@ -8,15 +8,13 @@
namespace Moves.Basic
{
- public class AOE_360 : AISequence
+ public class AOE_360 : Move
{
- public AOE_360() : base
- (
- new ShootAOE(new AOE { FixedWidth = 3f }.On(0, 360))
- )
+ public AOE_360()
{
Description = "Shoots a 360 degree wide AOE.";
Difficulty = 1f;
+ Sequence = new ShootAOE(new AOEData { FixedWidth = 3f }.On(0, 360));
}
}
}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic/AOE_360.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_360.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic/AOE_360.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_360.cs.meta
diff --git a/Assets/Scripts/Boss Core/Moves/Basic/AOE_90.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_90.cs
similarity index 65%
rename from Assets/Scripts/Boss Core/Moves/Basic/AOE_90.cs
rename to Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_90.cs
index eb45036..88e6c9a 100644
--- a/Assets/Scripts/Boss Core/Moves/Basic/AOE_90.cs
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_90.cs
@@ -8,15 +8,13 @@
namespace Moves.Basic
{
- public class AOE_90 : AISequence
+ public class AOE_90 : Move
{
- public AOE_90() : base
- (
- new ShootAOE(new AOE { FixedWidth = 3f }.On(-45, 45))
- )
+ public AOE_90()
{
Description = "Shoots a 90 degree wide AOE at the player.";
Difficulty = 1f;
+ Sequence = new ShootAOE(new AOEData { FixedWidth = 3f }.On(-45, 45));
}
}
}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic/AOE_90.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_90.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic/AOE_90.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_90.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_2_Waves.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_2_Waves.cs
new file mode 100644
index 0000000..0c0ac7e
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_2_Waves.cs
@@ -0,0 +1,23 @@
+using AI;
+using Projectiles;
+using Constants;
+
+using static BossController;
+
+namespace Moves.Basic
+{
+ public class Shoot_2_Waves : Move
+ {
+ public Shoot_2_Waves()
+ {
+ Description = "Shoots 2 90 waves as one block, encouraging dodging through them.";
+ Difficulty = 4f;
+ Sequence = new AISequence(
+ new Teleport().Wait(0.5f),
+ new ShootArc(100, -45f, 45f, new ProjectileData { AngleOffset = -2.5f, Size = Size.MEDIUM, Speed = Speed.VERY_FAST }),
+ new ShootArc(100, -45f, 45f, new ProjectileData { AngleOffset = 2.5f, Size = Size.MEDIUM, Speed = Speed.VERY_FAST }),
+ new Pause(1f)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_2_Waves.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_2_Waves.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic/Shoot_2_Waves.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_2_Waves.cs.meta
diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Death_Hex.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Death_Hex.cs
similarity index 56%
rename from Assets/Scripts/Boss Core/Moves/Basic/Shoot_Death_Hex.cs
rename to Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Death_Hex.cs
index a37902e..de43e56 100644
--- a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Death_Hex.cs
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Death_Hex.cs
@@ -4,22 +4,21 @@
using AI;
using AOEs;
-using BossCore;
+using Constants;
using Moves.Basic;
using Projectiles;
using static BossController;
namespace Moves.Basic
{
- public class Shoot_Death_Hex : AISequence
+ public class Shoot_Death_Hex : Move
{
- public Shoot_Death_Hex() : base
- (
- new Shoot1(new ProjectileDeathHex()).Wait(1f)
- )
+ public Shoot_Death_Hex(float maxTime = 1f)
{
Description = "Shoots a high-damage projectile that splits into 6 curving projectiles with trails.";
- Difficulty = 4f;
- }
+ Difficulty = 4f;
+ Sequence = new Shoot1(new ProjectileDeathHex() { MaxTime = maxTime }).Wait(1f);
+
+ }
}
}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Death_Hex.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Death_Hex.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic/Shoot_Death_Hex.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Death_Hex.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Split_6.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Split_6.cs
new file mode 100644
index 0000000..5c80993
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Split_6.cs
@@ -0,0 +1,34 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+using static BossController;
+
+namespace Moves.Unsorted
+{
+ public class Shoot_Split_6 : Move
+ {
+ public Shoot_Split_6()
+ {
+ Description = "Shoots a projectile that splits into 6 more projectiles.";
+ Difficulty = 4f;
+ Sequence = new AISequence(
+ new Teleport().Wait(0.5f),
+ new Shoot1(
+ new ProjectileCurving(0f, false)
+ {
+ MaxTime = 0.25f,
+ Speed = Speed.VERY_FAST,
+ OnDestroyTimeout = CallbackDictionary.SPAWN_6
+ }
+ ),
+ new Pause(0.5f)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Split_6.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Split_6.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic/Shoot_Split_6.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Split_6.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Split_6_Curve.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Split_6_Curve.cs
new file mode 100644
index 0000000..4b8981e
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Split_6_Curve.cs
@@ -0,0 +1,33 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+using static BossController;
+
+namespace Moves.Unsorted
+{
+ public class Shoot_Split_6_Curve : Move
+ {
+ public Shoot_Split_6_Curve()
+ {
+ Description = "Shoots a projectile that splits into 6 curving projectiles.";
+ Difficulty = 5f;
+ Sequence = new AISequence(
+ new Teleport().Wait(0.5f),
+ new Shoot1(
+ new ProjectileDeathHex
+ {
+ MaxTime = 0.25f,
+ Speed = Speed.VERY_FAST
+ }
+ ),
+ new Pause(0.5f)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Split_6_Curve.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Split_6_Curve.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic/Shoot_Split_6_Curve.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Split_6_Curve.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Wave_Middle_Gap.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Wave_Middle_Gap.cs
new file mode 100644
index 0000000..0d35007
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Wave_Middle_Gap.cs
@@ -0,0 +1,27 @@
+using AI;
+using Projectiles;
+using Constants;
+
+using static BossController;
+using static AI.AISequence;
+
+namespace Moves.Basic
+{
+ public class Shoot_Wave_Middle_Gap : Move
+ {
+ public Shoot_Wave_Middle_Gap()
+ {
+ Description = "Shoots two 60 degree waves with a 45 degree gap in the middle.";
+ Difficulty = 3f;
+ Sequence = new AISequence(
+ new Teleport().Wait(0.5f),
+ Merge(
+ new ShootArc(150, 22.5f, 22.5f + 60f),
+ new ShootArc(150, -22.5f, -22.5f - 60f)
+ ),
+ new Pause(1f)
+ );
+ }
+
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Wave_Middle_Gap.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Wave_Middle_Gap.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic/Shoot_Wave_Middle_Gap.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Wave_Middle_Gap.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep.cs
new file mode 100644
index 0000000..5fd8816
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep.cs
@@ -0,0 +1,32 @@
+using System.Collections;
+using System.Collections.Generic;
+using AI;
+using UnityEngine;
+
+using Projectiles;
+using static BossController;
+using static AI.AISequence;
+
+namespace Moves.Basic
+{
+ public class Sweep : Move
+ {
+ public Sweep(bool reverse = false)
+ {
+ Description = "Shoots a sweep from " + (reverse ? -30 : 90) +
+ " degrees to " + (reverse ? 90 : -30) + " degrees offset from the player's current position.";
+ Difficulty = 2f;
+ Sequence = new AISequence(
+ new Teleport().Wait(0.25f),
+ new PlayerLock(true),
+ For(reverse ? 90 : -30,
+ reverse ? -30 : 90,
+ reverse ? -5 : 5,
+ i => new Shoot1(new ProjectileData { AngleOffset = i }).Wait(0.05f)
+ ),
+ new PlayerLock(false),
+ Pause(0.25f)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Sweep.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic/Sweep.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep_Back_And_Forth.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep_Back_And_Forth.cs
new file mode 100644
index 0000000..0610dbe
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep_Back_And_Forth.cs
@@ -0,0 +1,29 @@
+using System.Collections;
+using System.Collections.Generic;
+using AI;
+using UnityEngine;
+
+using Projectiles;
+using static BossController;
+using static AI.AISequence;
+
+namespace Moves.Basic
+{
+ public class Sweep_Back_And_Forth : Move
+ {
+ public Sweep_Back_And_Forth()
+ {
+ Description = "Shoots a sweep from -30 degrees to +90 degrees offset from the player's current position, then another from -90 to +30 degrees.";
+ Difficulty = 3f;
+ Sequence = new AISequence(
+ new Teleport().Wait(0.25f),
+ new PlayerLock(true),
+ For(-30, 90, 5, i => new Shoot1(new ProjectileData { AngleOffset = i }).Wait(0.05f)),
+ new Pause(0.25f),
+ For(30, -90, -5, i => new Shoot1(new ProjectileData { AngleOffset = i }).Wait(0.05f)),
+ new PlayerLock(false),
+ new Pause(0.5f)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Sweep_Back_And_Forth.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep_Back_And_Forth.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic/Sweep_Back_And_Forth.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep_Back_And_Forth.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep_Both.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep_Both.cs
new file mode 100644
index 0000000..f656ff2
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep_Both.cs
@@ -0,0 +1,32 @@
+using System.Collections;
+using System.Collections.Generic;
+using AI;
+using UnityEngine;
+
+using Projectiles;
+using static BossController;
+using static AI.AISequence;
+
+namespace Moves.Basic
+{
+ public class Sweep_Both : Move
+ {
+ public Sweep_Both()
+ {
+ Description = "Sweeps both left and right at the same time.";
+ Difficulty = 4f;
+ Sequence = new AISequence(
+ new Teleport().Wait(0.25f),
+ new PlayerLock(true),
+ For(0, 120, 5,
+ i => Merge(
+ new Shoot1(new ProjectileData { AngleOffset = i - 60 }),
+ new Shoot1(new ProjectileData { AngleOffset = 60 - i })
+ ).Wait(0.05f)
+ ),
+ new PlayerLock(false),
+ new Pause(0.5f)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Sweep_Both.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep_Both.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic/Sweep_Both.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep_Both.cs.meta
diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic_Generators.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Invincible.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Invincible.cs
new file mode 100644
index 0000000..d962a03
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Invincible.cs
@@ -0,0 +1,30 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using CombatCore;
+using AI;
+
+namespace Moves.Basic
+{
+ public class Invincible : InternalMove
+ {
+
+ // A reference to the BossController's Entity.
+ private static Entity self;
+
+ public Invincible(bool to) : base
+ (
+ () =>
+ {
+ if (self == null) {
+ self = GameManager.Boss.GetComponent();
+ }
+ self.SetInvincible(to);
+ }
+ )
+ {
+ Description = "Makes the boss " + (to ? "" : "not") + " invincible.";
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AOE/AOEComponent.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Invincible.cs.meta
similarity index 83%
rename from Assets/Scripts/Boss Core/AOE/AOEComponent.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Invincible.cs.meta
index bdf15bd..34ea270 100644
--- a/Assets/Scripts/Boss Core/AOE/AOEComponent.cs.meta
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Invincible.cs.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: fdca9979d8e274bc1b9ea49794484f6f
+guid: d691ef926069844bb9761572e82dc8b2
MonoImporter:
externalObjects: {}
serializedVersion: 2
diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/MoveCamera.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/MoveCamera.cs
similarity index 81%
rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/MoveCamera.cs
rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/MoveCamera.cs
index d720fa2..89eb613 100644
--- a/Assets/Scripts/Boss Core/Moves/Basic_Generators/MoveCamera.cs
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/MoveCamera.cs
@@ -5,9 +5,9 @@
namespace Moves.Basic
{
- public class MoveCamera : AISequence
+ public class MoveCamera : InternalMove
{
- public MoveCamera(bool isFollow = false, Vector3? targetPosition = null) : base
+ public MoveCamera(bool isFollow, Vector3? targetPosition = null) : base
(
() =>
{
diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/MoveCamera.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/MoveCamera.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/MoveCamera.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/MoveCamera.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Pause.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Pause.cs
new file mode 100644
index 0000000..ae1c3ba
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Pause.cs
@@ -0,0 +1,19 @@
+using AI;
+
+namespace Moves.Basic
+{
+ public class Pause : InternalMove
+ {
+ ///
+ /// Creates a new AISequence that does nothing, but has a specified duration.
+ ///
+ /// How long we should wait for.
+ public Pause(float duration) : base
+ (
+ new AIEvent(duration, () => { })
+ )
+ {
+ Description = "Wait for " + duration + " seconds.";
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Pause.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Pause.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/Pause.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Pause.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/PlayerLock.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/PlayerLock.cs
new file mode 100644
index 0000000..8677040
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/PlayerLock.cs
@@ -0,0 +1,31 @@
+using AI;
+using UnityEngine;
+
+namespace Moves.Basic
+{
+ public class PlayerLock : InternalMove
+ {
+ // Used for the "PlayerLock" move. Keeps track of the current player position
+ // for events and sequences that need a slightly out of date version.
+ private static Vector3 playerLockPosition;
+ private static bool isPlayerLocked;
+
+ public static Constants.ProxyVector3 _delayed_player_position = new Constants.ProxyVector3(() => {
+ return isPlayerLocked ? playerLockPosition : Constants.Positions.PLAYER_POSITION.GetValue();
+ });
+
+ public PlayerLock(bool enableLock = true) : base
+ (
+ () =>
+ {
+ if (enableLock) {
+ playerLockPosition = GameManager.Player.transform.position;
+ }
+ isPlayerLocked = enableLock;
+ }
+ )
+ {
+ Description = (enableLock ? "Locked onto" : "Unlocked from") + " the player.";
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/PlayerLock.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/PlayerLock.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/PlayerLock.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/PlayerLock.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Shoot1.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Shoot1.cs
new file mode 100644
index 0000000..4341ee1
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Shoot1.cs
@@ -0,0 +1,26 @@
+using AI;
+using Projectiles;
+using static BossController;
+
+namespace Moves.Basic
+{
+ public class Shoot1 : InternalMove
+ {
+
+ public Shoot1() : this(ProjectileData.DEFAULT) { }
+
+ public Shoot1(ProjectileData skeleton) : base
+ (
+ () =>
+ {
+ GameManager.Boss.Glare();
+
+ ProjectileData newStruc = skeleton.Clone();
+ newStruc.Create();
+ }
+ )
+ {
+ Description = "Shot one " + (skeleton == ProjectileData.DEFAULT ? "default projectile at the player." : skeleton + ".");
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Shoot1.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Shoot1.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/Shoot1.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Shoot1.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Shoot3.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Shoot3.cs
new file mode 100644
index 0000000..301107c
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Shoot3.cs
@@ -0,0 +1,30 @@
+using AI;
+using Projectiles;
+using static BossController;
+
+namespace Moves.Basic
+{
+ public class Shoot3 : InternalMove
+ {
+
+ public Shoot3() : this(ProjectileData.DEFAULT) { }
+
+ public Shoot3(ProjectileData skeleton) : base
+ (
+ () =>
+ {
+ GameManager.Boss.Glare();
+
+ for (int i = 0; i < 3; i++)
+ {
+ ProjectileData newStruc = skeleton.Clone();
+ newStruc.AngleOffset = -30 + (30 * i) + newStruc.AngleOffset;
+ newStruc.Create();
+ }
+ }
+ )
+ {
+ Description = "Shot three " + (skeleton == ProjectileData.DEFAULT ? "default projectiles at the player." : skeleton + ".");
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Shoot3.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Shoot3.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/Shoot3.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Shoot3.cs.meta
diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootAOE.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootAOE.cs
similarity index 55%
rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootAOE.cs
rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootAOE.cs
index e36f164..7b861d2 100644
--- a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootAOE.cs
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootAOE.cs
@@ -1,19 +1,22 @@
using AI;
using AOEs;
-using BossCore;
+using Constants;
using static BossController;
namespace Moves.Basic
{
- public class ShootAOE : AISequence
+ public class ShootAOE : InternalMove
{
- public ShootAOE(AOE skeleton = null) : base
+ // TODO add default AOEs
+ public ShootAOE() : this(null) { }
+
+ public ShootAOE(AOEData skeleton) : base
(
() =>
- {
- Glare();
- skeleton = skeleton != null ? skeleton.Clone() : new AOE();
+ {
+ GameManager.Boss.Glare();
+ skeleton = skeleton != null ? skeleton.Clone() : new AOEData();
skeleton.Create();
}
)
diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootAOE.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootAOE.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootAOE.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootAOE.cs.meta
diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootArc.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootArc.cs
similarity index 55%
rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootArc.cs
rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootArc.cs
index 404d063..aa81754 100644
--- a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootArc.cs
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootArc.cs
@@ -4,15 +4,18 @@
namespace Moves.Basic
{
- public class ShootArc : AISequence
+ public class ShootArc : InternalMove
{
- public ShootArc(int density = 50, float from = 0, float to = 360, Projectile skeleton = null) : base
+ public ShootArc() : this(50, 0, 360, ProjectileData.DEFAULT) { }
+
+ public ShootArc(ProjectileData skeleton) : this(50, 0, 360, skeleton) { }
+
+ public ShootArc(int density, float from, float to, ProjectileData skeleton = null) : base
(
() =>
{
- //long start = System.DateTime.Now.Ticks;
- Glare();
+ GameManager.Boss.Glare();
// Ensure that "from" is always less than "to".
if (to < from)
@@ -23,20 +26,18 @@ public ShootArc(int density = 50, float from = 0, float to = 360, Projectile ske
}
float step = 360f / density;
- Projectile clone = skeleton ?? new Projectile { Size = Size.MEDIUM };
+ ProjectileData clone = skeleton ?? new ProjectileData { Size = Size.MEDIUM };
for (float i = from; i <= to; i += step)
{
- Projectile newStruc = clone.Clone();
+ ProjectileData newStruc = clone.Clone();
newStruc.AngleOffset = newStruc.AngleOffset + i;
newStruc.Create();
}
- //long time = System.DateTime.Now.Ticks - start;
- //UnityEngine.Debug.Log("Time taken : " + (time / 10000f / 1000f));
}
)
{
Description = "Shot an arc (density=" + density + ", from=" + from + ", to=" + to + ") of " +
- (skeleton == null ? "default projectiles at the player." : skeleton + ".");
+ (skeleton == ProjectileData.DEFAULT ? "default projectiles at the player." : skeleton + ".");
}
}
}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootArc.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootArc.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootArc.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootArc.cs.meta
diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootHomingStrafe.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootHomingStrafe.cs
similarity index 79%
rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootHomingStrafe.cs
rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootHomingStrafe.cs
index d3d9201..2b34c22 100644
--- a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootHomingStrafe.cs
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootHomingStrafe.cs
@@ -4,12 +4,12 @@
namespace Moves.Basic
{
- public class ShootHomingStrafe : AISequence
+ public class ShootHomingStrafe : InternalMove
{
public ShootHomingStrafe(bool clockwise = true, int strafeAmount = 5, int speed = 25) : base
(
new Strafe(clockwise, strafeAmount, speed),
- new Shoot1(new ProjectileHoming { Size = Size.MEDIUM })
+ new Shoot1(ProjectileHoming.DEFAULT)
)
{
Description = "Strafed " + strafeAmount + " degrees " + (clockwise ? "clockwise" : "counterclockwise") + " and shot a homing projectile.";
diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootHomingStrafe.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootHomingStrafe.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootHomingStrafe.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootHomingStrafe.cs.meta
diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootLine.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootLine.cs
similarity index 90%
rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootLine.cs
rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootLine.cs
index 32472ac..0a05396 100644
--- a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootLine.cs
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootLine.cs
@@ -1,12 +1,12 @@
using AI;
using Projectiles;
-using static BossController;
using UnityEngine;
-using BossCore;
+
+using Constants;
namespace Moves.Basic
{
- public class ShootLine : AISequence
+ public class ShootLine : InternalMove
{
public ShootLine(int amount = 50, float width = 75f, Vector3? target = null, Speed speed = Speed.MEDIUM, Size size = Size.MEDIUM) : base
(
@@ -19,7 +19,7 @@ public ShootLine(int amount = 50, float width = 75f, Vector3? target = null, Spe
for (int i = 0; i < amount; i++)
{
Vector3 spawn = GameManager.Boss.transform.position + ((i - (amount / 2f)) * (width / amount) * leftDirection);
- new Projectile()
+ new ProjectileData()
{
Start = spawn,
Target = spawn + targetPos,
diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootLine.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootLine.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootLine.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootLine.cs.meta
diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootWall.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootWall.cs
similarity index 72%
rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootWall.cs
rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootWall.cs
index 5f7020a..43a83fa 100644
--- a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootWall.cs
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootWall.cs
@@ -2,17 +2,17 @@
using Projectiles;
using static BossController;
-using BossCore;
+using Constants;
namespace Moves.Basic
{
- public class ShootWall : AISequence
+ public class ShootWall : InternalMove
{
public ShootWall(float angleOffset) : base
(
Merge(
- new ShootArc(100, angleOffset + -60, angleOffset + -60 + 28, new Projectile { Speed = Speed.SLOW }),
- new ShootArc(100, angleOffset + 20, angleOffset + 60, new Projectile { Speed = Speed.SLOW })
+ new ShootArc(100, angleOffset + -60, angleOffset + -60 + 28, new ProjectileData { Speed = Speed.SLOW }),
+ new ShootArc(100, angleOffset + 20, angleOffset + 60, new ProjectileData { Speed = Speed.SLOW })
)
)
{
diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootWall.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootWall.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootWall.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootWall.cs.meta
diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Strafe.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Strafe.cs
similarity index 57%
rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/Strafe.cs
rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Strafe.cs
index 9053eab..8e9fb64 100644
--- a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Strafe.cs
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Strafe.cs
@@ -6,18 +6,24 @@
namespace Moves.Basic
{
- public class Strafe : AISequence
+ public class Strafe : InternalMove
{
+ // A reference to the BossController's entity. Assigned when teleport is called.
+ private static CombatCore.Entity self = null;
+
public Strafe(bool clockwise = true, float degrees = 10f, int speed = 25, Vector3 center = default(Vector3)) : base
(
() =>
{
+ if (self == null) {
+ self = GameManager.Boss.GetComponent();
+ }
self.movespeed.LockTo(speed);
Vector3 oldPosVector = GameManager.Boss.transform.position - center;
Quaternion rot = Quaternion.AngleAxis(degrees, clockwise ? Vector3.up : Vector3.down);
- GameManager.Boss.StartCoroutine(Dash((rot * oldPosVector) + center));
+ GameManager.Boss.StartCoroutine(GameManager.Boss.Dash((rot * oldPosVector) + center));
}
)
{}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Strafe.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Strafe.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/Strafe.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Strafe.cs.meta
diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Teleport.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Teleport.cs
similarity index 73%
rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/Teleport.cs
rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Teleport.cs
index b7d76ef..e21d92b 100644
--- a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Teleport.cs
+++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Teleport.cs
@@ -1,21 +1,30 @@
using AI;
-using Projectiles;
-using static BossController;
using UnityEngine;
namespace Moves.Basic
{
- public class Teleport : AISequence
+ public class Teleport : InternalMove
{
+ // A reference to the BossController's entity. Assigned when teleport is called.
+ private static CombatCore.Entity self = null;
+
+ public Teleport() : this(null, 25) { }
+
+ public Teleport(Vector3 target) : this(target, 25) { }
+
public Teleport(Vector3? target = null, int speed = 25) : base
(
() =>
{
+ if (self == null) {
+ self = GameManager.Boss.GetComponent();
+ }
self.movespeed.LockTo(speed);
+
if (target.HasValue)
{
- GameManager.Boss.StartCoroutine(Dash(target.Value));
- Glare();
+ GameManager.Boss.StartCoroutine(GameManager.Boss.Dash(target.Value));
+ GameManager.Boss.Glare();
return;
}
@@ -54,9 +63,9 @@ public Teleport(Vector3? target = null, int speed = 25) : base
} while (rawPosition.magnitude > 50f);
rawPosition.y = 1.31f;
- GameManager.Boss.StartCoroutine(Dash(rawPosition));
+ GameManager.Boss.StartCoroutine(GameManager.Boss.Dash(rawPosition));
- Glare();
+ GameManager.Boss.Glare();
}
)
{
diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Teleport.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Teleport.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/Teleport.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Teleport.cs.meta
diff --git a/Assets/Scripts/Boss Core/Moves/Test.meta b/Assets/Scripts/Boss Core/AI/Moves/Test.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Test.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Test.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Double_Laser_Sweep.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Double_Laser_Sweep.cs
new file mode 100644
index 0000000..8adda0a
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Double_Laser_Sweep.cs
@@ -0,0 +1,38 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using Moves.Basic;
+using Projectiles;
+using AOEs;
+using Constants;
+using static BossController;
+
+namespace Moves.Test
+{
+ public class Double_Laser_Sweep : Move
+ {
+ public Double_Laser_Sweep()
+ {
+ Description = "Sweeps two lasers back and forth.";
+ Difficulty = 6.5f;
+ Sequence = new AISequence(
+ new Teleport().Wait(0.5f),
+ new PlayerLock(true),
+ Merge(
+ new Laser().Wait(1f),
+ new Laser(90, -90, 5, -90).Wait(1f)
+ ),
+ new Pause(1f),
+ Merge(
+ new Laser().Wait(1f),
+ new Laser(90, -90, 5, -90).Wait(1f)
+ ),
+ new PlayerLock(false),
+ new Pause(1f)
+ );
+ }
+
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Double_Laser_Sweep.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Double_Laser_Sweep.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Test/Double_Laser_Sweep.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Test/Double_Laser_Sweep.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Double_Laser_Sweep_AOE.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Double_Laser_Sweep_AOE.cs
new file mode 100644
index 0000000..1a0c26e
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Double_Laser_Sweep_AOE.cs
@@ -0,0 +1,40 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using Moves.Basic;
+using Projectiles;
+using AOEs;
+using Constants;
+using static BossController;
+
+namespace Moves.Test
+{
+ public class Double_Laser_Sweep_AOE : Move
+ {
+ public Double_Laser_Sweep_AOE()
+ {
+ Description = "Sweeps two lasers back and forth, with two AOE attacks in between.";
+ Difficulty = 7f;
+ Sequence = new AISequence(
+ new Teleport().Wait(0.5f),
+ new PlayerLock(true),
+ Merge(
+ new Laser().Wait(1f),
+ new Laser(90, -90, 5, -90).Wait(1f),
+ new ShootAOE(new AOEData { FixedWidth = 3f, OuterSpeed = Speed.FAST }.On(-60, 60))
+ ),
+ new Pause(1f),
+ Merge(
+ new Laser().Wait(1f),
+ new Laser(90, -90, 5, -90).Wait(1f),
+ new ShootAOE(new AOEData { FixedWidth = 3f, OuterSpeed = Speed.FAST }.On(-60, 60))
+ ),
+ new PlayerLock(false),
+ new Pause(1f)
+ );
+ }
+
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Double_Laser_Sweep_AOE.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Double_Laser_Sweep_AOE.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Test/Double_Laser_Sweep_AOE.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Test/Double_Laser_Sweep_AOE.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Horseshoe_AOE.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Horseshoe_AOE.cs
new file mode 100644
index 0000000..5fc3748
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Horseshoe_AOE.cs
@@ -0,0 +1,38 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+
+// TODO unfinished
+namespace Moves.Test
+{
+ public class Horseshoe_AOE : Move
+ {
+ public Horseshoe_AOE()
+ {
+ Description = "Your description here";
+ Difficulty = 1f;
+ Sequence = new AISequence(
+ //Pause(1f),
+ For(10, i =>
+ Merge(
+ new Shoot1(new ProjectileData { AngleOffset = 15 + (6 * i) }).Wait(0.05f),
+ new Shoot1(new ProjectileData { AngleOffset = -15 - (6 * i) }).Wait(0.05f)
+ )
+ ),
+ For(10, i =>
+ Merge(
+ new Shoot1(new ProjectileData { AngleOffset = 75 - (6 * i) }).Wait(0.05f),
+ new Shoot1(new ProjectileData { AngleOffset = -75 + (6 * i) }).Wait(0.05f)
+ )
+ ),
+ new ShootAOE(new AOEData { FixedWidth = 3f }.On(-60, 60))
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Horseshoe_AOE.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Horseshoe_AOE.cs.meta
new file mode 100644
index 0000000..a1b8540
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Horseshoe_AOE.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: d720c634880034176b34bbc0d87457b9
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Laser.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Laser.cs
similarity index 80%
rename from Assets/Scripts/Boss Core/Moves/Test/Laser.cs
rename to Assets/Scripts/Boss Core/AI/Moves/Test/Laser.cs
index 87cb579..3ade3c4 100644
--- a/Assets/Scripts/Boss Core/Moves/Test/Laser.cs
+++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Laser.cs
@@ -4,34 +4,32 @@
using AI;
using AOEs;
-using BossCore;
+using Constants;
using static BossController;
using Moves.Basic;
namespace Moves.Test
{
- public class Laser : AISequence
+ public class Laser : Move
{
- public Laser(float startOffset = -90, float finalOffset = 90, float width = 5, float angularSpeed = 90) : base
- (
- new ShootAOE(
- new AOE
- {
- InnerSpeed = Speed.FROZEN,
+ public Laser(float startOffset = -90, float finalOffset = 90, float width = 5, float angularSpeed = 90)
+ {
+ Description = "A laser that sweeps from " + startOffset + " to " + finalOffset + " with a beam width of " + width + " and speed " + angularSpeed;
+ Difficulty = 5f;
+ Sequence = new ShootAOE(
+ new AOEData
+ {
+ InnerSpeed = Speed.FROZEN,
OuterSpeed = Speed.FROZEN,
InnerScale = 0f,
Scale = 100f,
AngleOffset = startOffset,
RotationSpeed = angularSpeed,
MaxTime = (finalOffset - startOffset) / angularSpeed,
- OnDestroyOutOfBounds = AOECallbackDictionary.DONT_DESTROY_OOB
+ OnDestroyOutOfBounds = AOECallbackDictionary.DONT_DESTROY_OOB
}.On(0, width)
- )
- )
- {
- Description = "A laser that sweeps from " + startOffset + " to " + finalOffset + " with a beam width of " + width + " and speed " + angularSpeed;
- Difficulty = 5f;
+ );
}
}
}
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Laser.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Laser.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Test/Laser.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Test/Laser.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Laser_Sweep_With_AOE.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Laser_Sweep_With_AOE.cs
new file mode 100644
index 0000000..b2a135a
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Laser_Sweep_With_AOE.cs
@@ -0,0 +1,38 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using Moves.Basic;
+using Projectiles;
+using AOEs;
+using Constants;
+using static BossController;
+
+namespace Moves.Test
+{
+ public class Laser_Sweep_With_AOE : Move
+ {
+ public Laser_Sweep_With_AOE()
+ {
+ Description = "Sweeps a laser back and forth, with two AOE attacks in between.";
+ Difficulty = 5.5f;
+ Sequence = new AISequence(
+ new Teleport().Wait(0.5f),
+ new PlayerLock(true),
+ Merge(
+ new Laser().Wait(1f),
+ new Pause(1f).Then(new ShootAOE(new AOEData { FixedWidth = 3f, OuterSpeed = Speed.FAST }.On(-60, 60)))
+ ),
+ new Pause(1f),
+ Merge(
+ new Laser(90, -90, 5, -90).Wait(1f),
+ new Pause(1f).Then(new ShootAOE(new AOEData { FixedWidth = 3f, OuterSpeed = Speed.FAST }.On(-60, 60)))
+ ),
+ new PlayerLock(false),
+ new Pause(1f)
+ );
+ }
+
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Laser_Sweep_With_AOE.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Laser_Sweep_With_AOE.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Test/Laser_Sweep_With_AOE.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Test/Laser_Sweep_With_AOE.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Lightning_Arena.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Lightning_Arena.cs
new file mode 100644
index 0000000..d0403e9
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Lightning_Arena.cs
@@ -0,0 +1,26 @@
+using System.Collections;
+using System.Collections.Generic;
+using AI;
+using UnityEngine;
+
+using Projectiles;
+using static BossController;
+using Constants;
+using Moves.Basic;
+
+namespace Moves.Test
+{
+ public class Lightning_Arena : Move
+ {
+ public Lightning_Arena()
+ {
+ Description = "Spawns lightning on the whole arena";
+ Difficulty = 5f;
+ Sequence = new AISequence(
+ new Teleport(Constants.Positions.CENTER).Wait(0.25f),
+ For(4, i => new Shoot1(new ProjectileLightning { AngleOffset = i * 90f }).Wait(0.1f)),
+ Pause(1f)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Lightning_Arena.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Lightning_Arena.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Test/Lightning_Arena.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Test/Lightning_Arena.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Lightning_With_AOE.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Lightning_With_AOE.cs
new file mode 100644
index 0000000..ebb63ac
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Lightning_With_AOE.cs
@@ -0,0 +1,50 @@
+using System.Collections;
+using System.Collections.Generic;
+using AI;
+using UnityEngine;
+
+using AOEs;
+using Constants;
+using Moves.Test;
+using Moves.Basic;
+using static BossController;
+
+namespace Moves.Test
+{
+ public class Lightning_With_AOE : Move
+ {
+ public Lightning_With_AOE()
+ {
+ Description = "Lightning with aoe";
+ Difficulty = 6f;
+ Sequence = new AISequence(
+ new ShootAOE(new AOEData
+ {
+ AngleOffset = (-25),
+ RotationSpeed = (15f),
+ FixedWidth = (10f),
+ OuterSpeed = (Speed.MEDIUM_SLOW)
+ }
+ .On(-22.5f, 22.5f)
+ .On(90 - 22.5f, 90 + 22.5f)
+ .On(180 - 22.5f, 180 + 22.5f)
+ .On(270 - 22.5f, 270 + 22.5f)
+ ).Wait(1.5f),
+ new Lightning_Arena().Wait(0.5f),
+ new ShootAOE(new AOEData
+ {
+ AngleOffset = (-25),
+ RotationSpeed = (15f),
+ FixedWidth = (10f),
+ OuterSpeed = (Speed.MEDIUM_SLOW)
+ }
+ .On(-22.5f, 22.5f)
+ .On(90 - 22.5f, 90 + 22.5f)
+ .On(180 - 22.5f, 180 + 22.5f)
+ .On(270 - 22.5f, 270 + 22.5f)
+ ).Wait(1.5f),
+ new Lightning_Arena().Wait(2.5f)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Lightning_With_AOE.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Lightning_With_AOE.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Test/Lightning_With_AOE.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Test/Lightning_With_AOE.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Pincer.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Pincer.cs
new file mode 100644
index 0000000..861f8c7
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Pincer.cs
@@ -0,0 +1,31 @@
+using System.Collections.Generic;
+using AI;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+using UnityEngine;
+
+
+namespace Moves.Test
+{
+ public class Pincer : Move
+ {
+ public Pincer(float offset = 0f, Speed speed = Speed.SNIPE) {
+ float curveAmount =
+ -4f * // base
+ (float)speed * // turning radius is tighter when we go faster
+ (20f / (GameManager.Boss.transform.position - GameManager.Player.transform.position).magnitude) * // contribution due to distance from player
+ Mathf.Sqrt(2) * Mathf.Sin(Mathf.Deg2Rad * offset); // contribution due to initial firing offset
+
+ float maxTime = Mathf.Deg2Rad * offset / Mathf.Sin(Mathf.Deg2Rad * offset) * ((GameManager.Boss.transform.position - GameManager.Player.transform.position).magnitude / 50f);
+ maxTime += 0.1f;
+
+ Description = "Shoots two projectiles with an offset of +/-" + offset + " degrees with speed " + speed;
+ Sequence = Merge(
+ new Shoot1(new ProjectileCurving(curveAmount, false) { Speed = Speed.SNIPE, AngleOffset = offset, MaxTime = maxTime }),
+ new Shoot1(new ProjectileCurving(-curveAmount, false) { Speed = Speed.SNIPE, AngleOffset = -offset, MaxTime = maxTime })
+ );
+ }
+
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Pincer.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Pincer.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Test/Pincer.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Test/Pincer.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Pincer_Sweep.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Pincer_Sweep.cs
new file mode 100644
index 0000000..e2a27b6
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Pincer_Sweep.cs
@@ -0,0 +1,22 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using Moves.Basic;
+using Projectiles;
+using AOEs;
+using Constants;
+using static BossController;
+
+namespace Moves.Test
+{
+ public class Pincer_Sweep : Move
+ {
+ public Pincer_Sweep()
+ {
+ Description = "Sweeps pincer projectiles from +150 to +0 degrees";
+ Sequence = For(150, 0, -5, i => new Pincer(i, Speed.SNIPE).Wait(0.05f));
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Pincer_Sweep.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Pincer_Sweep.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Test/Pincer_Sweep.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Test/Pincer_Sweep.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Player_Strafe_Waves.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Player_Strafe_Waves.cs
new file mode 100644
index 0000000..1ada38b
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Player_Strafe_Waves.cs
@@ -0,0 +1,20 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using Moves.Basic;
+using AOEs;
+using static BossController;
+
+namespace Moves.Test
+{
+ public class Player_Strafe_Waves : Move
+ {
+
+ public Player_Strafe_Waves()
+ {
+ Sequence = For(6, i => new Strafe(true, 60, 25, GameManager.Player.transform.position)).Then(new ShootAOE(new AOEData().On(-60, 60))).Wait(0.75f);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Player_Strafe_Waves.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Player_Strafe_Waves.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Test/Player_Strafe_Waves.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Test/Player_Strafe_Waves.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Quick_Waves.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Quick_Waves.cs
new file mode 100644
index 0000000..be8c3db
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Quick_Waves.cs
@@ -0,0 +1,33 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using Moves.Basic;
+using Projectiles;
+using AOEs;
+using Constants;
+
+namespace Moves.Test
+{
+ public class Quick_Waves : Move
+ {
+ public Quick_Waves()
+ {
+ Description = "Fires a quick barrage of random wave-based attacks.";
+ Difficulty = 6f;
+ Sequence = new AISequence(
+ Either(
+ new ShootArc(100, -60, 60, new ProjectileData { Size = Size.HUGE, Speed = Speed.VERY_FAST }).Wait(0.05f).Times(3),
+ new ShootAOE(new AOEData { OuterSpeed = Speed.VERY_FAST, FixedWidth = 3 }.On(-60, 60)),
+ new Shoot1(new ProjectileLightning()),
+ Merge(
+ new ShootArc(150, 22.5f, 22.5f + 60f, new ProjectileData { Size = Size.MEDIUM, Speed = Speed.VERY_FAST }),
+ new ShootArc(150, -22.5f, -22.5f - 60f, new ProjectileData { Size = Size.MEDIUM, Speed = Speed.VERY_FAST })
+ ),
+ new ShootArc(100, -60, 60, new ProjectileData { Speed = Speed.VERY_FAST, Size = Size.SMALL }).Wait(0.1f).Times(5)
+ ).Wait(0.6f).Times(7)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Quick_Waves.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Quick_Waves.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Test/Quick_Waves.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Test/Quick_Waves.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Random_Leading.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Random_Leading.cs
new file mode 100644
index 0000000..456588f
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Random_Leading.cs
@@ -0,0 +1,60 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using Constants;
+using Projectiles;
+using AOEs;
+using Moves.Basic;
+
+namespace Moves.Test
+{
+ ///
+ /// I really like the lasers.
+ ///
+ public class Random_Leading : Move
+ {
+ public Random_Leading(int count = 20)
+ {
+ Sequence = new AISequence(
+ new Shoot1(
+ new ProjectileReverse()
+ {
+ Start = Positions.RANDOM_IN_ARENA,
+ Target = Positions.PLAYER_POSITION,
+ Size = Size.HUGE,
+ Speed = Constants.Speed.FAST,
+ MaxTime = 4f
+ }
+ ).Wait(0.15f).Times(count),
+ new ShootAOE(new AOEData { OuterSpeed = Constants.Speed.MEDIUM, FixedWidth = 5f }.On(0, 360)).Wait(0.5f),
+ new Laser(-60, 480, 5, 60),
+ new Laser(60, 480, 5, 45),
+ new Laser(120, 480, 5, 30),
+ new Shoot1(
+ new ProjectileReverse()
+ {
+ Start = Positions.RANDOM_IN_ARENA,
+ Target = Positions.PLAYER_POSITION,
+ Size = Size.HUGE,
+ Speed = Constants.Speed.FAST,
+ MaxTime = 4f
+ }
+ ).Wait(0.15f).Times(count),
+ new ShootAOE(new AOEData { OuterSpeed = Constants.Speed.MEDIUM, FixedWidth = 5f }.On(0, 360)).Wait(0.5f),
+ new Shoot1(
+ new ProjectileReverse()
+ {
+ Start = Positions.RANDOM_IN_ARENA,
+ Target = Positions.PLAYER_POSITION,
+ Size = Size.HUGE,
+ Speed = Constants.Speed.FAST,
+ MaxTime = 4f
+ }
+ ).Wait(0.15f).Times(count),
+ new ShootAOE(new AOEData { OuterSpeed = Constants.Speed.MEDIUM, FixedWidth = 5f }.On(0, 360)).Wait(0.5f)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Random_Leading.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Random_Leading.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Test/Random_Leading.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Test/Random_Leading.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/ReverseTest.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/ReverseTest.cs
new file mode 100644
index 0000000..3b3babe
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Test/ReverseTest.cs
@@ -0,0 +1,39 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using Projectiles;
+using Moves.Basic;
+
+namespace Moves.Test
+{
+ public class SpinReverse : Move
+ {
+ public SpinReverse(int count = 50)
+ {
+ Sequence =
+ ForConcurrent(count, i =>
+ new Shoot1(
+ new ProjectileCurving(187, false)
+ {
+ Start = (Constants.Positions.PLAYER_POSITION + Quaternion.AngleAxis(i * (360f / count), Vector3.up) * (10 * Vector3.forward)),
+ Target = (Constants.Positions.PLAYER_POSITION + Quaternion.AngleAxis(i * (360f / count), Vector3.up) * (10 * Vector3.forward) + Quaternion.AngleAxis(i * (360f / count), Vector3.up) * (10 * Vector3.right)),
+ Speed = (Constants.Speed.FAST),
+ MaxTime = (0.75f),
+ OnDestroyTimeout = self =>
+ new Shoot1(
+ new ProjectileReverse()
+ {
+ Start = (self.transform.position),
+ Target = (Constants.Positions.PLAYER_POSITION),
+ Speed = (Constants.Speed.SNIPE),
+ MaxTime = (0.75f)
+ }
+ )
+ }
+ )
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Test/ReverseTest.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/ReverseTest.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Test/ReverseTest.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Test/ReverseTest.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Sniper_Final.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Sniper_Final.cs
new file mode 100644
index 0000000..88aa5ed
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Sniper_Final.cs
@@ -0,0 +1,64 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using Moves.Basic;
+using Projectiles;
+using AOEs;
+using Constants;
+using static Constants.Positions;
+
+namespace Moves.Test
+{
+ public class Sniper_Final : Move
+ {
+ public Sniper_Final()
+ {
+ Sequence = new AISequence(
+ new Teleport(NORTH_FAR).Wait(0.5f),
+ new ShootAOE(new AOEData
+ {
+ OuterSpeed = Speed.SLOW,
+ InnerSpeed = Speed.FROZEN,
+ InnerScale = 0f,
+ Target = SOUTH_FAR,
+ MaxTime = 2f,
+ OnDestroyTimeout =
+ self =>
+ {
+ // TODO write a better API for this
+ AOEData clone = self.data.Clone();
+ clone.MaxTime = 10f;
+ clone.Freeze();
+ clone.Create();
+ }
+ }.On(-80, 80)
+ )
+ .Wait(1f),
+ new AISequence(
+ new AISequence(
+ new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(0.25f),
+ new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 20f, Target = SOUTH_FAR }.On(-15, 15)).Wait(0.75f),
+ new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(1f),
+ new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(0.25f),
+ new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 20f, Target = SOUTH_FAR }.On(-45, -15).On(15, 45)).Wait(0.75f),
+ new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(1f)
+ ).Times(2),
+ new AISequence(
+ new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)),
+ new ShootAOE(new AOEData { Start = WEST_FAR, Target = EAST_FAR, OuterSpeed = Speed.FAST, FixedWidth = 7f }.On(-90, 90)).Wait(0.25f),
+ new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 20f, Target = SOUTH_FAR }.On(-15, 15)).Wait(0.75f),
+ new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(1f),
+ new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)),
+ new ShootAOE(new AOEData { Start = EAST_FAR, Target = WEST_FAR, OuterSpeed = Speed.FAST, FixedWidth = 7f }.On(-90, 90)).Wait(0.25f),
+ new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 20f, Target = SOUTH_FAR }.On(-45, -15).On(15, 45)).Wait(0.75f),
+ new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(1f)
+ ).Times(2),
+ new Shoot1(new ProjectileData { Speed = Speed.SNAIL, Size = Size.HUGE, MaxTime = 1f, OnDestroyTimeout = CallbackDictionary.SPAWN_1_HOMING_TOWARDS_PLAYER }).Wait(2.5f),
+ new Shoot1(new ProjectileData { Speed = Speed.SNAIL, Size = Size.HUGE, MaxTime = 1f, OnDestroyTimeout = CallbackDictionary.SPAWN_1_HOMING_TOWARDS_PLAYER }).Wait(2.5f)
+ )
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Sniper_Final.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Sniper_Final.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Test/Sniper_Final.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Test/Sniper_Final.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Test.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Test.cs
new file mode 100644
index 0000000..9aa09d3
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Test.cs
@@ -0,0 +1,60 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using Moves.Basic;
+using Projectiles;
+using AOEs;
+using Constants;
+using static BossController;
+
+namespace Moves.Test
+{
+
+
+ public class Test : Move
+ {
+ public Test()
+ {
+ //Sequence = new Shoot1(Projectile.DEFAULT_LARGE_SLOW).Wait(0.1f);
+ //Sequence = Merge(
+ // Either(new Shoot1(Projectile.DEFAULT_LARGE_SLOW), new Shoot3(Projectile.DEFAULT_MEDIUM_MEDIUM))
+ //);
+ //Sequence =
+ //Either(new Shoot1(Projectile.DEFAULT_LARGE_SLOW), new Shoot3(Projectile.DEFAULT_MEDIUM_MEDIUM));
+ //InternalMove move = new InternalMove(() => { Debug.Log("Bad!"); });
+
+ /*
+ Sequence = new Shoot1(new Projectile
+ {
+ MaxTime = 0f,
+ OnDestroyTimeout = self => {
+ // Delegates allow for arbitrary code execution.
+ Debug.Log("Bad!");
+ return new AISequence();
+ }
+ });
+ */
+
+ /*
+ Sequence = new Shoot1(new Projectile
+ {
+ //OnDestroyTimeout = self => new AISequence()
+ OnDestroyTimeout = self => new Shoot1(new ProjectileHoming())
+ });
+ */
+
+ //Sequence = new AISequence(
+ // For(-30f, 30f, 1f,
+ // i => new Shoot1(new ProjectileData { Size = Size.MEDIUM, Speed = Speed.MEDIUM, AngleOffset = i })
+ // )
+ //);
+ Sequence = new AISequence(
+ ForConcurrent(0, 360,
+ i => new Shoot1(new ProjectileData { Size = Size.MEDIUM, Speed = Speed.MEDIUM, AngleOffset = i })
+ )
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Test.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Test.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Test/Test.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Test/Test.cs.meta
diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial1.meta b/Assets/Scripts/Boss Core/AI/Moves/Tutorial1.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Tutorial1.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Tutorial1.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_1_Several.cs b/Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_1_Several.cs
new file mode 100644
index 0000000..8ff2b5e
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_1_Several.cs
@@ -0,0 +1,23 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using AI;
+
+using Moves.Basic;
+
+namespace Moves.Tutorial1
+{
+ public class Shoot_1_Several : Move
+ {
+ public Shoot_1_Several()
+ {
+ Description = "Shoots between 5 and 10 default projectiles at the player.";
+ Difficulty = 2f;
+ Sequence = new AISequence(
+ new Teleport().Wait(0.5f),
+ GenerateRandom(ran => new Shoot1().Wait(0.1f).Times((int) (5 + (ran * 5)))),
+ new Pause(1.5f)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_1_Several.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_1_Several.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_1_Several.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_1_Several.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_3_Several.cs b/Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_3_Several.cs
new file mode 100644
index 0000000..5dd7e67
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_3_Several.cs
@@ -0,0 +1,23 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using AI;
+
+using Moves.Basic;
+
+namespace Moves.Tutorial1
+{
+ public class Shoot_3_Several : Move
+ {
+ public Shoot_3_Several()
+ {
+ Description = "Shoots between 7 and 12 three-way projectiles at the player.";
+ Difficulty = 3f;
+ Sequence = new AISequence(
+ new Teleport().Wait(0.5f),
+ GenerateRandom(ran => new Shoot3().Wait(0.1f).Times((int) (7 + (ran * 5)))),
+ new Pause(1.5f)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_3_Several.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_3_Several.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_3_Several.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_3_Several.cs.meta
diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_Arc.cs b/Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_Arc.cs
similarity index 52%
rename from Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_Arc.cs
rename to Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_Arc.cs
index c3e45b8..e8d8e9a 100644
--- a/Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_Arc.cs
+++ b/Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_Arc.cs
@@ -7,17 +7,17 @@
namespace Moves.Tutorial1
{
- public class Shoot_Arc : AISequence
+ public class Shoot_Arc : Move
{
- public Shoot_Arc(int width=70, bool dense=false) : base
- (
- new Teleport().Wait(0.25f),
- new ShootArc(dense ? 100 : 50, -width / 2, width / 2),
- new Pause(1.5f)
- )
+ public Shoot_Arc(int width=70, bool dense=false)
{
Description = "Shoots a" + (dense ? " dense" : "n") + " arc, " + width + " degrees wide, at the player.";
Difficulty = 2f;
+ Sequence = new AISequence(
+ new Teleport().Wait(0.25f),
+ new ShootArc(dense ? 100 : 50, -width / 2, width / 2),
+ new Pause(1.5f)
+ );
}
}
}
diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_Arc.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_Arc.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_Arc.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_Arc.cs.meta
diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial2.meta b/Assets/Scripts/Boss Core/AI/Moves/Tutorial2.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Tutorial2.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Tutorial2.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Tutorial2/Force_Block.cs b/Assets/Scripts/Boss Core/AI/Moves/Tutorial2/Force_Block.cs
new file mode 100644
index 0000000..1b34989
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Tutorial2/Force_Block.cs
@@ -0,0 +1,28 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using Projectiles;
+using static BossController;
+
+using Moves.Basic;
+
+namespace Moves.Tutorial2
+{
+ public class Force_Block : Move
+ {
+ public Force_Block()
+ {
+ Description = "Fires 10 sets of tiny projectiles in a 180 degree arc, too dense to dash through.";
+ Difficulty = 5f;
+ Sequence = new AISequence(
+ new Teleport().Wait(0.25f),
+ new PlayerLock(true),
+ new ShootArc(100, -90, 90, new ProjectileData { Size = Size.TINY }).Wait(0.1f).Times(10),
+ new PlayerLock(false),
+ new Pause(4f)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial2/Force_Block.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Tutorial2/Force_Block.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Tutorial2/Force_Block.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Tutorial2/Force_Block.cs.meta
diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial3.meta b/Assets/Scripts/Boss Core/AI/Moves/Tutorial3.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Tutorial3.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Tutorial3.meta
diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial3/Shoot_AOE.cs b/Assets/Scripts/Boss Core/AI/Moves/Tutorial3/Shoot_AOE.cs
similarity index 51%
rename from Assets/Scripts/Boss Core/Moves/Tutorial3/Shoot_AOE.cs
rename to Assets/Scripts/Boss Core/AI/Moves/Tutorial3/Shoot_AOE.cs
index fcb33ba..8eec085 100644
--- a/Assets/Scripts/Boss Core/Moves/Tutorial3/Shoot_AOE.cs
+++ b/Assets/Scripts/Boss Core/AI/Moves/Tutorial3/Shoot_AOE.cs
@@ -9,18 +9,18 @@
namespace Moves.Tutorial3
{
- public class Shoot_AOE : AISequence
+ public class Shoot_AOE : Move
{
- public Shoot_AOE(int width) : base
- (
- new Teleport().Wait(0.25f),
- new ShootAOE(new AOE { FixedWidth = 3f }.On(-width / 2, width / 2)),
- new Pause(0.5f)
- )
+ public Shoot_AOE(int width)
{
Description = "Shoots an AOE " + width + " degrees wide at the player.";
Difficulty = 1.5f;
+ Sequence = new AISequence(
+ new Teleport().Wait(0.25f),
+ new ShootAOE(new AOEData { FixedWidth = 3f }.On(-width / 2, width / 2)),
+ new Pause(1.5f)
+ );
}
}
}
diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial3/Shoot_AOE.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Tutorial3/Shoot_AOE.cs.meta
similarity index 100%
rename from Assets/Scripts/Boss Core/Moves/Tutorial3/Shoot_AOE.cs.meta
rename to Assets/Scripts/Boss Core/AI/Moves/Tutorial3/Shoot_AOE.cs.meta
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted.meta
new file mode 100644
index 0000000..53d20ea
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted.meta
@@ -0,0 +1,8 @@
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+guid: 19f0eee5fa4144939b234a29e52ef22f
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/AOE_Test_2.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/AOE_Test_2.cs
new file mode 100644
index 0000000..4261d36
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/AOE_Test_2.cs
@@ -0,0 +1,108 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Projectiles;
+using Moves.Basic;
+using static Constants.Positions;
+
+namespace Moves.Unsorted
+{
+ public class AOE_Test_2 : Move
+ {
+ //// Lets the player know the cardinal directions will be dangerous soon.
+ private static AISequence TELEGRAPH_CARDINAL = new AISequence(
+ Merge(
+ new ShootArc(100, -7, 7, new ProjectileData { Target = SOUTH_FAR }).Wait(0.2f).Times(3),
+ new ShootArc(100, -7, 7, new ProjectileData { Target = WEST_FAR }).Wait(0.2f).Times(3),
+ new ShootArc(100, -7, 7, new ProjectileData { Target = NORTH_FAR }).Wait(0.2f).Times(3),
+ new ShootArc(100, -7, 7, new ProjectileData { Target = EAST_FAR }).Wait(0.2f).Times(3)
+ ),
+ Merge(
+ new ShootArc(100, -15, 15, new ProjectileData { Target = SOUTH_FAR }).Wait(0.2f).Times(3),
+ new ShootArc(100, -15, 15, new ProjectileData { Target = WEST_FAR }).Wait(0.2f).Times(3),
+ new ShootArc(100, -15, 15, new ProjectileData { Target = NORTH_FAR }).Wait(0.2f).Times(3),
+ new ShootArc(100, -15, 15, new ProjectileData { Target = EAST_FAR }).Wait(0.2f).Times(3)
+ ),
+ Merge(
+ new ShootArc(100, -25, 25, new ProjectileData { Target = SOUTH_FAR }).Wait(0.2f).Times(3),
+ new ShootArc(100, -25, 25, new ProjectileData { Target = WEST_FAR }).Wait(0.2f).Times(3),
+ new ShootArc(100, -25, 25, new ProjectileData { Target = NORTH_FAR }).Wait(0.2f).Times(3),
+ new ShootArc(100, -25, 25, new ProjectileData { Target = EAST_FAR }).Wait(0.2f).Times(3)
+ )
+ );
+
+
+ public AOE_Test_2() {
+ Sequence = new AISequence(
+ new Teleport(CENTER),
+
+ TELEGRAPH_CARDINAL,
+
+ new ShootAOE(
+ new AOEData {
+ OuterSpeed = Constants.Speed.MEDIUM,
+ InnerSpeed = Constants.Speed.SLOW,
+ Target = Vector3.forward,
+ MaxTime = 2f,
+ // TODO add ability to change values in callbacks like before
+ // (self) => ShootAOE(new AOE { Parent = self.data }) // add parent field to avoid copy constructor?
+ //OnDestroyTimeout = (self) => self.data.Clone().Freeze().RotationSpeed(20f).MaxTime(12.6f).Create(),
+ OnDestroyOutOfBounds = AOECallbackDictionary.DONT_DESTROY_OOB
+ }
+ ).Wait(3.2f)
+
+ /*
+ AOE.New(self)
+ .Speed(Speed.MEDIUM)
+ .InnerSpeed(Speed.SLOW)
+ .Target(Vector3.forward)
+ .MaxTime(2f)
+ .On(-22.5f, 22.5f)
+ .On(90 - 22.5f, 90 + 22.5f)
+ .On(180 - 22.5f, 180 + 22.5f)
+ .On(270 - 22.5f, 270 + 22.5f)
+ .OnDestroyTimeout((self) => self.Clone().Freeze().RotationSpeed(20f).MaxTime(12.6f).Create())
+ .OnDestroyOutOfBounds(AOECallbackDictionary.DONT_DESTROY_OOB)
+ .Wait(3.2f),
+ */
+
+ /*
+ new ShootAOE(AOE.New(self)
+ .Speed(Speed.FAST)
+ .InnerSpeed(Speed.SNAIL)
+ .Target(Vector3.forward)
+ .MaxTime(1f)
+ .On(-22.5f, 22.5f)
+ .On(90 - 22.5f, 90 + 22.5f)
+ .On(180 - 22.5f, 180 + 22.5f)
+ .On(270 - 22.5f, 270 + 22.5f)
+ .OnDestroyTimeout((self) => self.Clone().Freeze().RotationSpeed(20f).MaxTime(10.4f).Create())
+ )
+ .Wait(1.2f),
+
+ new ShootAOE(AOE.New(self)
+ .Speed(Speed.FAST)
+ .InnerScale(0f)
+ .MaxTime(0.6f)
+ .InnerSpeed(Speed.FROZEN)
+ .Target(Vector3.forward)
+ .On(0, 360f)
+ .OnDestroyTimeout((self) => self.Clone().Freeze().MaxTime(9.6f).Create())
+ )
+ .Wait(0.6f),
+
+ new ShootArc(100, 0, 360).Wait(1.5f).Times(6).Wait(5f)
+ */
+
+ );
+ }
+
+ void HandleAOECallbackDelegate(AOE self)
+ {
+ }
+
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/AOE_Test_2.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/AOE_Test_2.cs.meta
new file mode 100644
index 0000000..4ec345d
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/AOE_Test_2.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
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diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Big_Homing_Strafe.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Big_Homing_Strafe.cs
new file mode 100644
index 0000000..358219a
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Big_Homing_Strafe.cs
@@ -0,0 +1,27 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using Moves.Basic;
+using static Constants.Positions;
+
+namespace Moves.Unsorted
+{
+ public class Big_Homing_Strafe : Move
+ {
+ public Big_Homing_Strafe()
+ {
+ Description = "Does a circle along the outside of the arena, shooting homing projectiles at the player.";
+ Difficulty = 5f;
+ Sequence = new AISequence(
+ new MoveCamera(false, new Vector3(0, 17.5f, -35f)).Wait(1f),
+ new Teleport(NORTH_FAR).Wait(1f),
+ new ShootHomingStrafe(strafeAmount: 65).Times(10),
+ new Teleport(NORTH_FAR).Wait(1f),
+ new ShootHomingStrafe(strafeAmount: 15).Times(15),
+ new MoveCamera(true).Wait(2f)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Big_Homing_Strafe.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Big_Homing_Strafe.cs.meta
new file mode 100644
index 0000000..26d7550
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Big_Homing_Strafe.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 38f04ae34b2a24e4583f6af97baef312
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diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Circle_In_Out.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Circle_In_Out.cs
new file mode 100644
index 0000000..697d89f
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Circle_In_Out.cs
@@ -0,0 +1,27 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+using static BossController;
+using static Constants.Positions;
+
+namespace Moves.Unsorted
+{
+ public class Circle_In_Out : Move
+ {
+ public Circle_In_Out()
+ {
+ Description = "Shoots a circle in and out five times.";
+ Difficulty = 6f;
+ Sequence = new AISequence(
+ new Teleport(CENTER).Wait(0.5f),
+ new Wave_Reverse().Wait(1.5f).Times(5).Wait(3f)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Circle_In_Out.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Circle_In_Out.cs.meta
new file mode 100644
index 0000000..9ddd451
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Circle_In_Out.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
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diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Circle_Jump_Rope.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Circle_Jump_Rope.cs
new file mode 100644
index 0000000..b110a38
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Circle_Jump_Rope.cs
@@ -0,0 +1,33 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+using static BossController;
+using static Constants.Positions;
+
+namespace Moves.Unsorted
+{
+ public class Circle_Jump_Rope : Move
+ {
+ public Circle_Jump_Rope()
+ {
+ Description = "Circles that go in and out at an accelerating rate.";
+ Difficulty = 8.5f;
+ Sequence = new AISequence(
+ new Teleport(CENTER).Wait(0.5f),
+ new Wave_Reverse_Faster().Wait(1f),
+ new Wave_Reverse_Faster(),
+ new Shoot1(new ProjectileData { Size = Size.TINY, Speed = Speed.FAST }).Wait(0.1f).Times(60) // This pushes it a bit over 8.
+ // Adding any of the below additional attacks makes it too hard for gameplay purposes.
+ //Shoot1(size: Size.TINY, speed: Speed.VERY_FAST, angleOffset: -20f).Wait(0.1f).Times(30)
+ //Shoot3(speed: Speed.FAST, size: Size.SMALL).Wait(0.1f).Times(60)
+ //Shoot1(size: Size.TINY, speed: Speed.VERY_FAST).Wait(0.25f).Times(6).Then(Shoot1(size: Size.MEDIUM, speed: Speed.FAST, type: Type.HOMING).Wait(0.25f)).Times(4)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Circle_Jump_Rope.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Circle_Jump_Rope.cs.meta
new file mode 100644
index 0000000..f106b57
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Circle_Jump_Rope.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Dash_Test.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Dash_Test.cs
new file mode 100644
index 0000000..cba88a4
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Dash_Test.cs
@@ -0,0 +1,25 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+
+namespace Moves.Unsorted
+{
+ public class Dash_Test : Move
+ {
+ public Dash_Test()
+ {
+ Description = "Aggressively tests dashing.";
+ Difficulty = 8f;
+ Sequence = new AISequence(
+ new ShootAOE(new AOEData { Start = GameManager.Player.transform.position, OuterSpeed = Speed.FAST, FixedWidth = 2f }.On(0, 360f)),
+ new Pause(0.75f)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Dash_Test.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Dash_Test.cs.meta
new file mode 100644
index 0000000..01368d6
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Dash_Test.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Death_Hex.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Death_Hex.cs
new file mode 100644
index 0000000..fa3e546
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Death_Hex.cs
@@ -0,0 +1,37 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+using static Constants.Positions;
+
+namespace Moves.Unsorted
+{
+ /*
+ * A really intricate pattern. 6 projectiles that explode into 6 more projectiles,
+ * repeated twice to forme a lattice. Safe spot is a midpoint between any two of
+ * the first projectiles, near the far edge of the arena.
+ *
+ * ** This might have changed due to the way ShootDeathHex was implemented.
+ */
+ public class Death_Hex : Move
+ {
+ public Death_Hex()
+ {
+ Description = "Fires 6 projectiles that explode into 6 more projectiles, repeated twice to form a lattice.";
+ Difficulty = 9f;
+ Sequence = new AISequence(
+ new Teleport(CENTER).Wait(0.5f),
+ new Shoot_Death_Hex(2f).Wait(1f),
+ new Shoot_Death_Hex(1f).Wait(2f),
+ new ShootArc(50, 0, 360, new ProjectileData { MaxTime = 0.25f }).Wait(1f),
+ new ShootArc(50, 0, 360, new ProjectileData { MaxTime = 0.25f }).Wait(1f),
+ new ShootArc(50, 0, 360, new ProjectileData { MaxTime = 0.25f }).Wait(0.75f)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Death_Hex.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Death_Hex.cs.meta
new file mode 100644
index 0000000..4fd3096
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Death_Hex.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
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diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Double_Hex_Curve.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Double_Hex_Curve.cs
new file mode 100644
index 0000000..48ef667
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Double_Hex_Curve.cs
@@ -0,0 +1,32 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+using static Constants.Positions;
+
+namespace Moves.Unsorted
+{
+ public class Double_Hex_Curve : Move
+ {
+ public Double_Hex_Curve()
+ {
+ Description = "Fires two hex curves, the second offset 30 degrees from the first.";
+ Difficulty = 5f;
+ Sequence = new AISequence(
+ new Teleport(CENTER).Wait(1.5f),
+ new PlayerLock(true),
+ new Shoot_Hex_Curve(true),
+ new AOE_360().Wait(0.5f),
+ new Shoot_Hex_Curve(true, 30f).Wait(0.5f),
+ new AOE_360().Wait(1f),
+ new AOE_360().Wait(1f),
+ new PlayerLock(false)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Double_Hex_Curve.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Double_Hex_Curve.cs.meta
new file mode 100644
index 0000000..036459d
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Double_Hex_Curve.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Double_Hex_Curve_Hard.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Double_Hex_Curve_Hard.cs
new file mode 100644
index 0000000..87107e3
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Double_Hex_Curve_Hard.cs
@@ -0,0 +1,36 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+
+using static Constants.Positions;
+
+namespace Moves.Unsorted
+{
+ public class Double_Hex_Curve_Hard : Move
+ {
+ public Double_Hex_Curve_Hard()
+ {
+ Description = "A harder variant of the double hex curve.";
+ Difficulty = 10f;
+ Sequence = new AISequence(
+ new Teleport(CENTER).Wait(0.5f),
+ new Shoot_Hex_Curve(false, 0f),
+ new Shoot_Hex_Curve(false, 30f),
+ // This homing might be too hard; especially with this amount of 360s.
+ new Shoot3(ProjectileHoming.DEFAULT).Wait(0.1f).Times(10),
+ new AOE_360(),
+ new Shoot3(ProjectileHoming.DEFAULT).Wait(0.1f).Times(5),
+ new AOE_360(),
+ new Shoot3(ProjectileHoming.DEFAULT).Wait(0.1f).Times(5),
+ new AOE_360().Wait(0.5f),
+ new AOE_360().Wait(0.5f)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Double_Hex_Curve_Hard.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Double_Hex_Curve_Hard.cs.meta
new file mode 100644
index 0000000..82d5370
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Double_Hex_Curve_Hard.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Four_Way_Sweep_With_Homing.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Four_Way_Sweep_With_Homing.cs
new file mode 100644
index 0000000..9a17c4a
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Four_Way_Sweep_With_Homing.cs
@@ -0,0 +1,49 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+
+namespace Moves.Unsorted
+{
+ public class Four_Way_Sweep_With_Homing : Move
+ {
+ public Four_Way_Sweep_With_Homing()
+ {
+ Description = "Shoots a 4-directional sweep with homing projectiles in between.";
+ Difficulty = 6f;
+
+ Sequence = new AISequence(
+ For(4, i => new AISequence
+ (
+ For(0, 7, j =>
+ new ShootArc(4, 0, 360, new ProjectileData { Target = Vector3.forward, AngleOffset = j * 6f, Size = Size.MEDIUM }).Wait(0.1f)
+ ),
+ new Shoot1(new ProjectileHoming { Size = Size.LARGE }),
+ For(8, 15, j =>
+ new ShootArc(4, 0, 360, new ProjectileData { Target = Vector3.forward, AngleOffset = j * 6f, Size = Size.MEDIUM }).Wait(0.1f)
+ ),
+ new AOE_360()
+ )),
+ For(4, i => new AISequence(
+ For(0, 5, j =>
+ new ShootArc(4, 0, 360, new ProjectileData { Target = Vector3.forward, AngleOffset = j * -6f, Size = Size.MEDIUM }).Wait(0.1f)
+ ),
+ new Shoot1(new ProjectileHoming { Size = Size.LARGE }),
+ For(5, 10, j =>
+ new ShootArc(4, 0, 360, new ProjectileData { Target = Vector3.forward, AngleOffset = j * -6f, Size = Size.MEDIUM }).Wait(0.1f)
+ ),
+ new Shoot1(new ProjectileHoming { Size = Size.LARGE }),
+ For(10, 15, j =>
+ new ShootArc(4, 0, 360, new ProjectileData { Target = Vector3.forward, AngleOffset = j * -6f, Size = Size.MEDIUM }).Wait(0.1f)
+ ),
+ new AOE_360()
+ ))
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Four_Way_Sweep_With_Homing.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Four_Way_Sweep_With_Homing.cs.meta
new file mode 100644
index 0000000..0eb1030
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Four_Way_Sweep_With_Homing.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 6e2ec7802836743c1b34b7951c09ee3e
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Hex_Curve_Intro.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Hex_Curve_Intro.cs
new file mode 100644
index 0000000..57368c7
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Hex_Curve_Intro.cs
@@ -0,0 +1,33 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+
+namespace Moves.Unsorted
+{
+ public class Hex_Curve_Intro : Move
+ {
+ public Hex_Curve_Intro()
+ {
+ Description = "Introduces the player to the hex curve attack";
+ Difficulty = 4f;
+ Sequence = new AISequence(
+ new Shoot_Hex_Curve(true),
+ new AOE_360().Wait(2.5f),
+ new Shoot_Hex_Curve(false),
+ new AOE_360().Wait(2.5f),
+ new Shoot_Hex_Curve(true),
+ new AOE_360(),
+ new Shoot_Hex_Curve(false).Wait(1f),
+ new AOE_360().Wait(1f),
+ new AOE_360().Wait(1.5f),
+ new Teleport().Wait(0.5f)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Hex_Curve_Intro.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Hex_Curve_Intro.cs.meta
new file mode 100644
index 0000000..01a8073
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Hex_Curve_Intro.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 34ab945d52f724b6495892198c8eef6f
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Homing_Strafe_Wave_Shoot.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Homing_Strafe_Wave_Shoot.cs
new file mode 100644
index 0000000..ab175b0
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Homing_Strafe_Wave_Shoot.cs
@@ -0,0 +1,23 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using Moves.Basic;
+
+namespace Moves.Unsorted
+{
+ public class Homing_Strafe_Wave_Shoot : Move
+ {
+
+ public Homing_Strafe_Wave_Shoot() {
+ Difficulty = 5.5f;
+ Description = "Does a homing strafe, followed by two shoot_2_waves.";
+ Sequence = new AISequence(
+ new Teleport().Wait(0.2f),
+ new ShootHomingStrafe(strafeAmount: 15).Wait(0.01f).Times(15).Wait(0.3f), // This is hard; adding wait is reasonable
+ new Shoot_2_Waves().Times(2)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Homing_Strafe_Wave_Shoot.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Homing_Strafe_Wave_Shoot.cs.meta
new file mode 100644
index 0000000..7d0c7ff
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Homing_Strafe_Wave_Shoot.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: e5d31f70ac79d451eae5c137bab64b15
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Jump_Rope_Fast.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Jump_Rope_Fast.cs
new file mode 100644
index 0000000..d5f64df
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Jump_Rope_Fast.cs
@@ -0,0 +1,35 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+
+using static Constants.Positions;
+
+namespace Moves.Unsorted
+{
+ public class Jump_Rope_Fast : Move
+ {
+ public Jump_Rope_Fast()
+ {
+ Description = "Fires lines at the player from the left and right.";
+ Difficulty = 4f;
+ Sequence = new AISequence(
+ new MoveCamera(false, new Vector3(0, 17.5f, -35)).Wait(1f),
+ new Teleport(WEST_FAR, 35),
+ new ShootLine(50, 100f, speed: Speed.SNIPE).Times(2),
+ new Teleport(EAST_FAR, 35),
+ new ShootLine(50, 100f, speed: Speed.SNIPE).Times(2),
+ new Teleport(WEST_FAR, 35),
+ new ShootLine(50, 100f, speed: Speed.SNIPE).Times(2),
+ new Teleport(EAST_FAR, 35),
+ new ShootLine(50, 100f, speed: Speed.SNIPE).Times(2),
+ new MoveCamera(true)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Jump_Rope_Fast.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Jump_Rope_Fast.cs.meta
new file mode 100644
index 0000000..6821eb8
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Jump_Rope_Fast.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 4b0799783c67046f4a5f1f04a27b1ee2
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Jump_Rope_Slow_Circles.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Jump_Rope_Slow_Circles.cs
new file mode 100644
index 0000000..919cad0
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Jump_Rope_Slow_Circles.cs
@@ -0,0 +1,44 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using static Constants.Positions;
+
+namespace Moves.Unsorted
+{
+ public class Jump_Rope_Slow_Circles : Move
+ {
+
+ private static AISequence Line_Strafe_60 = new AISequence(
+ new ShootLine(50, 75f, speed: Speed.SNIPE),
+ new Pause(0.2f),
+ new Strafe(true, 60f, 50)
+ );
+
+ private static AISequence Line_Circle_Strafe_60 = new AISequence(
+ new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM_SLOW, FixedWidth = 5f }.On(0, 360f)),
+ new Pause(0.1f),
+ new Strafe(true, 30f, 50),
+ new Pause(0.3f),
+ new ShootLine(50, 100f, Vector3.zero, Speed.VERY_FAST),
+ new Pause(0.2f),
+ new Strafe(true, 30f, 50)
+ );
+
+ public Jump_Rope_Slow_Circles()
+ {
+ Description = "Dashes 6 times around shooting lines; then dashes 6 times shooting lines and AOE waves.";
+ Difficulty = 5.5f;
+ Sequence = new AISequence(
+
+ new Teleport(WEST_FAR),
+ Line_Strafe_60.Times(6),
+ Line_Circle_Strafe_60.Times(6)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Jump_Rope_Slow_Circles.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Jump_Rope_Slow_Circles.cs.meta
new file mode 100644
index 0000000..bd62808
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Jump_Rope_Slow_Circles.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 02b9930498221480ba502217ea5df56e
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Random_200.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Random_200.cs
new file mode 100644
index 0000000..1616da9
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Random_200.cs
@@ -0,0 +1,55 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+using static BossController;
+
+namespace Moves.Unsorted
+{
+ public class Random_200 : Move
+ {
+ public Random_200()
+ {
+ Description = "Spawns 200 random projectiles.";
+ Difficulty = 8f;
+
+ Sequence = new AISequence(
+ For(200, i => Either(
+ Merge(
+ new Shoot1(new ProjectileData { AngleOffset = Random.Range(0, 360f), Size = Size.SMALL, Speed = Speed.FAST }),
+ new Shoot1(new ProjectileData { AngleOffset = Random.Range(0, 360f), Size = Size.SMALL, Speed = Speed.FAST }),
+ new Shoot1(new ProjectileData { AngleOffset = Random.Range(0, 360f), Size = Size.TINY, Speed = Speed.FAST })
+ ),
+ Merge(
+ new Shoot1(new ProjectileData { AngleOffset = Random.Range(0, 360f), Size = Size.MEDIUM, Speed = Speed.MEDIUM }),
+ new Shoot1(new ProjectileData { AngleOffset = Random.Range(0, 360f), Size = Size.MEDIUM, Speed = Speed.MEDIUM })
+ ),
+ new Shoot1(new ProjectileData { AngleOffset = Random.Range(0, 360f), Size = Size.LARGE, Speed = Speed.SLOW }),
+ If(
+ (int)i % 20 == 0,
+ new Shoot1(ProjectileHoming.DEFAULT)
+ ),
+ If(
+ (int)i % 40 == 0,
+ new Shoot1(
+ new ProjectileData
+ {
+ Size = Size.MEDIUM,
+ Speed = Speed.MEDIUM,
+ AngleOffset = Random.Range(0, 360f),
+ MaxTime = 0.5f,
+ OnDestroyTimeout = CallbackDictionary.SPAWN_WAVE
+ }
+ )
+ ),
+ new Pause(0.05f)
+ ))
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Random_200.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Random_200.cs.meta
new file mode 100644
index 0000000..7d1229d
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Random_200.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 5602cbf95d5784514b9f07591ecb4fc7
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot3_Wave3.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot3_Wave3.cs
new file mode 100644
index 0000000..4fc0755
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot3_Wave3.cs
@@ -0,0 +1,30 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+using static BossController;
+
+namespace Moves.Unsorted
+{
+ public class Shoot3_Wave3 : Move
+ {
+ public Shoot3_Wave3()
+ {
+ Description = "40 basic bullets, with a 360 wave at the start, middle, and end.";
+ Difficulty = 3f;
+ Sequence = new AISequence(
+ new Teleport().Wait(0.5f),
+ new AOE_360(),
+ new Shoot3().Wait(0.1f).Times(20),
+ new AOE_360(),
+ new Shoot3().Wait(0.1f).Times(20),
+ new AOE_360().Wait(0.5f)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot3_Wave3.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot3_Wave3.cs.meta
new file mode 100644
index 0000000..bfe53d6
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot3_Wave3.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: bcb3841cf08f64f0b98ce3c11109f231
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_2_Waves_45.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_2_Waves_45.cs
new file mode 100644
index 0000000..149db75
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_2_Waves_45.cs
@@ -0,0 +1,31 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+using static BossController;
+
+namespace Moves.Unsorted
+{
+ public class Shoot_2_Waves_45 : Move
+ {
+ public Shoot_2_Waves_45()
+ {
+ Description = "Shoots two projectiles at a 45 degree angle that turn into AOE waves on death.";
+ Difficulty = 4f;
+ Sequence = new AISequence(
+ new Teleport().Wait(0.25f),
+ new ShootArc(4, -45f, 45f, new ProjectileData {
+ Size = Size.LARGE,
+ Speed = Speed.MEDIUM_SLOW,
+ MaxTime = 1f,
+ OnDestroyTimeout = CallbackDictionary.SPAWN_WAVE
+ }).Wait(2f)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_2_Waves_45.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_2_Waves_45.cs.meta
new file mode 100644
index 0000000..4c0c76c
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_2_Waves_45.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: a2cd83cb102d646119be4baf56de8944
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_4_Waves_Behind.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_4_Waves_Behind.cs
new file mode 100644
index 0000000..4ad4f58
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_4_Waves_Behind.cs
@@ -0,0 +1,28 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+using static Constants.Positions;
+
+namespace Moves.Unsorted
+{
+ public class Shoot_4_Waves_Behind : Move
+ {
+ public Shoot_4_Waves_Behind()
+ {
+ Description = "Shoots 4 projectiles behind the boss which explode into AOE attacks.";
+ Difficulty = 5.5f;
+ Sequence = new AISequence(
+ new Teleport(CENTER).Wait(0.5f),
+ new Shoot1(new ProjectileData { Size = Size.LARGE, Speed = Speed.MEDIUM_SLOW, MaxTime = 2f, Target = SOUTH_FAR, AngleOffset = 220, OnDestroyTimeout = CallbackDictionary.SPAWN_WAVE }).Wait(0.5f),
+ new Shoot1(new ProjectileData { Size = Size.LARGE, Speed = Speed.SLOW, MaxTime = 2f, Target = SOUTH_FAR, AngleOffset = 200, OnDestroyTimeout = CallbackDictionary.SPAWN_WAVE }).Wait(0.5f),
+ new Shoot1(new ProjectileData { Size = Size.LARGE, Speed = Speed.SLOW, MaxTime = 2f, Target = SOUTH_FAR, AngleOffset = 160, OnDestroyTimeout = CallbackDictionary.SPAWN_WAVE }).Wait(0.5f),
+ new Shoot1(new ProjectileData { Size = Size.LARGE, Speed = Speed.SLOW, MaxTime = 2f, Target = SOUTH_FAR, AngleOffset = 140, OnDestroyTimeout = CallbackDictionary.SPAWN_WAVE }).Wait(5f)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_4_Waves_Behind.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_4_Waves_Behind.cs.meta
new file mode 100644
index 0000000..47023c4
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_4_Waves_Behind.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: b5fb2408e3a0248bea4d8b9b6f60c446
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_Hex_Curve.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_Hex_Curve.cs
new file mode 100644
index 0000000..8a9120c
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_Hex_Curve.cs
@@ -0,0 +1,31 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+
+namespace Moves.Unsorted
+{
+ public class Shoot_Hex_Curve : Move
+ {
+ public Shoot_Hex_Curve(bool clockwise=true, float offset=0f)
+ {
+ Description = "Shoots 6 curving projectiles " + (clockwise ? "clockwise" : "counterclockwise") + " from the boss's location.";
+ Difficulty = 3f;
+ Sequence =
+ ForConcurrent(6, i =>
+ new Shoot1(
+ new ProjectileCurving((float)Speed.MEDIUM * (clockwise ? 1 : -1) * 2f, true)
+ {
+ MaxTime = 3f,
+ AngleOffset = offset + ((clockwise ? 1 : -1) * i * 60f)
+ }
+ )
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_Hex_Curve.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_Hex_Curve.cs.meta
new file mode 100644
index 0000000..e8de7a1
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_Hex_Curve.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: f927d8c238bc442ebbd7a3e08dadfca3
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Back_And_Forth_Advanced.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Back_And_Forth_Advanced.cs
new file mode 100644
index 0000000..4ebea1f
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Back_And_Forth_Advanced.cs
@@ -0,0 +1,46 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+
+namespace Moves.Unsorted
+{
+ public class Sweep_Back_And_Forth_Advanced : Move
+ {
+ public Sweep_Back_And_Forth_Advanced()
+ {
+ Description = "Sweeps back and forth with additional medium and tiny projectiles.";
+ Difficulty = 6.5f;
+ Sequence = new AISequence(
+ new Teleport().Wait(0.25f),
+ new PlayerLock(true),
+ For(-30, 80, 5, i => new Shoot1(new ProjectileData { AngleOffset = i }).Wait(0.01f)),
+ For(80, -80, -5, i =>
+ Merge(
+ new Shoot1(new ProjectileData { AngleOffset = i }),
+ new Shoot1(new ProjectileData { AngleOffset = i, Size = Size.MEDIUM, Speed = Speed.SLOW })
+ ).Wait(0.02f)
+ ),
+ For(-80, 80, 5, i =>
+ Merge(
+ new Shoot1(new ProjectileData { AngleOffset = i }),
+ new Shoot1(new ProjectileData { AngleOffset = i, Size = Size.TINY, Speed = Speed.FAST })
+ ).Wait(0.02f)
+ ),
+ For(80, -30, -5, i =>
+ Merge(
+ new Shoot1(new ProjectileData { AngleOffset = i }),
+ new Shoot1(new ProjectileData { AngleOffset = i, Size = Size.MEDIUM, Speed = Speed.SLOW })
+ ).Wait(0.02f)
+ ),
+ new Pause(0.75f),
+ new PlayerLock(false)
+ );
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Back_And_Forth_Advanced.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Back_And_Forth_Advanced.cs.meta
new file mode 100644
index 0000000..24c65ef
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Back_And_Forth_Advanced.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 9714e821119b040eea1f7f93e1faca4e
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
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+ assetBundleName:
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diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Back_And_Forth_Medium.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Back_And_Forth_Medium.cs
new file mode 100644
index 0000000..2abf565
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Back_And_Forth_Medium.cs
@@ -0,0 +1,41 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+
+namespace Moves.Unsorted
+{
+ public class Sweep_Back_And_Forth_Medium : Move
+ {
+ public Sweep_Back_And_Forth_Medium()
+ {
+ Description = "Sweeps back and forth with additional medium projectiles.";
+ Difficulty = 5.5f;
+ Sequence = new AISequence(
+ new Teleport().Wait(0.25f),
+ new PlayerLock(true),
+ For(-30, 80, 5, i => new Shoot1(new ProjectileData { AngleOffset = i }).Wait(0.01f)),
+ For(80, -80, -5, i =>
+ Merge(
+ new Shoot1(new ProjectileData { AngleOffset = i }),
+ new Shoot1(new ProjectileData { AngleOffset = i, Size = Size.MEDIUM, Speed = Speed.SLOW })
+ ).Wait(0.02f)
+ ),
+ For(-80, 80, 5, i => new Shoot1(new ProjectileData { AngleOffset = i }).Wait(0.01f)),
+ For(80, -80, -5, i =>
+ Merge(
+ new Shoot1(new ProjectileData { AngleOffset = i }),
+ new Shoot1(new ProjectileData { AngleOffset = i, Size = Size.MEDIUM, Speed = Speed.SLOW })
+ ).Wait(0.02f)
+ ),
+ new Pause(0.75f),
+ new PlayerLock(false)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Back_And_Forth_Medium.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Back_And_Forth_Medium.cs.meta
new file mode 100644
index 0000000..157f6b0
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Back_And_Forth_Medium.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 494510ae5a4af4916af78bef48dd860f
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Wall.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Wall.cs
new file mode 100644
index 0000000..74bb7ff
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Wall.cs
@@ -0,0 +1,34 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+using static BossController;
+
+namespace Moves.Unsorted
+{
+ public class Sweep_Wall : Move
+ {
+ public Sweep_Wall(bool clockwise=true)
+ {
+ Description = "Shoots a sweeping wall " + (clockwise ? "clockwise" : "counterclockwise") + ".";
+ Difficulty = 5f;
+
+ int start1 = 0;
+ int end1 = clockwise ? 72 : -72;
+ int step1 = clockwise ? 6 : -6;
+ int start2 = clockwise ? 72 : -72;
+ int end2 = 0;
+ int step2 = clockwise ? -6 : 6;
+
+ Sequence = new AISequence(
+ For(start1, end1, step1, angle => new ShootWall(angle).Wait(0.1f)),
+ For(start2, end2, step2, angle => new ShootWall(angle).Wait(0.1f))
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Wall.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Wall.cs.meta
new file mode 100644
index 0000000..2a88d12
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Wall.cs.meta
@@ -0,0 +1,11 @@
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+guid: aa154766d216b4c10b82f4d93c2e7aa7
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Wall_Back_And_Forth.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Wall_Back_And_Forth.cs
new file mode 100644
index 0000000..c79f727
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Wall_Back_And_Forth.cs
@@ -0,0 +1,28 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+using static BossController;
+
+namespace Moves.Unsorted
+{
+ public class Sweep_Wall_Back_And_Forth : Move
+ {
+ public Sweep_Wall_Back_And_Forth()
+ {
+ Description = "Sweeps a wall clockwise, then counterclockwise.";
+ Difficulty = 6f;
+ Sequence = new AISequence(
+ new PlayerLock(true),
+ new Sweep_Wall(true),
+ new Sweep_Wall(false),
+ new PlayerLock(false)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Wall_Back_And_Forth.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Wall_Back_And_Forth.cs.meta
new file mode 100644
index 0000000..da13690
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Wall_Back_And_Forth.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 441155b002b4842519fbc6b31e01b7cf
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Circle.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Circle.cs
new file mode 100644
index 0000000..e9f7c20
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Circle.cs
@@ -0,0 +1,46 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using static Constants.Positions;
+
+namespace Moves.Unsorted
+{
+ public class Wave_Circle : Move
+ {
+
+ private class Slow_Wave_Circle : Move {
+ public Slow_Wave_Circle()
+ {
+ Description = "Fires a medium-slow AOE, and then strafes 60 degrees clockwise.";
+ Difficulty = 2f;
+ Sequence = new AISequence(
+ new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM_SLOW, FixedWidth = 5f }.On(0, 360)),
+ new Strafe(true, 60f, 50).Wait(0.5f)
+ );
+ }
+ }
+
+ public Wave_Circle()
+ {
+ Description = "Fires six slow circles around the arena in a circular pattern. Then repeats twice, with lines appearing on the left and right sides.";
+ Difficulty = 5f;
+ Sequence = new AISequence(
+ new Teleport(WEST_MED),
+ new Slow_Wave_Circle().Times(6),
+ new Slow_Wave_Circle().Times(3),
+ new ShootLine(50, 75f, Vector3.left, Speed.MEDIUM_SLOW),
+ new Slow_Wave_Circle().Times(3),
+ new ShootLine(50, 75f, Vector3.right, Speed.MEDIUM_SLOW),
+ new Slow_Wave_Circle().Times(3),
+ new ShootLine(50, 75f, Vector3.left, Speed.MEDIUM_SLOW),
+ new Slow_Wave_Circle().Times(3),
+ new ShootLine(50, 75f, Vector3.right, Speed.MEDIUM_SLOW)
+ );
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Circle.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Circle.cs.meta
new file mode 100644
index 0000000..e47b7bc
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Circle.cs.meta
@@ -0,0 +1,11 @@
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+guid: 04c02d677a15844a2957185ce382513d
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+ defaultReferences: []
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+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse.cs
new file mode 100644
index 0000000..552b43b
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse.cs
@@ -0,0 +1,37 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+using static Constants.Positions;
+
+namespace Moves.Unsorted
+{
+ public class Wave_Reverse : Move
+ {
+
+ public Wave_Reverse()
+ {
+ Description = "Fires a wave of projectiles that, on death, reverse direction.";
+ Difficulty = 4f;
+ Sequence = ForConcurrent(
+ 50,
+ i => new Shoot1
+ (
+ new ProjectileHoming
+ {
+ Speed = Speed.FAST,
+ Size = Size.MEDIUM,
+ MaxTime = 1f,
+ AngleOffset = i * (360f / 50f),
+ OnDestroyTimeout = CallbackDictionary.REVERSE
+ }
+ )
+ ).Wait(2f);
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse.cs.meta
new file mode 100644
index 0000000..50177e4
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 9cd5ed396f30440b39c292ee7c8dad62
+MonoImporter:
+ externalObjects: {}
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diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Faster.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Faster.cs
new file mode 100644
index 0000000..606ef88
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Faster.cs
@@ -0,0 +1,38 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+using static Constants.Positions;
+
+namespace Moves.Unsorted
+{
+ public class Wave_Reverse_Faster : Move
+ {
+
+ public Wave_Reverse_Faster()
+ {
+ Description = "Fires a wave of projectiles that, on death, reverse direction. These speed up until they hit max speed.";
+ Difficulty = 5f;
+ Sequence = For(
+ 50,
+ i => new Shoot1
+ (
+ new ProjectileHoming
+ {
+ Speed = Speed.FAST,
+ Size = Size.MEDIUM,
+ MaxTime = 1f,
+ AngleOffset = i * (360f / 50f),
+ //OnDestroyTimeout = CallbackDictionary.REVERSE_FASTER
+ //TODO reimplement above^^
+ }
+ )
+ ).Wait(2f);
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Faster.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Faster.cs.meta
new file mode 100644
index 0000000..83d8b1a
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Faster.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: bd947229d458c4d81a8b614d57707f50
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diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Target.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Target.cs
new file mode 100644
index 0000000..2e6e4b1
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Target.cs
@@ -0,0 +1,37 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+using static Constants.Positions;
+
+namespace Moves.Unsorted
+{
+ public class Wave_Reverse_Target : Move
+ {
+
+ public Wave_Reverse_Target()
+ {
+ Description = "Fires a wave of projectiles that, on death, turn into projectiles aimed at the player.";
+ Difficulty = 5f;
+ Sequence = For(
+ 50,
+ i => new Shoot1
+ (
+ new ProjectileHoming
+ {
+ Speed = Speed.FAST,
+ Size = Size.MEDIUM,
+ MaxTime = 1f,
+ AngleOffset = i * (360f / 50f),
+ OnDestroyTimeout = CallbackDictionary.SPAWN_1_TOWARDS_PLAYER
+ }
+ )
+ ).Wait(2f);
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Target.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Target.cs.meta
new file mode 100644
index 0000000..d89796a
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Target.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 45ebbb73bcf104b6f9c1f301d120a439
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Target_Homing.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Target_Homing.cs
new file mode 100644
index 0000000..6d97909
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Target_Homing.cs
@@ -0,0 +1,37 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+using AOEs;
+using Constants;
+using Moves.Basic;
+using Projectiles;
+using static Constants.Positions;
+
+namespace Moves.Unsorted
+{
+ public class Wave_Reverse_Target_Homing : Move
+ {
+
+ public Wave_Reverse_Target_Homing()
+ {
+ Description = "Fires a wave of projectiles that, on death, turn into homing projectiles aimed at the player.";
+ Difficulty = 7f;
+ Sequence = For(
+ 50,
+ i => new Shoot1
+ (
+ new ProjectileHoming
+ {
+ Speed = Speed.FAST,
+ Size = Size.MEDIUM,
+ MaxTime = 1f,
+ AngleOffset = i * (360f / 50f),
+ OnDestroyTimeout = CallbackDictionary.SPAWN_1_HOMING_TOWARDS_PLAYER
+ }
+ )
+ ).Wait(2f);
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Target_Homing.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Target_Homing.cs.meta
new file mode 100644
index 0000000..b833e7d
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Target_Homing.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Boss Core/AI/PhaseDictionary.cs b/Assets/Scripts/Boss Core/AI/PhaseDictionary.cs
deleted file mode 100644
index e6d5211..0000000
--- a/Assets/Scripts/Boss Core/AI/PhaseDictionary.cs
+++ /dev/null
@@ -1,158 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-using UnityEngine.Profiling;
-
-namespace AI
-{
- public partial class AIPhase
- {
-
- //public static AIPhase PHASE_TEST = new AIPhase()
- //.AddSequence(10, HOMING_STRAFE_WAVE_SHOOT)
- // ;
- public static AIPhase PHASE_TEST;
-
- /*
- * Teaches the player basic movement and throwing.
- *
- * Should consist of moves that are easy to dodge by running or dashing,
- * and have plenty of time in between to throw a shield.
- *
- * Should probably disable shield blocking for this phase.
- */
- public static AIPhase PHASE_TUTORIAL_1;
-
- /*
- * Teaches the player that the shield exists.
- *
- * Should consist of both dashing and blocking attacks, with plenty
- * of time to throw shield between.
- */
- public static AIPhase PHASE_TUTORIAL_2;
-
- /*
- * Introduces AOEs (and how shield interacts with them).
- */
- public static AIPhase PHASE_TUTORIAL_3;
-
- public static AIPhase PHASE1;
-
- public static AIPhase PHASE_UNIT_TEST;
-
- //static AIPhase() {
- // if (BossController.insaneMode)
- // {
- // PHASE1
- // .AddSequence(10, DOUBLE_HEX_CURVE_HARD)
- // .AddSequence(10, DEATH_HEX)
- // .AddSequence(10, FOUR_WAY_SWEEP_WITH_HOMING)
- // .AddSequence(10, RANDOM_200_WAVE)
- // .AddSequence(10, CIRCLE_JUMP_ROPE)
- // ;
- // }
- //}
-
- //public static AIPhase HARD_PHASE = new AIPhase()
- ////.AddSequence(10, WAVE_CIRCLE)
- //.AddSequence(10, DOUBLE_HEX_CURVE_HARD)
- //.AddSequence(10, DEATH_HEX)
- ////.AddSequence(10, FOUR_WAY_SWEEP_WITH_HOMING)
- //.AddSequence(10, RANDOM_200_WAVE)
- //.AddSequence(10, CIRCLE_JUMP_ROPE)
- //;
-
- /*
- * TODO: Add some form of progress indicator to this.
- * TODO: Make this load in Phases dynamically (like moves are)
- */
- public static void Load() {
- AISequence.ShouldAllowInstantiation = true;
-
- PHASE_TEST = new AIPhase()
- //.AddSequence(10, Moves.Basic.PINCER)
- .AddSequence(10, new Moves.Test.Lightning_Arena().Times(2))
- .AddSequence(10, new Moves.Test.Quick_Waves())
- .AddSequence(10, new Moves.Test.Double_Laser_Sweep_AOE())
- .AddSequence(10, new Moves.Test.Double_Laser_Sweep())
- .AddSequence(10, new Moves.Test.Pincer_Sweep())
- //.AddScriptedSequence(0, new Moves.Test.Test().Times(75))
- //.AddSequence(10, AISequence.Pause(100f))
- .AddSequence(10, new Moves.Test.SpinReverse().Wait(2f))
- .AddSequence(10, new Moves.Test.Random_Leading())
- .AddSequence(10, new Moves.Test.Sniper_Final())
- .AddSequence(10, new Moves.Basic.Shoot_Death_Hex())
- ;
-
- PHASE_TUTORIAL_1 = new AIPhase()
- .SetMaxHealth(20)
- .SetMaxArenaRadius(0.75f * 50f)
- .AddSequence(10, new Moves.Basic.Sweep().Wait(1f))
- .AddSequence(10, new Moves.Basic.Sweep(reverse: true).Wait(1f))
- .AddSequence(10, new Moves.Basic.Sweep_Back_And_Forth().Wait(1f))
- .AddSequence(10, new Moves.Basic.Sweep_Both().Wait(1f))
- .AddSequence(10, new Moves.Tutorial1.Shoot_1_Several())
- .AddSequence(10, new Moves.Tutorial1.Shoot_3_Several())
- .AddSequence(3, new Moves.Tutorial1.Shoot_Arc(70))
- .AddSequence(4, new Moves.Tutorial1.Shoot_Arc(120))
- .AddSequence(3, new Moves.Tutorial1.Shoot_Arc(150))
- .AddSequence(3, new Moves.Tutorial1.Shoot_Arc(70, true))
- .AddSequence(4, new Moves.Tutorial1.Shoot_Arc(120, true))
- .AddSequence(3, new Moves.Tutorial1.Shoot_Arc(150, true))
- ;
-
- PHASE_TUTORIAL_2 = new AIPhase()
- .SetMaxHealth(20)
- .AddSequence(10, new Moves.Tutorial2.Force_Block())
- ;
-
- PHASE_TUTORIAL_3 = new AIPhase()
- .SetMaxHealth(20)
- .AddSequence(10, new Moves.Basic.AOE_131())
- .AddSequence(10, new Moves.Tutorial3.Shoot_AOE(90))
- .AddSequence(10, new Moves.Tutorial3.Shoot_AOE(120))
- .AddSequence(10, new Moves.Tutorial3.Shoot_AOE(360))
- ;
-
- PHASE1 = new AIPhase()
- //.AddSequence(10, SHOOT3_WAVE3)
- .AddSequence(10, new Moves.Basic.Shoot_2_Waves())
- .AddSequence(10, new Moves.Basic.AOE_90())
- .AddSequence(10, new Moves.Basic.AOE_120())
- .AddSequence(10, new Moves.Basic.AOE_360())
-
- //.AddSequence(10, HEX_CURVE_INTRO)
- //.AddSequence(10, DOUBLE_HEX_CURVE)
- //.AddSequence(10, HOMING_STRAFE_WAVE_SHOOT.Times(2))
- //.AddMove(10, Moves.Basic.Definitions.SWEEP)
- //.AddSequence(10, Moves.Basic.SWEEP_BACK_AND_FORTH)
- //.AddSequence(10, SWEEP_BACK_AND_FORTH_MEDIUM)
- //.AddSequence(10, SWEEP_BACK_AND_FORTH_ADVANCED)
- //.AddSequence(10, Moves.Basic.SPLIT_6)
- //.AddSequence(10, Moves.Basic.SPLIT_6_CURVE)
- //.AddSequence(10, CIRCLE_IN_OUT)
- //.AddSequence(10, SWEEP_WALL_CLOCKWISE)
- //.AddSequence(10, SWEEP_WALL_COUNTERCLOCKWISE)
- //.AddSequence(5, SWEEP_WALL_BACK_AND_FORTH)
- //.AddSequence(10, WAVE_REVERSE) // maybe add a new color for reversal attacks
- //.AddSequence(10, WAVE_REVERSE_TARGET)
- //.AddSequence(10, Moves.Basic.AOE_131_MEDIUM_LONG.Times(2))
- //.AddSequence(10, FOUR_WAY_SWEEP_WITH_HOMING)
- //.AddSequence(10, RANDOM_200_WAVE) // Kind of hard. Move to a later phase.
- //.AddSequence(10, SHOOT_2_WAVES_45)
- //.AddSequence(10, SHOOT_4_WAVES_BEHIND)
-
- ;
-
- PHASE_UNIT_TEST = new AIPhase()
- .AddScriptedSequence(0, new Moves.Basic.Shoot1(new Projectiles.Projectile()).Wait(1f))
- .AddScriptedSequence(1, new Moves.Basic.Shoot1(new Projectiles.ProjectileCurving(30f, true)).Wait(1f))
- .AddScriptedSequence(2, new Moves.Basic.Shoot1(new Projectiles.ProjectileCurving(-30f, false)).Wait(1f))
- .AddScriptedSequence(3, new Moves.Basic.Shoot1(new Projectiles.ProjectileHoming()).Wait(1f))
- .AddScriptedSequence(4, new Moves.Basic.Shoot1(new Projectiles.ProjectileLightning()).Wait(1f));
- ;
- }
-
- }
-}
diff --git a/Assets/Scripts/Boss Core/AI/Phases.meta b/Assets/Scripts/Boss Core/AI/Phases.meta
new file mode 100644
index 0000000..d45273c
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Phases.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 05952e8cf6ad04c1ba72c6c08abe83c9
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Boss Core/AI/Phases/Phase_Test.cs b/Assets/Scripts/Boss Core/AI/Phases/Phase_Test.cs
new file mode 100644
index 0000000..7aa4715
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Phases/Phase_Test.cs
@@ -0,0 +1,25 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+
+namespace Phases
+{
+ public class Phase_Test : AIPhase
+ {
+ public Phase_Test()
+ {
+ //AddSequence(10, new Moves.Test.Lightning_Arena().Times(2));
+ //AddSequence(10, new Moves.Test.Quick_Waves());
+ //AddSequence(10, new Moves.Test.Double_Laser_Sweep_AOE());
+ //AddSequence(10, new Moves.Test.Double_Laser_Sweep());
+ //AddSequence(10, new Moves.Test.Pincer_Sweep());
+ //AddSequence(10, new Moves.Test.SpinReverse().Wait(2f));
+ //AddSequence(10, new Moves.Test.Random_Leading());
+ //AddSequence(10, new Moves.Test.Sniper_Final());
+ //AddSequence(10, new Moves.Basic.Shoot_Death_Hex());
+ AddSequence(10, new Moves.Test.Horseshoe_AOE());
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Boss Core/AI/Phases/Phase_Test.cs.meta b/Assets/Scripts/Boss Core/AI/Phases/Phase_Test.cs.meta
new file mode 100644
index 0000000..1463341
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Phases/Phase_Test.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 739b3ed7653cd4e68b898d835ebf47b2
+MonoImporter:
+ externalObjects: {}
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+ icon: {instanceID: 0}
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diff --git a/Assets/Scripts/Boss Core/AI/Phases/Phase_Test_Latest.cs b/Assets/Scripts/Boss Core/AI/Phases/Phase_Test_Latest.cs
new file mode 100644
index 0000000..f558d42
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Phases/Phase_Test_Latest.cs
@@ -0,0 +1,16 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+
+namespace Phases
+{
+ public class Phase_Test_Latest : AIPhase
+ {
+ public Phase_Test_Latest()
+ {
+ AddSequence(10, new Moves.Test.Test());
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Boss Core/AI/Phases/Phase_Test_Latest.cs.meta b/Assets/Scripts/Boss Core/AI/Phases/Phase_Test_Latest.cs.meta
new file mode 100644
index 0000000..8761b6f
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Phases/Phase_Test_Latest.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 4d92fe43022884d4198bbd4433c1e632
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_1.cs b/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_1.cs
new file mode 100644
index 0000000..7b5078d
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_1.cs
@@ -0,0 +1,30 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+
+namespace Phases
+{
+ public class Phase_Tutorial_1 : AIPhase
+ {
+ public Phase_Tutorial_1()
+ {
+ MaxHealth = 20;
+ MaxArenaRadius = 0.75f * 50f;
+
+ AddSequence(10, new Moves.Basic.Sweep().Wait(1f));
+ AddSequence(10, new Moves.Basic.Sweep(reverse: true).Wait(1f));
+ AddSequence(10, new Moves.Basic.Sweep_Back_And_Forth().Wait(1f));
+ AddSequence(10, new Moves.Basic.Sweep_Both().Wait(1f));
+ AddSequence(10, new Moves.Tutorial1.Shoot_1_Several());
+ AddSequence(10, new Moves.Tutorial1.Shoot_3_Several());
+ AddSequence(3, new Moves.Tutorial1.Shoot_Arc(70));
+ AddSequence(4, new Moves.Tutorial1.Shoot_Arc(120));
+ AddSequence(3, new Moves.Tutorial1.Shoot_Arc(150));
+ AddSequence(3, new Moves.Tutorial1.Shoot_Arc(70, true));
+ AddSequence(4, new Moves.Tutorial1.Shoot_Arc(120, true));
+ AddSequence(3, new Moves.Tutorial1.Shoot_Arc(150, true));
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_1.cs.meta b/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_1.cs.meta
new file mode 100644
index 0000000..d04d870
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_1.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: af786d74db30d4da4ae629c17edc39f8
+MonoImporter:
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+ icon: {instanceID: 0}
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diff --git a/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_2.cs b/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_2.cs
new file mode 100644
index 0000000..feaa083
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_2.cs
@@ -0,0 +1,18 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+
+namespace Phases
+{
+ public class Phase_Tutorial_2 : AIPhase
+ {
+ public Phase_Tutorial_2()
+ {
+ MaxHealth = 20;
+
+ AddSequence(10, new Moves.Tutorial2.Force_Block());
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_2.cs.meta b/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_2.cs.meta
new file mode 100644
index 0000000..24cbfca
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_2.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 4ff2a7efd99204d5a89bf105f7bd1c9c
+MonoImporter:
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+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_3.cs b/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_3.cs
new file mode 100644
index 0000000..a6b8bcd
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_3.cs
@@ -0,0 +1,21 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+
+namespace Phases
+{
+ public class Phase_Tutorial_3 : AIPhase
+ {
+ public Phase_Tutorial_3()
+ {
+ MaxHealth = 20;
+
+ AddSequence(10, new Moves.Basic.AOE_131());
+ AddSequence(10, new Moves.Tutorial3.Shoot_AOE(90));
+ AddSequence(10, new Moves.Tutorial3.Shoot_AOE(120));
+ AddSequence(10, new Moves.Tutorial3.Shoot_AOE(360));
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_3.cs.meta b/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_3.cs.meta
new file mode 100644
index 0000000..521c6ef
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_3.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: e875cb8c9ce82400fb6cdd33b4313c4c
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+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Boss Core/AI/Phases/Phase_Unsorted.cs b/Assets/Scripts/Boss Core/AI/Phases/Phase_Unsorted.cs
new file mode 100644
index 0000000..c2168a7
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Phases/Phase_Unsorted.cs
@@ -0,0 +1,49 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using System.Reflection;
+
+using AI;
+
+namespace Phases
+{
+ public class Phase_Unsorted : AIPhase
+ {
+ public Phase_Unsorted()
+ {
+ MaxHealth = 100;
+
+ System.Type[] types = Assembly.GetExecutingAssembly().GetTypes();
+ foreach (System.Type type in types)
+ {
+ if (type.Namespace != null && type.Namespace.Equals("Moves.Unsorted"))
+ {
+ if (System.Attribute.GetCustomAttribute(type, typeof(System.Runtime.CompilerServices.CompilerGeneratedAttribute)) != null)
+ {
+ Debug.Log("Skipping compiler type: " + type);
+ continue;
+ }
+
+ try
+ {
+ Debug.Log("Trying to add type: " + type);
+ object rawObj = System.Activator.CreateInstance(type);
+ Debug.Log("Instantiated type parent type: " + rawObj.GetType().BaseType);
+ AISequence instantiatedSequence = (AISequence) rawObj;
+ if (instantiatedSequence == null)
+ {
+ Debug.LogError("Instantiation failure! Got back null.");
+ }
+ AddSequence(10, instantiatedSequence);
+ }
+ catch (System.Exception e)
+ {
+ Debug.LogError("Failed to add type: " + type);
+ Debug.LogError(e);
+ }
+ }
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Boss Core/AI/Phases/Phase_Unsorted.cs.meta b/Assets/Scripts/Boss Core/AI/Phases/Phase_Unsorted.cs.meta
new file mode 100644
index 0000000..73d5370
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Phases/Phase_Unsorted.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Boss Core/AI/Routines.meta b/Assets/Scripts/Boss Core/AI/Routines.meta
new file mode 100644
index 0000000..c62da34
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Routines.meta
@@ -0,0 +1,8 @@
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+ externalObjects: {}
+ userData:
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diff --git a/Assets/Scripts/Boss Core/AI/Routines/Main.cs b/Assets/Scripts/Boss Core/AI/Routines/Main.cs
new file mode 100644
index 0000000..cad4e1c
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Routines/Main.cs
@@ -0,0 +1,18 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+
+namespace Routines
+{
+ public class Main : AIRoutine
+ {
+ public Main()
+ {
+ // TODO finish me (tutorial + main phase)
+ Phases = new List {
+ };
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Boss Core/AI/Routines/Main.cs.meta b/Assets/Scripts/Boss Core/AI/Routines/Main.cs.meta
new file mode 100644
index 0000000..b316247
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Routines/Main.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Boss Core/AI/Routines/Test.cs b/Assets/Scripts/Boss Core/AI/Routines/Test.cs
new file mode 100644
index 0000000..6d85de1
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Routines/Test.cs
@@ -0,0 +1,18 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+
+namespace Routines
+{
+ public class Test : AIRoutine
+ {
+ public Test()
+ {
+ Phases = new List {
+ new Phases.Phase_Test()
+ };
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Boss Core/AI/Routines/Test.cs.meta b/Assets/Scripts/Boss Core/AI/Routines/Test.cs.meta
new file mode 100644
index 0000000..98f7c2f
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Routines/Test.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Boss Core/AI/Routines/TestLatest.cs b/Assets/Scripts/Boss Core/AI/Routines/TestLatest.cs
new file mode 100644
index 0000000..daf0fb9
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Routines/TestLatest.cs
@@ -0,0 +1,18 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+
+namespace Routines
+{
+ public class TestLatest : AIRoutine
+ {
+ public TestLatest()
+ {
+ Phases = new List {
+ new Phases.Phase_Test_Latest()
+ };
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Boss Core/AI/Routines/TestLatest.cs.meta b/Assets/Scripts/Boss Core/AI/Routines/TestLatest.cs.meta
new file mode 100644
index 0000000..9fd3315
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Routines/TestLatest.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Boss Core/AI/Routines/Tutorial.cs b/Assets/Scripts/Boss Core/AI/Routines/Tutorial.cs
new file mode 100644
index 0000000..3f14d14
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Routines/Tutorial.cs
@@ -0,0 +1,20 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+
+namespace Routines
+{
+ public class Tutorial : AIRoutine
+ {
+ public Tutorial()
+ {
+ Phases = new List {
+ new Phases.Phase_Tutorial_1(),
+ new Phases.Phase_Tutorial_2(),
+ new Phases.Phase_Tutorial_3()
+ };
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Boss Core/AI/Routines/Tutorial.cs.meta b/Assets/Scripts/Boss Core/AI/Routines/Tutorial.cs.meta
new file mode 100644
index 0000000..fe2dad2
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Routines/Tutorial.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Boss Core/AI/Routines/UnitTest.cs b/Assets/Scripts/Boss Core/AI/Routines/UnitTest.cs
new file mode 100644
index 0000000..a9741aa
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Routines/UnitTest.cs
@@ -0,0 +1,18 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+
+namespace Routines
+{
+ public class UnitTest : AIRoutine
+ {
+ public UnitTest()
+ {
+ // TODO finish me
+ Phases = new List {
+ };
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Boss Core/AI/Routines/UnitTest.cs.meta b/Assets/Scripts/Boss Core/AI/Routines/UnitTest.cs.meta
new file mode 100644
index 0000000..de1cea1
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Routines/UnitTest.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Boss Core/AI/Routines/Unsorted.cs b/Assets/Scripts/Boss Core/AI/Routines/Unsorted.cs
new file mode 100644
index 0000000..d1e59af
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Routines/Unsorted.cs
@@ -0,0 +1,19 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using AI;
+
+namespace Routines
+{
+ public class Unsorted : AIRoutine
+ {
+ public Unsorted()
+ {
+ Phases = new List
+ {
+ new Phases.Phase_Unsorted()
+ };
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Boss Core/AI/Routines/Unsorted.cs.meta b/Assets/Scripts/Boss Core/AI/Routines/Unsorted.cs.meta
new file mode 100644
index 0000000..22c34cd
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AI/Routines/Unsorted.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Boss Core/AI/SequenceDictionary.cs b/Assets/Scripts/Boss Core/AI/SequenceDictionary.cs
deleted file mode 100644
index bfd0f9c..0000000
--- a/Assets/Scripts/Boss Core/AI/SequenceDictionary.cs
+++ /dev/null
@@ -1,572 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-using static BossController;
-using static Projectiles.Projectile;
-using static World.Arena;
-using Projectiles;
-using AOEs;
-using BossCore;
-
-using Moves.Basic;
-
-// TODO: move all boss controller sequences in here
-// make a JSON parser to make this job easier?
-namespace AI
-{
- public partial class AISequence
- {
-
- //public static Move DASH_TEST = new Move(
- // 8f,
- // "DASH_TEST",
- // "Aggressively tests dashing.",
- // new AISequence(() => {
- // return ShootAOE(AOE.New(self).Start(GameManager.Player.transform.position).On(0, 360f).Speed(Speed.FAST).FixedWidth(2f)).Wait(0.75f);
- // })
- //);
-
- //#region Building Block Sequences
-
- //public static AISequence LINE_CIRCLE_STRAFE_60 = new AISequence(
- // ShootAOE(AOE.New(self).Speed(Speed.MEDIUM_SLOW).FixedWidth(5f))
- // .Wait(0.1f),
- // Strafe(true, 30f, 50)
- // .Wait(0.3f),
- // ShootLine(50, 100f, Vector3.zero, Speed.VERY_FAST)
- // .Wait(0.2f),
- // Strafe(true, 30f, 50)
- //);
-
- //#endregion
-
- //#region Full Moveset Sequences
-
- ///*
- // * 40 basic bullets, with a 360 wave at the start, middle, and end.
- // */
- //public static Move SHOOT3_WAVE3 = new Move(
- // 3,
- // "SHOOT3_WAVE3",
- // "40 basic bullets, with a 360 wave at the start, middle, and end.",
- // new AISequence(
- // Teleport().Wait(0.5f),
- // AOE_360,
- // Shoot3().Wait(0.1f).Times(20),
- // AOE_360,
- // Shoot3().Wait(0.1f).Times(20),
- // AOE_360.Wait(0.5f)
- // )
- //);
-
- //public static Move HEX_CURVE_INTRO = new Move(
- // 4,
- // "HEX_CURVE_INTRO",
- // "Introduces the player to the hex curve attack",
- // new AISequence(
- // ShootHexCurve(true),
- // AOE_360.Wait(2.5f),
- // ShootHexCurve(false),
- // AOE_360.Wait(2.5f),
- // ShootHexCurve(true),
- // AOE_360,
- // ShootHexCurve(false).Wait(1f),
- // AOE_360.Wait(1f),
- // AOE_360.Wait(1.5f),
- // Teleport().Wait(0.5f)
- // )
- //);
-
- //public static AISequence BIG_HOMING_STRAFE = new AISequence(
- // CameraMove(false, new Vector3(0, 17.5f, -35f)).Wait(1f),
- // Teleport(NORTH_FAR).Wait(1f),
- // ShootHomingStrafe(strafeAmount: 65).Times(10),
- // Teleport(NORTH_FAR).Wait(1f),
- // ShootHomingStrafe(strafeAmount: 15).Times(15),
- // CameraMove(true).Wait(2f)
- //);
-
- //public static AISequence DOUBLE_HEX_CURVE = new AISequence(
- // Teleport(CENTER).Wait(1.5f),
- // PlayerLock(true),
- // ShootHexCurve(true),
- // AOE_360.Wait(0.5f),
- // ShootHexCurve(true, New(self).AngleOffset(30f)).Wait(0.5f),
- // AOE_360.Wait(1f),
- // AOE_360.Wait(1f),
- // PlayerLock(false)
- //);
-
- //public static AISequence HOMING_STRAFE_WAVE_SHOOT = new Move(
- // 5.5f,
- // "HOMING_STRAFE_WAVE_SHOOT",
- // "Does a homing strafe, followed by two shoot_2_waves.",
- // new AISequence(
- // Teleport().Wait(0.2f),
- // ShootHomingStrafe(strafeAmount: 15).Wait(0.01f).Times(15).Wait(0.3f), // This is hard; adding wait is reasonable
- // SHOOT_2_WAVES.Times(2)
- // )
- //);
-
- ///*
- // * A really intricate pattern. 6 projectiles that explode into 6 more projectiles,
- // * repeated twice to forme a lattice. Safe spot is a midpoint between any two of
- // * the first projectiles, near the far edge of the arena.
- // *
- // * ** This might have changed due to the way ShootDeathHex was implemented.
- // */
- //public static AISequence DEATH_HEX = new AISequence(
- // 9,
- // Teleport(CENTER).Wait(0.5f),
- // ShootDeathHex(2f).Wait(1f),
- // ShootDeathHex(1f).Wait(2f),
- // ShootArc(skeleton: New(self).MaxTime(0.25f)).Wait(1f),
- // ShootArc(skeleton: New(self).MaxTime(0.25f)).Wait(1f),
- // ShootArc(skeleton: New(self).MaxTime(0.25f)).Wait(0.75f)
- //);
-
- ///*
- // * Fires six slow circles around the arena in a circular pattern.
- // * Then repeats twice, with lines appearing on the left and right sides.
- // */
- //public static AISequence WAVE_CIRCLE = new AISequence(5,
- // Teleport(WEST_MED),
- // SLOW_WAVE_CIRCLE.Times(6),
- // SLOW_WAVE_CIRCLE.Times(3),
- // ShootLine(50, 75f, Vector3.left, Speed.MEDIUM_SLOW),
- // SLOW_WAVE_CIRCLE.Times(3),
- // ShootLine(50, 75f, Vector3.right, Speed.MEDIUM_SLOW),
- // SLOW_WAVE_CIRCLE.Times(3),
- // ShootLine(50, 75f, Vector3.left, Speed.MEDIUM_SLOW),
- // SLOW_WAVE_CIRCLE.Times(3),
- // ShootLine(50, 75f, Vector3.right, Speed.MEDIUM_SLOW)
- //);
-
- //public static AISequence JUMP_ROPE_FAST = new AISequence(
- // 4,
- // CameraMove(false, new Vector3(0, 17.5f, -35)).Wait(1f),
- // Teleport(WEST_FAR, 35),
- // ShootLine(50, 100f, speed: Speed.SNIPE).Times(2),
- // Teleport(EAST_FAR, 35),
- // ShootLine(50, 100f, speed: Speed.SNIPE).Times(2),
- // Teleport(WEST_FAR, 35),
- // ShootLine(50, 100f, speed: Speed.SNIPE).Times(2),
- // Teleport(EAST_FAR, 35),
- // ShootLine(50, 100f, speed: Speed.SNIPE).Times(2),
- // CameraMove(true)
- //);
-
- //public static AISequence DOUBLE_HEX_CURVE_HARD = new AISequence(
- // 10,
- // Teleport(CENTER).Wait(1f),
- // ShootHexCurve(true, New(self).AngleOffset(0f)).Wait(0.5f),
- // ShootHexCurve(true, New(self).AngleOffset(30f)),
- // SHOOT3_WAVE3,
- // Teleport(CENTER),
- // ShootHexCurve(false, New(self).AngleOffset(0f)),
- // ShootHexCurve(false, New(self).AngleOffset(30f)),
- // // This homing might be too hard; especially with this amount of 360s.
- // Shoot3(New(self).Size(Size.MEDIUM).Homing()).Wait(0.1f).Times(10),
- // AOE_360,
- // Shoot3(New(self).Size(Size.MEDIUM).Homing()).Wait(0.1f).Times(5),
- // AOE_360,
- // Shoot3(New(self).Size(Size.MEDIUM).Homing()).Wait(0.1f).Times(5),
- // AOE_360.Wait(0.5f),
- // AOE_360.Wait(0.5f)
- //);
-
- //public static AISequence JUMP_ROPE_SLOW_CIRCLES = new AISequence(5.5f,
- // Teleport(WEST_FAR),
- // LINE_STRAFE_60.Times(6),
- // LINE_CIRCLE_STRAFE_60.Times(6)
- //);
-
- //public static AISequence FOUR_WAY_SWEEP_WITH_HOMING = new AISequence(6, () =>
- //{
- // List sequences = new List();
- // for (int i = 0; i < 4; i++)
- // {
- // for (int j = 0; j < 7; j++)
- // {
- // sequences.Add(ShootArc(4, skeleton: New(self).Target(Vector3.forward).AngleOffset(j * 6f).Size(Size.MEDIUM)).Wait(0.1f));
- // }
- // sequences.Add(Shoot1(New(self).Size(Size.LARGE).Homing()));
- // for (int j = 7; j < 15; j++)
- // {
- // sequences.Add(ShootArc(4, skeleton: New(self).Target(Vector3.forward).AngleOffset(j * 6f).Size(Size.MEDIUM)).Wait(0.1f));
- // }
- // sequences.Add(AOE_360);
- // }
- // for (int i = 0; i < 4; i++)
- // {
- // for (int j = 0; j < 5; j++)
- // {
- // sequences.Add(ShootArc(4, skeleton: New(self).Target(Vector3.forward).AngleOffset(j * -6f).Size(Size.MEDIUM)).Wait(0.1f));
- // }
- // sequences.Add(Shoot1(New(self).Size(Size.LARGE).Homing()));
- // for (int j = 5; j < 10; j++)
- // {
- // sequences.Add(ShootArc(4, skeleton: New(self).Target(Vector3.forward).AngleOffset(j * -6f).Size(Size.MEDIUM)).Wait(0.1f));
- // }
- // sequences.Add(Shoot1(New(self).Size(Size.LARGE).Homing()));
- // for (int j = 10; j < 15; j++)
- // {
- // sequences.Add(ShootArc(4, skeleton: New(self).Target(Vector3.forward).AngleOffset(j * -6f).Size(Size.MEDIUM)).Wait(0.1f));
- // }
- // sequences.Add(AOE_360);
- // }
- // return sequences.ToArray();
- //});
-
- //public static AISequence SWEEP_BACK_AND_FORTH_MEDIUM = new AISequence(
- // 5.5f,
- // Teleport().Wait(0.25f),
- // PlayerLock(true),
- // new AISequence(() => {
- // List sequences = new List();
- // for (int i = -30; i < 80; i += 5)
- // {
- // sequences.Add(Shoot1(New(self).AngleOffset(i)).Wait(0.01f));
- // }
- // //sequences.Add(Shoot1(speed: Speed.MEDIUM, size: Size.LARGE, type: Type.HOMING).Wait(0.01f));
- // for (int i = 80; i > -80; i -= 5)
- // {
- // sequences.Add(Merge(
- // Shoot1(New(self).AngleOffset(i)),
- // Shoot1(New(self).AngleOffset(i).Size(Size.MEDIUM).Speed(Speed.SLOW))
- // ).Wait(0.02f));
- // }
- // //sequences.Add(Shoot1(speed: Speed.MEDIUM, size: Size.LARGE, type: Type.HOMING).Wait(0.01f));
- // for (int i = -80; i < 80; i += 5)
- // {
- // sequences.Add(Shoot1(New(self).AngleOffset(i)).Wait(0.01f));
- // }
- // //sequences.Add(Shoot1(speed: Speed.MEDIUM, size: Size.LARGE, type: Type.HOMING).Wait(0.01f));
- // for (int i = 80; i > -80; i -= 5)
- // {
- // sequences.Add(Merge(
- // Shoot1(New(self).AngleOffset(i)),
- // Shoot1(New(self).AngleOffset(i).Size(Size.MEDIUM).Speed(Speed.SLOW))
- // ).Wait(0.02f));
- // }
- // return sequences.ToArray();
- // }).Wait(0.75f),
- // PlayerLock(false)
- //);
-
- //public static AISequence SWEEP_BACK_AND_FORTH_ADVANCED = new AISequence(
- // 6.5f,
- // Teleport().Wait(0.25f),
- // PlayerLock(true),
- // new AISequence(() => {
- // List sequences = new List();
- // for (int i = -30; i < 80; i += 5)
- // {
- // sequences.Add(Shoot1(New(self).AngleOffset(i)).Wait(0.01f));
- // }
- // //sequences.Add(Shoot1(speed: Speed.MEDIUM, size: Size.LARGE, type: Type.HOMING).Wait(0.01f));
- // for (int i = 80; i > -80; i -= 5)
- // {
- // sequences.Add(Merge(
- // Shoot1(New(self).AngleOffset(i)),
- // Shoot1(New(self).AngleOffset(i).Size(Size.MEDIUM).Speed(Speed.SLOW))
- // ).Wait(0.02f));
- // }
- // for (int i = -80; i < 80; i += 5)
- // {
- // sequences.Add(Merge(
- // Shoot1(New(self).AngleOffset(i)),
- // Shoot1(New(self).AngleOffset(i).Size(Size.TINY).Speed(Speed.FAST))
- // ).Wait(0.02f));
- // }
- // //sequences.Add(Shoot1(speed: Speed.MEDIUM, size: Size.LARGE, type: Type.HOMING).Wait(0.01f));
- // for (int i = 80; i > -30; i -= 5)
- // {
- // sequences.Add(Merge(
- // Shoot1(New(self).AngleOffset(i)),
- // Shoot1(New(self).AngleOffset(i).Size(Size.MEDIUM).Speed(Speed.SLOW))
- // ).Wait(0.02f));
- // }
- // return sequences.ToArray();
- // }).Wait(0.75f),
- // PlayerLock(false)
- // );
-
- //public static AISequence RANDOM_200_WAVE = new AISequence(7, () => {
- // List sequences = new List();
- // for (int j = 0; j < 200; j++) {
- // switch (Random.Range(0, 3))
- // {
- // case 0: sequences.Add(Merge(
- // Shoot1(New(self).AngleOffset(Random.Range(0, 360f)).Size(Size.SMALL).Speed(Speed.FAST)),
- // Shoot1(New(self).AngleOffset(Random.Range(0, 360f)).Size(Size.SMALL).Speed(Speed.FAST)),
- // Shoot1(New(self).AngleOffset(Random.Range(0, 360f)).Size(Size.TINY).Speed(Speed.FAST))
- // )); break;
- // case 1: sequences.Add(Merge(
- // Shoot1(New(self).AngleOffset(Random.Range(0, 360f)).Size(Size.MEDIUM).Speed(Speed.MEDIUM)),
- // Shoot1(New(self).AngleOffset(Random.Range(0, 360f)).Size(Size.MEDIUM).Speed(Speed.MEDIUM)
- // ))); break;
- // case 2: sequences.Add(Shoot1(New(self).AngleOffset(Random.Range(0, 360f)).Size(Size.LARGE).Speed(Speed.SLOW))); break;
- // }
- // if (j % 20 == 0) {
- // sequences.Add(Shoot1(New(self).Size(Size.MEDIUM).Homing()));
- // }
- // if (j % 40 == 0) {
- // sequences.Add(new AISequence(() =>
- // {
- // Projectile
- // .New(self)
- // .Size(Size.MEDIUM)
- // .Speed(Speed.MEDIUM)
- // .AngleOffset(Random.Range(0, 360f))
- // .MaxTime(0.5f)
- // .OnDestroyTimeout(CallbackDictionary.SPAWN_WAVE)
- // .Create();
- // }));
- // }
- // sequences.Add(Pause(0.05f));
- // }
- // return sequences.ToArray();
- //});
-
- //public static AISequence SWEEP_WALL_CLOCKWISE = new AISequence(5, () =>
- //{
- // List sequences = new List();
-
- // for (int angle = 0; angle < 72; angle += 6)
- // {
- // sequences.Add(ShootWall(angleOffset: angle).Wait(0.1f));
- // }
-
- // for (int angle = 72; angle >= 0; angle -= 6)
- // {
- // sequences.Add(ShootWall(angleOffset: angle).Wait(0.1f));
- // }
- // return sequences.ToArray();
- //});
-
- //public static AISequence SWEEP_WALL_COUNTERCLOCKWISE = new AISequence(5, () =>
- //{
- // List sequences = new List();
-
- // for (int angle = 0; angle >= -72; angle -= 6)
- // {
- // sequences.Add(ShootWall(angleOffset: angle).Wait(0.1f));
- // }
-
- // for (int angle = -72; angle <= 0; angle += 6)
- // {
- // sequences.Add(ShootWall(angleOffset: angle).Wait(0.1f));
- // }
- // return sequences.ToArray();
-
- //});
-
- //public static AISequence SWEEP_WALL_BACK_AND_FORTH = new AISequence(
- // 6,
- // PlayerLock(true),
- // SWEEP_WALL_CLOCKWISE,
- // SWEEP_WALL_COUNTERCLOCKWISE,
- // PlayerLock(false)
- //);
-
- //public static AISequence WAVE_REVERSE_TARGET = new AISequence(
- // 5,
- // new AISequence(() =>
- // {
- // for (int i = 0; i < 50; i++)
- // {
- // Projectile
- // .New(self)
- // .Speed(Speed.FAST)
- // .Size(Size.MEDIUM)
- // .MaxTime(1f)
- // .AngleOffset(i * (360f / 50f))
- // .OnDestroyTimeout(CallbackDictionary.SPAWN_1_TOWARDS_PLAYER)
- // .Create();
- // }
- // }).Wait(2f)
- //);
-
- //public static AISequence WAVE_REVERSE_TARGET_HOMING = new AISequence(
- // 7,
- // new AISequence(() =>
- // {
- // for (int i = 0; i < 50; i++)
- // {
- // Projectile
- // .New(self)
- // .Speed(Speed.FAST)
- // .Size(Size.MEDIUM)
- // .MaxTime(1f)
- // .AngleOffset(i * (360f / 50f))
- // .Homing()
- // .OnDestroyTimeout(CallbackDictionary.SPAWN_1_HOMING_TOWARDS_PLAYER)
- // .Create();
- // }
- // }).Wait(2f)
- //);
-
-
- //public static AISequence WAVE_REVERSE = new AISequence(
- // 4,
- // new AISequence(() =>
- // {
- // for (int i = 0; i < 50; i++)
- // {
- // Projectile
- // .New(self)
- // .Speed(Speed.FAST)
- // .Size(Size.MEDIUM)
- // .MaxTime(1.5f)
- // .AngleOffset(i * (360f / 50f))
- // .OnDestroyTimeout(CallbackDictionary.REVERSE)
- // .Create();
- // }
- // })
- //);
-
- //public static AISequence WAVE_REVERSE_FASTER = new AISequence(
- // 4,
- // new AISequence(() =>
- // {
- // for (int i = 0; i < 50; i++)
- // {
- // Projectile
- // .New(self)
- // .Speed(Speed.FAST)
- // .Size(Size.MEDIUM)
- // .MaxTime(1.5f)
- // .AngleOffset(i * (360f / 50f))
- // .OnDestroyTimeout(CallbackDictionary.REVERSE_FASTER)
- // .Create();
- // }
- // })
- //);
-
- //public static AISequence CIRCLE_IN_OUT = new AISequence(
- // 6,
- // Teleport(CENTER).Wait(0.5f),
- // WAVE_REVERSE.Wait(1.5f).Times(5).Wait(3f)
- //);
-
- //public static AISequence CIRCLE_JUMP_ROPE = new AISequence(
- // 8.5f,
- // Teleport(CENTER).Wait(0.5f),
- // WAVE_REVERSE_FASTER.Wait(1f),
- // WAVE_REVERSE_FASTER,
- // Shoot1(New(self).Size(Size.TINY).Speed(Speed.VERY_FAST)).Wait(0.1f).Times(60) // This pushes it a bit over 8.
- // // Adding any of the below additional attacks makes it too hard for gameplay purposes.
- // //Shoot1(size: Size.TINY, speed: Speed.VERY_FAST, angleOffset: -20f).Wait(0.1f).Times(30)
- // //Shoot3(speed: Speed.FAST, size: Size.SMALL).Wait(0.1f).Times(60)
- // //Shoot1(size: Size.TINY, speed: Speed.VERY_FAST).Wait(0.25f).Times(6).Then(Shoot1(size: Size.MEDIUM, speed: Speed.FAST, type: Type.HOMING).Wait(0.25f)).Times(4)
- //);
-
- //public static AISequence SHOOT_2_WAVES_45 = new AISequence(
- // 4f,
- // Teleport().Wait(0.25f),
- // ShootArc(4, -45f, 45f, New(self).Size(Size.LARGE).Speed(Speed.MEDIUM_SLOW).MaxTime(1f).OnDestroyTimeout(CallbackDictionary.SPAWN_WAVE)).Wait(2f)
- //);
-
- //public static AISequence SHOOT_4_WAVES_BEHIND = new AISequence(
- // 5.5f,
- // Teleport(CENTER).Wait(0.5f),
- // Shoot1(New(self).Size(Size.LARGE).Speed(Speed.MEDIUM_SLOW).MaxTime(2f).Target(SOUTH_FAR).AngleOffset(220f).OnDestroyTimeout(CallbackDictionary.SPAWN_WAVE)).Wait(0.5f),
- // Shoot1(New(self).Size(Size.LARGE).Speed(Speed.SLOW).MaxTime(2f).Target(SOUTH_FAR).AngleOffset(200f).OnDestroyTimeout(CallbackDictionary.SPAWN_WAVE)).Wait(0.5f),
- // Shoot1(New(self).Size(Size.LARGE).Speed(Speed.SLOW).MaxTime(2f).Target(SOUTH_FAR).AngleOffset(160f).OnDestroyTimeout(CallbackDictionary.SPAWN_WAVE)).Wait(0.5f),
- // Shoot1(New(self).Size(Size.LARGE).Speed(Speed.SLOW).MaxTime(2f).Target(SOUTH_FAR).AngleOffset(140f).OnDestroyTimeout(CallbackDictionary.SPAWN_WAVE)).Wait(5f)
- //);
-
- //// Testing if we can modify AOE attacks at runtime (the answer is a mind-numbing yes!)
- //public static AISequence AOE_TEST = new AISequence(
- // 4f,
- // () => {
- // List sequences = new List();
- // AOE a = AOE.New(self).Speed(Speed.MEDIUM).InnerSpeed(Speed.SNAIL).On(0, 360f);
- // AOE.AOEComponent created = null;
- // sequences.Add(new AISequence(() => { created = a.Create(); }));
- // sequences.Add(Pause(2f));
- // sequences.Add(new AISequence(() => { created.data = created.data.InnerSpeed(Speed.FROZEN).Speed(Speed.FROZEN); }));
- // sequences.Add(Pause(10f));
- // return sequences.ToArray();
- // }
- //);
-
- //// Lets the player know the cardinal directions will be dangerous soon.
- //public static AISequence TELEGRAPH_CARDINAL = new AISequence(
- // 4f,
- // Merge(
- // ShootArc(100, -7, 7, New(self).Target(SOUTH_FAR)).Wait(0.2f).Times(3),
- // ShootArc(100, -7, 7, New(self).Target(WEST_FAR)).Wait(0.2f).Times(3),
- // ShootArc(100, -7, 7, New(self).Target(NORTH_FAR)).Wait(0.2f).Times(3),
- // ShootArc(100, -7, 7, New(self).Target(EAST_FAR)).Wait(0.2f).Times(3)
- // ),
- // Merge(
- // ShootArc(100, -15, 15, New(self).Target(SOUTH_FAR)).Wait(0.2f).Times(3),
- // ShootArc(100, -15, 15, New(self).Target(WEST_FAR)).Wait(0.2f).Times(3),
- // ShootArc(100, -15, 15, New(self).Target(NORTH_FAR)).Wait(0.2f).Times(3),
- // ShootArc(100, -15, 15, New(self).Target(EAST_FAR)).Wait(0.2f).Times(3)
- // ),
- // Merge(
- // ShootArc(100, -25, 25, New(self).Target(SOUTH_FAR)).Wait(0.2f).Times(3),
- // ShootArc(100, -25, 25, New(self).Target(WEST_FAR)).Wait(0.2f).Times(3),
- // ShootArc(100, -25, 25, New(self).Target(NORTH_FAR)).Wait(0.2f).Times(3),
- // ShootArc(100, -25, 25, New(self).Target(EAST_FAR)).Wait(0.2f).Times(3)
- // )
- //);
-
- ///*
- // * Shoots 4 waves at cardinal directions; when they hit the edge, they spin around
- // * slowly enough to outrun without dashing. Projectile waves come in that require shield.
- // */
- //public static AISequence AOE_TEST_2 = new AISequence(
- // 6f,
- // TELEGRAPH_CARDINAL,
-
- // ShootAOE(AOE.New(self)
- // .Speed(Speed.MEDIUM)
- // .InnerSpeed(Speed.SLOW)
- // .Target(Vector3.forward)
- // .MaxTime(2f)
- // .On(-22.5f, 22.5f)
- // .On(90 - 22.5f, 90 + 22.5f)
- // .On(180 - 22.5f, 180 + 22.5f)
- // .On(270 - 22.5f, 270 + 22.5f)
- // .OnDestroyTimeout((self) => self.Clone().Freeze().RotationSpeed(20f).MaxTime(12.6f).Create())
- // .OnDestroyOutOfBounds(AOECallbackDictionary.DONT_DESTROY_OOB)
- // )
- // .Wait(3.2f),
-
-
- // ShootAOE(AOE.New(self)
- // .Speed(Speed.FAST)
- // .InnerSpeed(Speed.SNAIL)
- // .Target(Vector3.forward)
- // .MaxTime(1f)
- // .On(-22.5f, 22.5f)
- // .On(90 - 22.5f, 90 + 22.5f)
- // .On(180 - 22.5f, 180 + 22.5f)
- // .On(270 - 22.5f, 270 + 22.5f)
- // .OnDestroyTimeout((self) => self.Clone().Freeze().RotationSpeed(20f).MaxTime(10.4f).Create())
- // )
- // .Wait(1.2f),
-
- // ShootAOE(AOE.New(self)
- // .Speed(Speed.FAST)
- // .InnerScale(0f)
- // .MaxTime(0.6f)
- // .InnerSpeed(Speed.FROZEN)
- // .Target(Vector3.forward)
- // .On(0, 360f)
- // .OnDestroyTimeout((self) => self.Clone().Freeze().MaxTime(9.6f).Create())
- // )
- // .Wait(0.6f),
-
- // ShootArc(100, 0, 360).Wait(1.5f).Times(6).Wait(5f)
- //);
-
- //#endregion
-
- }
-}
diff --git a/Assets/Scripts/Boss Core/AOE/AOE.cs b/Assets/Scripts/Boss Core/AOE/AOE.cs
index 46f2abd..949ec52 100644
--- a/Assets/Scripts/Boss Core/AOE/AOE.cs
+++ b/Assets/Scripts/Boss Core/AOE/AOE.cs
@@ -1,254 +1,193 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
+
using CombatCore;
-using BossCore;
-using System.Runtime.CompilerServices;
namespace AOEs
-{
- public delegate void AOECallbackDelegate(AOEComponent self);
-
- public class AOE
- {
-
- // This is a hack. It works, but the compiler will give a warning about hiding
- // the outer method. There's probably a better way, but this gives nice syntax.
+{
+ public class AOE : MonoBehaviour
+ {
+ // A reference containing the data we'll be using.
+ public AOEData data;
- //public class RegionObj {
- // public RegionObj On(float from, float to) {
- // // Do the actual math here
- // return new RegionObj();
- // }
- //}
-
- //public static RegionObj On(float from, float to) {
- // // Do the actual math here
- // return new RegionObj();
- //}
+ private Vector3 Start;
+ private Vector3 Target;
- // How many sections are in the AOE attack mesh
- public const int NUM_SECTIONS = 360 / 5;
-
- // The number of degrees subtended by an AOE region.
- public const float THETA_STEP = 360f / NUM_SECTIONS;
-
- // The height at which we render the AOE, so it doesn't clip the ground.
- public const float HEIGHT = 0.5f;
+ // Initialize values to the latest ones- start and target, if null, should
+ // be set to the live boss/player positions.
+ public void Awake()
+ {
+ Start = data.Start.GetValue();
+ Target = data.Target.GetValue();
- // Every AOE has the same material, for now. We cache it here.
- public static Material AOE_MATERIAL;
-
- // Mostly so we know what side we're on.
- public Entity Entity { get; set; }
-
- // internal. Tracks what triangles are on or off in the mesh
- public bool[] Regions { get; protected set; } = new bool[NUM_SECTIONS];
-
- // Origin of the attack
- public ProxyVector3 Start { get; set; } = AI.AISequence.BOSS_POSITION;
-
- // Where the attack is facing (the 0 line is defined by start-target)
- public ProxyVector3 Target { get; set; } = AI.AISequence.DELAYED_PLAYER_POSITION;
-
- // internal. How much this attack is rotated from the north line.
- public float InternalRotation { get; set; } = 0f;
-
- // How much this attack is rotated from the center line.
- public float AngleOffset { get; set; } = 0f;
-
- // The scale of the inside ring, from 0-1 relative to the outside ring.
- // This value has no effect if "fixedWidth" is set; it will impact the
- // profile of the attack if "innerExpansionSpeed" is set and different
- // from "expansionSpeed".
- public float InnerScale { get; set; } = 0.95f;
-
- // Current scale. This is exactly equal to the world unit radius of the attack.
- public float Scale { get; set; } = 1f;
-
- // How fast the inner ring expands
- private Speed _innerSpeed = Speed.MEDIUM;
- public Speed InnerSpeed
- {
- get
- {
- return _innerSpeed;
- }
+ // Remove any height from the start and target vectors
+ Vector3 topDownSpawn = new Vector3(Start.x, 0, Start.z);
+ Vector3 topDownTarget = new Vector3(Target.x, 0, Target.z);
- set
+ float degrees = Vector3.Angle(Vector3.forward, topDownTarget - topDownSpawn);
+ if (topDownTarget.x < topDownSpawn.x)
{
- if (Mathf.Abs(FixedWidth) < 0.01f)
- {
- _innerSpeed = value;
- _outerSpeed = value;
- }
+ degrees = 360 - degrees;
}
- }
-
- // How fast the outer ring expands
- private Speed _outerSpeed = Speed.MEDIUM;
- public Speed OuterSpeed {
- get {
- return _outerSpeed;
- }
-
- set {
- if (Mathf.Abs(FixedWidth) < 0.01f) {
- _innerSpeed = value;
- _outerSpeed = value;
- }
- }
- }
-
- // Does nothing if 0. Else, represents how many units there are between
- // the inner and outer ring at all times.
- // Setting fixed width and then speed will change both at once.
- // TODO fix logic to what it used to be.
- public float FixedWidth { get; set; } = 0f;
-
- // internal. Time since the move started
- public float CurrentTime { get; set; } = 0f;
-
- // The maximum lifetime of this attack
- public float MaxTime { get; set; } = 100f;
-
- // How much damage this attack does.
- public float Damage { get; set; } = 5f;
-
- // How fast this guy rotates.
- public float RotationSpeed { get; set; } = 0f;
-
- // Whether or not this AOE is destroyed when it goes out of bounds.
- public bool shouldDestroyOnOutOfBounds;
-
- #region callbacks
+ data.InternalRotation = degrees + data.AngleOffset;
- public void ShouldDestroyOnOutOfBounds(bool to) {
- this.shouldDestroyOnOutOfBounds = to;
+ // Compute the final rotation
+ Quaternion rotation = Quaternion.AngleAxis(degrees + data.AngleOffset, Vector3.up);
+ gameObject.transform.rotation = rotation;
+ RecomputeMeshHole();
+
+ // We set the scale to 0 so that timing based attacks work properly.
+ // Otherwise the scale is 1, because computing the mesh required it.
+ // If the scale is not 1, then it's most likely a clone- so we keep the scale as-is.
+ if (Mathf.Approximately(data.Scale, 1f))
+ {
+ data.Scale = 0;
+ transform.localScale = data.Scale * Vector3.one;
+ }
}
-
- public AOECallbackDelegate OnDestroyOutOfBounds { get; set; } = AOECallbackDictionary.NOTHING;
-
- public AOECallbackDelegate OnDestroyTimeout { get; set; } = AOECallbackDictionary.NOTHING;
- #endregion
-
- public AOE() : this(BossController.self) { }
- public AOE(Entity self)
+ public void Update()
{
- this.Entity = self;
-
- for (int i = 0; i < Regions.Length; i++)
+ // Timeout
+ data.CurrentTime += Time.deltaTime;
+ if (data.CurrentTime > data.MaxTime)
{
- Regions[i] = false;
+ data.OnDestroyTimeout(this);
+ Destroy(this.gameObject);
}
- this.shouldDestroyOnOutOfBounds = true;
- }
- public AOE On(float from, float to)
- {
- if (to < from)
+ // Hit the arena walls
+ // should be "innerscale"- what about AOE attacks without hole in center?
+ if (data.Scale > GameManager.Arena.RadiusInWorldUnits + Start.magnitude)
{
- return On(to, from);
+ data.OnDestroyOutOfBounds(this);
+ if (data.shouldDestroyOnOutOfBounds)
+ {
+ Destroy(this.gameObject);
+ }
}
- if (from < 0 && to > 0)
- {
- return On(from + 360, 360).On(0, to);
- }
+ data.Scale += (float)data.OuterSpeed * Time.deltaTime;
+ gameObject.transform.localScale = data.Scale * Vector3.one;
- from = from < 0 ? from + 360 : from;
- to = to < 0 ? to + 360 : to;
+ // Rotate it, if needed.
+ data.InternalRotation += data.RotationSpeed * Time.deltaTime;
+ gameObject.transform.rotation = Quaternion.AngleAxis(data.InternalRotation, Vector3.up);
+ //gameObject.transform.Rotate(Vector3.up, data.rotationSpeed * Time.deltaTime);
- for (int i = 0; i < NUM_SECTIONS; i++)
+ // If the inner expansion speed is set, we must recompute the mesh- except if it's equal
+ // to the outer expansion speed, which is the same as just scaling. Then we don't recompute.
+ if (Mathf.Abs((float)data.InnerSpeed) > 0.01f &&
+ Mathf.Abs((float)data.OuterSpeed) > 0.01f &&
+ !Mathf.Approximately((float)data.OuterSpeed, (float)data.InnerSpeed))
{
- float angle = (i + 0.5f) * THETA_STEP;
- if (angle >= from && angle <= to)
- {
- Regions[i] = true;
- }
+ float ideal = ((float)data.InnerSpeed / (float)data.OuterSpeed);
+ data.InnerScale = data.InnerScale - ((data.InnerScale - ideal) * Time.deltaTime);
+
+ RecomputeMeshHole();
+ return;
}
- return this;
- }
- public AOE Off(float from, float to)
- {
- if (to < from)
+ // If we have a fixed width to maintain, we must recompute.
+ if (Mathf.Abs(data.FixedWidth) > 0.01f && Mathf.Abs(data.Scale) > 0.01f)
{
- return Off(to, from);
+ data.InnerScale = (data.Scale < data.FixedWidth) ? 0f : (data.Scale - data.FixedWidth) / data.Scale;
+
+ RecomputeMeshHole();
+ return;
}
+ }
- if (from < 0 && to > 0)
+ /*
+ * Called on collision with player. Triggers damage.
+ */
+ public virtual void OnTriggerStay(Collider other)
+ {
+ GameObject otherObject = other.gameObject;
+ Entity otherEntity = otherObject.GetComponent();
+ if (otherEntity != null && !otherEntity.IsInvincible() && otherEntity.GetFaction() != Entity.Faction.enemy)
{
- return Off(from + 360, 360).Off(0, to);
- }
+ // Position relative to us; not absolute
+ Vector3 playerPositionFlat = new Vector3(other.transform.position.x - transform.position.x, 0f, other.transform.position.z - transform.position.z);
- from = from < 0 ? from + 360 : from;
- to = to < 0 ? to + 360 : to;
+ // Inside of the safe circle
+ if (playerPositionFlat.magnitude < data.InnerScale * data.Scale)
+ {
+ return;
+ }
- for (int i = 0; i < NUM_SECTIONS; i++)
- {
- float angle = (i + 0.5f) * THETA_STEP;
- if (angle >= from && angle <= to)
+ // Outside the AOE attack (should be impossible)
+ if (playerPositionFlat.magnitude > data.Scale)
{
- Regions[i] = false;
+ return;
}
- }
- return this;
- }
- // Stops this AOE from moving, until otherwise specified.
- public AOE Freeze()
- {
- this.InnerSpeed = Speed.FROZEN;
- this.OuterSpeed = Speed.FROZEN;
- this.RotationSpeed = 0f;
+ // Get the section the player is colliding with
+ float degrees = Vector3.Angle(Vector3.forward, playerPositionFlat);
+ if (playerPositionFlat.x < 0)
+ {
+ degrees = 360 - degrees;
+ }
+ degrees -= data.InternalRotation;
+ degrees = Mathf.Repeat(degrees, 360f);
- return this;
- }
+ int section = (int)(degrees / AOEData.THETA_STEP);
- public AOE Clone()
- {
- return MemberwiseClone() as AOE;
+ if (data.Regions[section])
+ {
+ // Note: we pass in a null entity; callbacks might break
+ Entity.DamageEntity(otherEntity, null, data.Damage);
+ }
+ }
}
- public AOEComponent Create()
+ // Makes a mesh, possibly with a hole if variable size in the middle.
+ private void RecomputeMeshHole()
{
- // Set up the gameobject
- GameObject obj = new GameObject();
- obj.transform.position = Entity.transform.position;
- obj.layer = LayerMask.NameToLayer("AOE");
- obj.name = "AOE";
- obj.SetActive(false); // hack so we can assign variables on init
-
- MeshFilter meshFilter = obj.AddComponent();
- meshFilter.mesh = new Mesh();
-
- MeshRenderer meshRenderer = obj.AddComponent();
- if (AOE_MATERIAL == null)
+ MeshFilter meshFilter = GetComponent();
+
+ List verticesList = new List();
+ for (int i = 0; i < AOEData.NUM_SECTIONS; i++)
{
- AOE_MATERIAL = new Material(Resources.Load("Art/Materials/AOE"));
+ if (!data.Regions[i])
+ {
+ continue;
+ }
+
+ float theta1 = Mathf.Deg2Rad * (90f + (i * AOEData.THETA_STEP));
+ float theta2 = Mathf.Deg2Rad * (90f + ((i + 1) * AOEData.THETA_STEP));
+
+ verticesList.Add(new Vector3(data.InnerScale * Mathf.Cos(theta1), 0f, data.InnerScale * Mathf.Sin(theta1)));
+ verticesList.Add(new Vector3(Mathf.Cos(theta1), 0f, Mathf.Sin(theta1)));
+
+ verticesList.Add(new Vector3(data.InnerScale * Mathf.Cos(theta2), 0f, data.InnerScale * Mathf.Sin(theta2)));
+ verticesList.Add(new Vector3(Mathf.Cos(theta2), 0f, Mathf.Sin(theta2)));
}
- meshRenderer.material = AOE_MATERIAL;
+ Vector3[] vertices = verticesList.ToArray();
- CapsuleCollider collider = obj.AddComponent();
- collider.center = Vector3.zero;
- collider.radius = 1f;
- collider.isTrigger = true;
+ int[] triangles = new int[vertices.Length / 4 * 6];
+ for (int i = 0; i < vertices.Length / 4; i++)
+ {
+ triangles[(6 * i) + 0] = (4 * i) + 0;
+ triangles[(6 * i) + 1] = (4 * i) + 2;
+ triangles[(6 * i) + 2] = (4 * i) + 1;
- // Add the component with this as its data reference
- // We specifically make a copy, so that we can use this as a template.
- AOEComponent aoe = obj.AddComponent();
- aoe.data = Clone();
+ triangles[(6 * i) + 3] = (4 * i) + 2;
+ triangles[(6 * i) + 4] = (4 * i) + 3;
+ triangles[(6 * i) + 5] = (4 * i) + 1;
+ }
- obj.SetActive(true);
- return aoe;
- }
-
- public override string ToString()
- {
- return "AOE";
+ // Unity complains about assigning a new vertices array to a mesh
+ if (meshFilter.sharedMesh.vertices.Length != vertices.Length)
+ {
+ meshFilter.sharedMesh.Clear();
+ }
+ meshFilter.sharedMesh.vertices = vertices;
+ meshFilter.sharedMesh.triangles = triangles;
+ meshFilter.sharedMesh.RecalculateNormals();
+ transform.position = new Vector3(Start.x, AOEData.HEIGHT, Start.z);
}
}
-}
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Boss Core/AOE/AOECallbackDictionary.cs b/Assets/Scripts/Boss Core/AOE/AOECallbackDictionary.cs
index 90401c0..bbe0549 100644
--- a/Assets/Scripts/Boss Core/AOE/AOECallbackDictionary.cs
+++ b/Assets/Scripts/Boss Core/AOE/AOECallbackDictionary.cs
@@ -2,13 +2,13 @@
using System.Collections.Generic;
using UnityEngine;
-using static AOEs.AOE;
+using static AOEs.AOEData;
namespace AOEs
{
public class AOECallbackDictionary
{
- public static AOECallbackDelegate NOTHING = (self) => { Debug.Log("AOE callback nothing"); };
+ public static AOECallbackDelegate NOTHING = (self) => { };
public static AOECallbackDelegate DONT_DESTROY_OOB = (self) => { self.data.ShouldDestroyOnOutOfBounds(false); };
}
diff --git a/Assets/Scripts/Boss Core/AOE/AOEComponent.cs b/Assets/Scripts/Boss Core/AOE/AOEComponent.cs
deleted file mode 100644
index d42e5ca..0000000
--- a/Assets/Scripts/Boss Core/AOE/AOEComponent.cs
+++ /dev/null
@@ -1,204 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-using CombatCore;
-
-namespace AOEs
-{
- public class AOEComponent : MonoBehaviour
- {
- // A reference containing the data we'll be using.
- public AOE data;
-
- // Initialize values to the latest ones- start and target, if null, should
- // be set to the live boss/player positions.
- public void Awake()
- {
- data.Start = data.Start.GetValue();
- data.Target = data.Target.GetValue();
-
- // Remove any height from the start and target vectors
- Vector3 topDownSpawn = new Vector3(data.Start.x, 0, data.Start.z);
- Vector3 topDownTarget = new Vector3(data.Target.x, 0, data.Target.z);
-
- float degrees = Vector3.Angle(Vector3.forward, topDownTarget - topDownSpawn);
- if (topDownTarget.x < topDownSpawn.x)
- {
- degrees = 360 - degrees;
- }
- data.InternalRotation = degrees + data.AngleOffset;
-
- // Compute the final rotation
- Quaternion rotation = Quaternion.AngleAxis(degrees + data.AngleOffset, Vector3.up);
- gameObject.transform.rotation = rotation;
- RecomputeMeshHole();
-
- // We set the scale to 0 so that timing based attacks work properly.
- // Otherwise the scale is 1, because computing the mesh required it.
- // If the scale is not 1, then it's most likely a clone- so we keep the scale as-is.
- if (Mathf.Approximately(data.Scale, 1f))
- {
- data.Scale = 0;
- transform.localScale = data.Scale * Vector3.one;
- }
- }
-
-
- public void Update()
- {
- // Timeout
- data.CurrentTime += Time.deltaTime;
- if (data.CurrentTime > data.MaxTime)
- {
- //Debug.Log("Time is over! " + data.currentTime + " max: " + data.maxTime);
- data.OnDestroyTimeout(this);
- Destroy(this.gameObject);
- }
-
- // Hit the arena walls
- // should be "innerscale"- what about AOE attacks without hole in center?
- if (data.Scale > GameManager.Arena.RadiusInWorldUnits + data.Start.GetValue().magnitude)
- {
- //Debug.Log("Ring hit arena. Returning.");
- data.OnDestroyOutOfBounds(this);
- if (data.shouldDestroyOnOutOfBounds)
- {
- Destroy(this.gameObject);
- }
- }
-
- // Update the size of the AOE per its expansion rate.
- // We divide by two because AOEs move based on radius, not diameter;
- // this makes the speeds faster than for projectiles without this correction.
- //Debug.Log("Speed: " + data.expansionSpeed);
- data.Scale += (float)data.OuterSpeed * Time.deltaTime;
- gameObject.transform.localScale = data.Scale * Vector3.one;
-
- // Rotate it, if needed.
- data.InternalRotation += data.RotationSpeed * Time.deltaTime;
- gameObject.transform.rotation = Quaternion.AngleAxis(data.InternalRotation, Vector3.up);
- //gameObject.transform.Rotate(Vector3.up, data.rotationSpeed * Time.deltaTime);
-
- // If the inner expansion speed is set, we must recompute the mesh- except if it's equal
- // to the outer expansion speed, which is the same as just scaling. Then we don't recompute.
- if (Mathf.Abs((float)data.InnerSpeed) > 0.01f &&
- Mathf.Abs((float)data.OuterSpeed) > 0.01f &&
- !Mathf.Approximately((float)data.OuterSpeed, (float)data.InnerSpeed))
- {
- //Debug.Log("Separate inner AOE update");
- //Debug.Log("Separate inner update");
- float ideal = ((float)data.InnerSpeed / (float)data.OuterSpeed);
- data.InnerScale = data.InnerScale - ((data.InnerScale - ideal) * Time.deltaTime);
-
- RecomputeMeshHole();
- return;
- }
-
- // If we have a fixed width to maintain, we must recompute.
- if (Mathf.Abs(data.FixedWidth) > 0.01f && Mathf.Abs(data.Scale) > 0.01f)
- {
- //Debug.Log("Fixed width AOE update");
- //Debug.Log("Fixed width update");
- data.InnerScale = (data.Scale < data.FixedWidth) ? 0f : (data.Scale - data.FixedWidth) / data.Scale;
-
- RecomputeMeshHole();
- return;
- }
-
- //Debug.Log("Normal AOE update");
- }
-
- /*
- * Called on collision with player. Triggers damage.
- */
- public virtual void OnTriggerStay(Collider other)
- {
- GameObject otherObject = other.gameObject;
- Entity otherEntity = otherObject.GetComponent();
- if (otherEntity != null && !otherEntity.IsInvincible() && otherEntity.GetFaction() != data.Entity.GetFaction())
- {
- // Position relative to us; not absolute
- Vector3 playerPositionFlat = new Vector3(other.transform.position.x - transform.position.x, 0f, other.transform.position.z - transform.position.z);
-
- // Inside of the safe circle
- if (playerPositionFlat.magnitude < data.InnerScale * data.Scale)
- {
- return;
- }
-
- // Outside the AOE attack (should be impossible)
- if (playerPositionFlat.magnitude > data.Scale)
- {
- return;
- }
-
- // Get the section the player is colliding with
- float degrees = Vector3.Angle(Vector3.forward, playerPositionFlat);
- if (playerPositionFlat.x < 0)
- {
- degrees = 360 - degrees;
- }
- degrees -= data.InternalRotation;
- degrees = Mathf.Repeat(degrees, 360f);
- //Debug.Log(degrees);
-
-
- int section = (int)(degrees / AOE.THETA_STEP);
- //Debug.Log("In section " + section);
-
- if (data.Regions[section])
- {
- Entity.DamageEntity(otherEntity, data.Entity, data.Damage);
- }
- }
- }
-
- // Makes a mesh, possibly with a hole if variable size in the middle.
- private void RecomputeMeshHole()
- {
- MeshFilter meshFilter = GetComponent();
-
- List verticesList = new List();
- for (int i = 0; i < AOE.NUM_SECTIONS; i++)
- {
- if (!data.Regions[i])
- {
- continue;
- }
-
- float theta1 = Mathf.Deg2Rad * (90f + (i * AOE.THETA_STEP));
- float theta2 = Mathf.Deg2Rad * (90f + ((i + 1) * AOE.THETA_STEP));
-
- verticesList.Add(new Vector3(data.InnerScale * Mathf.Cos(theta1), 0f, data.InnerScale * Mathf.Sin(theta1)));
- verticesList.Add(new Vector3(Mathf.Cos(theta1), 0f, Mathf.Sin(theta1)));
-
- verticesList.Add(new Vector3(data.InnerScale * Mathf.Cos(theta2), 0f, data.InnerScale * Mathf.Sin(theta2)));
- verticesList.Add(new Vector3(Mathf.Cos(theta2), 0f, Mathf.Sin(theta2)));
- }
- Vector3[] vertices = verticesList.ToArray();
-
- int[] triangles = new int[vertices.Length / 4 * 6];
- for (int i = 0; i < vertices.Length / 4; i++)
- {
- triangles[(6 * i) + 0] = (4 * i) + 0;
- triangles[(6 * i) + 1] = (4 * i) + 2;
- triangles[(6 * i) + 2] = (4 * i) + 1;
-
- triangles[(6 * i) + 3] = (4 * i) + 2;
- triangles[(6 * i) + 4] = (4 * i) + 3;
- triangles[(6 * i) + 5] = (4 * i) + 1;
- }
-
- // Unity complains about assigning a new vertices array to a mesh
- if (meshFilter.sharedMesh.vertices.Length != vertices.Length)
- {
- meshFilter.sharedMesh.Clear();
- }
- meshFilter.sharedMesh.vertices = vertices;
- meshFilter.sharedMesh.triangles = triangles;
- meshFilter.sharedMesh.RecalculateNormals();
- transform.position = new Vector3(data.Start.x, AOE.HEIGHT, data.Start.z);
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Scripts/Boss Core/AOE/AOEData.cs b/Assets/Scripts/Boss Core/AOE/AOEData.cs
new file mode 100644
index 0000000..f3deeda
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AOE/AOEData.cs
@@ -0,0 +1,248 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using Constants;
+
+namespace AOEs
+{
+ public delegate void AOECallbackDelegate(AOE self);
+
+ public class AOEData
+ {
+
+ // This is a hack. It works, but the compiler will give a warning about hiding
+ // the outer method. There's probably a better way, but this gives nice syntax.
+// public class RegionObj {
+//#pragma warning disable RECS0146 // Member hides static member from outer class
+// public RegionObj On(float from, float to)
+// {
+//#pragma warning restore RECS0146 // Member hides static member from outer class
+ // // Do the actual math here
+ // return new RegionObj();
+ // }
+ //}
+
+ //public static RegionObj On(float from, float to) {
+ // // Do the actual math here
+ // return new RegionObj();
+ //}
+
+ // How many sections are in the AOE attack mesh
+ public const int NUM_SECTIONS = 360 / 5;
+
+ // The number of degrees subtended by an AOE region.
+ public const float THETA_STEP = 360f / NUM_SECTIONS;
+
+ // The height at which we render the AOE, so it doesn't clip the ground.
+ public const float HEIGHT = 0.5f;
+
+ // Every AOE has the same material, for now. We cache it here.
+ public static Material AOE_MATERIAL;
+
+ // internal. Tracks what triangles are on or off in the mesh
+ public bool[] Regions { get; protected set; } = new bool[NUM_SECTIONS];
+
+ // Origin of the attack
+ public ProxyVector3 Start { get; set; } = Positions.BOSS_POSITION;
+
+ // Where the attack is facing (the 0 line is defined by start-target)
+ public ProxyVector3 Target { get; set; } = Positions.DELAYED_PLAYER_POSITION;
+
+ // internal. How much this attack is rotated from the north line.
+ public float InternalRotation { get; set; } = 0f;
+
+ // How much this attack is rotated from the center line.
+ public float AngleOffset { get; set; } = 0f;
+
+ // The scale of the inside ring, from 0-1 relative to the outside ring.
+ // This value has no effect if "fixedWidth" is set; it will impact the
+ // profile of the attack if "innerExpansionSpeed" is set and different
+ // from "expansionSpeed".
+ public float InnerScale { get; set; } = 0.95f;
+
+ // Current scale. This is exactly equal to the world unit radius of the attack.
+ public float Scale { get; set; } = 1f;
+
+ // How fast the inner ring expands
+ private Speed _innerSpeed = Speed.MEDIUM;
+ public Speed InnerSpeed
+ {
+ get
+ {
+ return _innerSpeed;
+ }
+
+ set
+ {
+ if (Mathf.Abs(FixedWidth) < 0.01f)
+ {
+ _innerSpeed = value;
+ _outerSpeed = value;
+ }
+ }
+ }
+
+ // How fast the outer ring expands
+ private Speed _outerSpeed = Speed.MEDIUM;
+ public Speed OuterSpeed {
+ get {
+ return _outerSpeed;
+ }
+
+ set {
+ if (Mathf.Abs(FixedWidth) < 0.01f) {
+ _innerSpeed = value;
+ _outerSpeed = value;
+ }
+ }
+ }
+
+ // Does nothing if 0. Else, represents how many units there are between
+ // the inner and outer ring at all times.
+ // Setting fixed width and then speed will change both at once.
+ // TODO fix logic to what it used to be.
+ public float FixedWidth { get; set; } = 0f;
+
+ // internal. Time since the move started
+ public float CurrentTime { get; set; } = 0f;
+
+ // The maximum lifetime of this attack
+ public float MaxTime { get; set; } = 100f;
+
+ // How much damage this attack does.
+ public float Damage { get; set; } = 5f;
+
+ // How fast this guy rotates.
+ public float RotationSpeed { get; set; } = 0f;
+
+ // Whether or not this AOE is destroyed when it goes out of bounds.
+ public bool shouldDestroyOnOutOfBounds;
+
+ #region callbacks
+
+ public void ShouldDestroyOnOutOfBounds(bool to) {
+ this.shouldDestroyOnOutOfBounds = to;
+ }
+
+ public AOECallbackDelegate OnDestroyOutOfBounds { get; set; } = AOECallbackDictionary.NOTHING;
+
+ public AOECallbackDelegate OnDestroyTimeout { get; set; } = AOECallbackDictionary.NOTHING;
+
+ #endregion
+
+ public AOEData()
+ {
+ for (int i = 0; i < Regions.Length; i++)
+ {
+ Regions[i] = false;
+ }
+ this.shouldDestroyOnOutOfBounds = true;
+ }
+
+ public AOEData On(float from, float to)
+ {
+ if (to < from)
+ {
+ return On(to, from);
+ }
+
+ if (from < 0 && to > 0)
+ {
+ return On(from + 360, 360).On(0, to);
+ }
+
+ from = from < 0 ? from + 360 : from;
+ to = to < 0 ? to + 360 : to;
+
+ for (int i = 0; i < NUM_SECTIONS; i++)
+ {
+ float angle = (i + 0.5f) * THETA_STEP;
+ if (angle >= from && angle <= to)
+ {
+ Regions[i] = true;
+ }
+ }
+ return this;
+ }
+
+ public AOEData Off(float from, float to)
+ {
+ if (to < from)
+ {
+ return Off(to, from);
+ }
+
+ if (from < 0 && to > 0)
+ {
+ return Off(from + 360, 360).Off(0, to);
+ }
+
+ from = from < 0 ? from + 360 : from;
+ to = to < 0 ? to + 360 : to;
+
+ for (int i = 0; i < NUM_SECTIONS; i++)
+ {
+ float angle = (i + 0.5f) * THETA_STEP;
+ if (angle >= from && angle <= to)
+ {
+ Regions[i] = false;
+ }
+ }
+ return this;
+ }
+
+ // Stops this AOE from moving, until otherwise specified.
+ public AOEData Freeze()
+ {
+ this.InnerSpeed = Speed.FROZEN;
+ this.OuterSpeed = Speed.FROZEN;
+ this.RotationSpeed = 0f;
+
+ return this;
+ }
+
+ public AOEData Clone()
+ {
+ return MemberwiseClone() as AOEData;
+ }
+
+ public AOE Create()
+ {
+ // Set up the gameobject
+ GameObject obj = new GameObject();
+ obj.transform.position = Start.GetValue(); // TODO move this into initialization of AOEComponent
+ obj.layer = LayerMask.NameToLayer("AOE");
+ obj.name = "AOE";
+ obj.SetActive(false); // hack so we can assign variables on init
+
+ MeshFilter meshFilter = obj.AddComponent();
+ meshFilter.mesh = new Mesh();
+
+ MeshRenderer meshRenderer = obj.AddComponent();
+ if (AOE_MATERIAL == null)
+ {
+ AOE_MATERIAL = new Material(Resources.Load("Art/Materials/AOE"));
+ }
+ meshRenderer.material = AOE_MATERIAL;
+
+ CapsuleCollider collider = obj.AddComponent();
+ collider.center = Vector3.zero;
+ collider.radius = 1f;
+ collider.isTrigger = true;
+
+ // Add the component with this as its data reference
+ // We specifically make a copy, so that we can use this as a template.
+ AOE aoe = obj.AddComponent();
+ aoe.data = Clone();
+
+ obj.SetActive(true);
+ return aoe;
+ }
+
+ public override string ToString()
+ {
+ return "AOE";
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/AOE/AOEData.cs.meta b/Assets/Scripts/Boss Core/AOE/AOEData.cs.meta
new file mode 100644
index 0000000..1858372
--- /dev/null
+++ b/Assets/Scripts/Boss Core/AOE/AOEData.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: a3d58942f22b74be3ae4f25612eb761f
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Boss Core/BossController.cs b/Assets/Scripts/Boss Core/BossController.cs
index 4395b74..6f04a43 100644
--- a/Assets/Scripts/Boss Core/BossController.cs
+++ b/Assets/Scripts/Boss Core/BossController.cs
@@ -1,81 +1,85 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
-using Projectiles;
-using AI;
using UnityEngine.Profiling;
-/*
- * TODO: refactor the shootXXX methods to have similar parameters.
- * "target" should be a nullable; if null and locked, then use old position;
- * if null and unlocked, use current player position; if not null, use specified target.
- *
- * Next, add Speed/Size/Type parameters to all; angle offsets.
- *
- * Find some way to add the code currently in Start via sequences; i.e., parameters
- * that increase in step by a certain amount, for a specified number of times.
- */
+using AI;
+
public class BossController : MonoBehaviour
{
- // Toggles insane mode. This just makes everything a living hell.
- // Specifically, every waiting period is reduced and movement speed is buffed.
- public static bool insaneMode;
+ [Tooltip("If enabled, reduces delays between attacks and increases base movement speed.")]
+ [SerializeField]
+ private bool insaneMode = false;
+ [Tooltip("If enabled, the boss won't attack you or move at the start.")]
[SerializeField]
- public bool DebugMode = true;
+ private bool Chill = false;
// The Entity representing this faction. Assigned to projectiles we create.
- public static CombatCore.Entity self;
- public static string BOSS_NAME = "Boss";
-
- // Used for the "PlayerLock" move. Keeps track of the current player position
- // for events and sequences that need a slightly out of date version.
- public static Vector3 playerLockPosition;
- public static bool isPlayerLocked;
+ private CombatCore.Entity self;
// Phase iteration logic
- private static List phases;
- private static AIPhase currentPhase;
- private static int phaseIndex = -1;
+ private AIRoutine routine;
- // Event queue variables. How we schedule our attacks.
- private static Queue queuedSequences;
- private static Queue events;
- private static bool paused;
- private static bool running;
+ // Event queue variables. This is how we schedule our attacks.
+ private Queue queuedSequences;
+ private bool paused;
+ private bool running = true;
- private void Awake()
- {
- //eventQueue = new EventQueue();
- //eventQueue = GameManager.EventQueue;
+ private System.Diagnostics.Stopwatch stopWatch;
+
+ #region Debugging code that should be refactored soon™
+ // Debug code. Used to set the routine from the inspector rather than changing code.
+ private enum _Routine {
+ Tutorial,
+ //Main,
+ Test,
+ TestLatest,
+ //UnitTest
+ Unsorted,
+ }
+ [SerializeField]
+ private _Routine Routine = _Routine.Tutorial;
+ #endregion
+ void Awake()
+ {
+ if (self == null)
+ {
+ self = GetComponent();
+ }
queuedSequences = new Queue();
- events = new Queue();
- paused = false;
- running = true;
-
- self = GetComponent();
- self.name = BOSS_NAME;
+ stopWatch = new System.Diagnostics.Stopwatch();
}
// Use this for initialization
void Start()
{
Profiler.BeginSample("Initialize phases");
- AIPhase.Load();
+ //AIPhase.Load();
Profiler.EndSample();
+
- phases = new List();
-
- //phases.Add(AIPhase.PHASE_TUTORIAL_1);
- //phases.Add(AIPhase.PHASE_TUTORIAL_2);
- //phases.Add(AIPhase.PHASE_TUTORIAL_3);
- //phases.Add(AIPhase.PHASE1);
- phases.Add(AIPhase.PHASE_TEST);
- //phases.Add(AIPhase.PHASE_UNIT_TEST);
+ //AISequence.ShouldAllowInstantiation = true;
+ switch (Routine) {
+ case _Routine.Tutorial:
+ routine = new Routines.Tutorial();
+ break;
+ case _Routine.Test:
+ routine = new Routines.Test();
+ break;
+ case _Routine.TestLatest:
+ routine = new Routines.TestLatest();
+ break;
+ case _Routine.Unsorted:
+ routine = new Routines.Unsorted();
+ break;
+ }
+ //AISequence.ShouldAllowInstantiation = false;
+ // Kick off the execution engine
StartCoroutine(ExecuteQueue());
NextPhase();
}
@@ -83,74 +87,75 @@ void Start()
/*
* Transitions to the next phase by loading in the next set of moves.
*/
- public static void NextPhase() {
- phaseIndex++;
- if (phaseIndex > phases.Count) {
- Debug.LogError("You win!");
- }
+ public void NextPhase()
+ {
+ Debug.Log("Next phase");
+ queuedSequences.Clear();
+ StopAllCoroutines();
+ StartCoroutine(ExecuteQueue());
+
+ routine.NextPhase();
- currentPhase = phases[phaseIndex];
- self.healthMax = currentPhase.maxHealth;
- GameManager.Arena.RadiusInWorldUnits = currentPhase.maxArenaRadius;
+ self.healthMax = routine.CurrentPhase.MaxHealth;
+ GameManager.Arena.RadiusInWorldUnits = routine.CurrentPhase.MaxArenaRadius;
// Heal up to the new max health.
CombatCore.Entity.HealEntity(self, float.PositiveInfinity);
- self.SetInvincible(true);
- Add(new Moves.Basic.Teleport(World.Arena.CENTER).Wait(3f));
- Add(new AISequence(() => { self.SetInvincible(false); }));
+ // Add i-frames for 3 seconds while we move to center & regain health.
+ if (!Chill)
+ {
+ Add(new Moves.Basic.Invincible(true));
+ Add(new Moves.Basic.Teleport(Constants.Positions.CENTER).Wait(3f));
+ Add(new Moves.Basic.Invincible(false));
+ }
+ }
+
+ public void ResetBoss()
+ {
+ // Flush the execution engine
+ running = false;
+ StopAllCoroutines();
+ queuedSequences.Clear();
+
+ // Reset the routine and restart it from the first phase
+ routine.Reset();
+
+ // Restart the execution engine
+ running = true;
+ StartCoroutine("ExecuteQueue");
+
+ NextPhase();
}
- public static void Add(AISequence sequence)
+ private void Add(AISequence sequence)
{
- if (GameManager.Boss.DebugMode)
+ if (AISequence.IsValid(sequence))
{
- if (sequence == null)
- {
- Debug.LogError("Null AISequence added to queue.");
- return;
- }
-
- // Generate warning if there's a named sequence without a description.
- //
- // Note that "glue" AISequences are allowed; those that don't subclass AISequence
- // don't need to provide a description. This includes subclassed AISequences that
- // have additional Wait()s or Then()s called.
- if (sequence.Description == null && !sequence.Name.Equals("AISequence"))
- {
- Debug.LogWarning("Found AISequence with a name, but without a description. Name: " + sequence.Name);
- }
-
- // Generate warning if there's a sequence with too high a difficulty.
- if (sequence.Difficulty >= 8f)
- {
- Debug.LogWarning("Found AISequence \"" + sequence.Name + "\" with very high difficulty: " + sequence.Difficulty + ". ");
- }
-
- Debug.Log("Added AISequence" +
- (sequence.Name.Equals("AISequence") ? " " : " \"" + sequence.Name + "\" ") +
- "to queue. Here's what it says it'll do: \"" +
- (sequence.Description ?? sequence.ToString()) + "\".");
+ queuedSequences.Enqueue(sequence);
+ } else {
+ Debug.LogError("Refusing to add invalid sequence: " + sequence == null ? "null" : sequence.Name);
}
-
- queuedSequences.Enqueue(sequence);
}
- // Update is called once per frame
void Update()
{
- // Every frame, prompt the queue for then next event.
- //GameManager.EventQueue.Update();
+ if (Chill) {
+ return;
+ }
// If the queue ran out of events, pull the next AISequence in the phase
if (queuedSequences.Count == 0)
{
- Add(currentPhase.GetNext());
+ Add(routine.CurrentPhase.GetNext());
}
}
- // event queue
+ ///
+ /// The main "thread" that executes the next event on the event queue.
+ /// If there aren't any sequences, then we spin until there are some.
+ ///
private IEnumerator ExecuteQueue()
{
while (running)
@@ -161,42 +166,92 @@ private IEnumerator ExecuteQueue()
yield return new WaitForSeconds(0.05f);
}
- AISequence nextSequence = queuedSequences.Dequeue();
- yield return Execute(nextSequence);
+ AISequence nextSequence = queuedSequences.Peek();
+ if (AISequence.IsValid(nextSequence))
+ {
+ yield return Execute(nextSequence);
+ } else {
+ Debug.LogError("Refusing to execute invalid AISequence.");
+ }
+ queuedSequences.Dequeue();
//Profiler.EndSample();
}
}
- // event queue
- private static IEnumerator Execute(AISequence sequence)
+ ///
+ /// Executes a given AISequence. This will wait for the duration specified
+ /// in any events that make up this sequence. This will also respect the
+ /// "paused" variable, and wait until it is true before continuing to the
+ /// next event.
+ ///
+ /// The sequence to be executed.
+ private IEnumerator Execute(AISequence sequence)
{
- if (sequence.events != null)
+ if (sequence.Events != null)
{
- for (int i = 0; i < sequence.events.Length; i++)
+ for (int i = 0; i < sequence.Events.Length; i++)
{
+ // If the event queue is paused, then wait until it's unpaused.
while (paused)
- {
- yield return new WaitForSecondsRealtime(0.05f);
- }
-
- sequence.events[i].action?.Invoke();
+ {
+ yield return new WaitForSecondsRealtime(0.05f);
+ }
+
+ stopWatch.Reset();
+ stopWatch.Start();
+ sequence.Events[i].action?.Invoke();
+ stopWatch.Stop();
+
+ long elapsedMillis = stopWatch.ElapsedMilliseconds;
+ float elapsedSeconds = stopWatch.ElapsedMilliseconds / 1000.0f;
+ //if (elapsedMillis > 0)
+ //{
+ //Debug.Log("Elapsed time for execution: " + elapsedSeconds + ". Execution frame: " + Time.frameCount);
+ //Debug.Log($"Sequence name: {sequence.Name} event iteration: {i}. Elapsed time: {elapsedSeconds} at frame: {Time.frameCount}");
+ //}
// TODO reduce the wait time if the above invocation takes too long
- yield return new WaitForSecondsRealtime(sequence.events[i].duration);
- }
- }
- else
- {
- AISequence[] children = sequence.GetChildren();
- for (int i = 0; i < children.Length; i++)
+ if (Time.timeScale > 0)
+ {
+ float waitTime = (sequence.Events[i].duration / Time.timeScale) - elapsedSeconds;
+ //yield return new WaitForSecondsRealtime((sequence.Events[i].duration / Time.timeScale) - elapsedSeconds);
+ //Debug.Log($"Waiting for: {waitTime} seconds.");
+ yield return new WaitForSecondsRealtime(waitTime);
+ }
+ else
+ {
+ Debug.LogError("Time scale was set to 0, but the game was not paused.");
+ }
+ }
+ }
+ else
+ {
+ AISequence[] children = sequence.Children();
+ for (int i = 0; i < children.Length; i++)
{
+
+ //Debug.Log($"Sequence name: {sequence.Name} child sequence iteration: {i}. At frame: {Time.frameCount}");
yield return Execute(children[i]);
+ //yield return StartCoroutine(Execute(children[i]));
+ //IEnumerator ienum = Execute(children[i]);
+
+ //yield return ienum;
}
}
}
- public static void ExecuteAsync(AISequence sequence)
+ ///
+ /// Runs an AISequence immediately. Used primarily for callbacks that can't
+ /// be properly scheduled on the event queue.
+ ///
+ /// The sequence to be executed immediately.
+ public void ExecuteAsync(AISequence sequence)
{
- GameManager.Boss.StartCoroutine(Execute(sequence));
+ if (AISequence.IsValid(sequence))
+ {
+ GameManager.Boss.StartCoroutine(Execute(sequence));
+ } else {
+ Debug.LogError("Refusing to execute invalid AISequence.");
+ }
}
/*
@@ -205,7 +260,7 @@ public static void ExecuteAsync(AISequence sequence)
* This happens separately from the event queue, and will pause any future
* events until after this dash is completed.
*/
- public static IEnumerator Dash(Vector3 targetPosition)
+ public IEnumerator Dash(Vector3 targetPosition)
{
paused = true;
@@ -238,7 +293,7 @@ public static IEnumerator Dash(Vector3 targetPosition)
* Should be used when launching an attack at the player to let them know
* about the boundless depths of white-hot furi that the boss has for them.
*/
- public static void Glare()
+ public void Glare()
{
Quaternion lookRotation = Quaternion.LookRotation(GameManager.Player.transform.position - GameManager.Boss.transform.position);
GameManager.Boss.transform.rotation = lookRotation;
diff --git a/Assets/Scripts/Boss Core/Moves/Basic/AOE_131.cs b/Assets/Scripts/Boss Core/Moves/Basic/AOE_131.cs
deleted file mode 100644
index 3897529..0000000
--- a/Assets/Scripts/Boss Core/Moves/Basic/AOE_131.cs
+++ /dev/null
@@ -1,30 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-using AI;
-using AOEs;
-using BossCore;
-using Moves.Basic;
-using Projectiles;
-using static BossController;
-
-namespace Moves.Basic
-{
- public class AOE_131 : AISequence
- {
- public AOE_131() : base
- (
- new Teleport().Wait(0.5f),
- new PlayerLock(true),
- new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 5 }.On(-60, 60)).Wait(0.19f),
- new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 20 }.On(-60, -40).On(-10, 10).On(40, 60)).Wait(0.76f),
- new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 5 }.On(-60, 60)).Wait(0.2f),
- new PlayerLock(false).Wait(1f)
- )
- {
- Description = "Shoots an AOE attack in a 1-3-1 pattern.";
- Difficulty = 5f;
- }
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_2_Waves.cs b/Assets/Scripts/Boss Core/Moves/Basic/Shoot_2_Waves.cs
deleted file mode 100644
index 3d65d8a..0000000
--- a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_2_Waves.cs
+++ /dev/null
@@ -1,23 +0,0 @@
-using AI;
-using Projectiles;
-using BossCore;
-
-using static BossController;
-
-namespace Moves.Basic
-{
- public class Shoot_2_Waves : AISequence
- {
- public Shoot_2_Waves() : base
- (
- new Teleport().Wait(0.5f),
- new ShootArc(100, -45f, 45f, new Projectile { AngleOffset = -2.5f, Size = Size.MEDIUM, Speed = Speed.VERY_FAST }),
- new ShootArc(100, -45f, 45f, new Projectile { AngleOffset = 2.5f, Size = Size.MEDIUM, Speed = Speed.VERY_FAST }),
- new Pause(1f)
- )
- {
- Description = "Shoots 2 90 waves as one block, encouraging dodging through them.";
- Difficulty = 4f;
- }
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Split_6.cs b/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Split_6.cs
deleted file mode 100644
index 7b4e163..0000000
--- a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Split_6.cs
+++ /dev/null
@@ -1,34 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-using AI;
-using AOEs;
-using BossCore;
-using Moves.Basic;
-using Projectiles;
-using static BossController;
-
-namespace Moves.User
-{
- public class Shoot_Split_6 : AISequence
- {
- public Shoot_Split_6() : base
- (
- new Teleport().Wait(0.5f),
- new Shoot1(
- new ProjectileCurving(0f, false)
- {
- MaxTime = 0.25f,
- Speed = Speed.VERY_FAST,
- OnDestroyTimeout = CallbackDictionary.SPAWN_6
- }
- ),
- new Pause(0.5f)
- )
- {
- Description = "Shoots a projectile that splits into 6 more projectiles.";
- Difficulty = 4f;
- }
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Split_6_Curve.cs b/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Split_6_Curve.cs
deleted file mode 100644
index 0a132bf..0000000
--- a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Split_6_Curve.cs
+++ /dev/null
@@ -1,33 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-using AI;
-using AOEs;
-using BossCore;
-using Moves.Basic;
-using Projectiles;
-using static BossController;
-
-namespace Moves.User
-{
- public class Shoot_Split_6_Curve : AISequence
- {
- public Shoot_Split_6_Curve() : base
- (
- new Teleport().Wait(0.5f),
- new Shoot1(
- new ProjectileDeathHex
- {
- MaxTime = 0.25f,
- Speed = Speed.VERY_FAST
- }
- ),
- new Pause(0.5f)
- )
- {
- Description = "Shoots a projectile that splits into 6 curving projectiles.";
- Difficulty = 5f;
- }
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Wave_Middle_Gap.cs b/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Wave_Middle_Gap.cs
deleted file mode 100644
index 7e15f4c..0000000
--- a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Wave_Middle_Gap.cs
+++ /dev/null
@@ -1,26 +0,0 @@
-using AI;
-using Projectiles;
-using BossCore;
-
-using static BossController;
-using static AI.AISequence;
-
-namespace Moves.Basic
-{
- public class Shoot_Wave_Middle_Gap : AISequence
- {
- public Shoot_Wave_Middle_Gap() : base
- (
- new Teleport().Wait(0.5f),
- Merge(
- new ShootArc(150, 22.5f, 22.5f + 60f),
- new ShootArc(150, -22.5f, -22.5f - 60f)
- ),
- new Pause(1f)
- )
- {
- Description = "Shoots two 60 degree waves with a 45 degree gap in the middle.";
- Difficulty = 3f;
- }
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Sweep.cs b/Assets/Scripts/Boss Core/Moves/Basic/Sweep.cs
deleted file mode 100644
index d7a1893..0000000
--- a/Assets/Scripts/Boss Core/Moves/Basic/Sweep.cs
+++ /dev/null
@@ -1,47 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using AI;
-using UnityEngine;
-
-using Projectiles;
-using static BossController;
-using static AI.AISequence;
-
-namespace Moves.Basic
-{
- public class Sweep : AISequence
- {
- public Sweep(bool reverse = false) : base
- (
- new Teleport().Wait(0.25f),
- new PlayerLock(true),
- For(reverse ? 90 : -30,
- reverse ? -30 : 90,
- reverse ? -5 : 5,
- i => new Shoot1(new Projectile { AngleOffset = i }).Wait(0.05f)
- ),
- /*
- new AISequence(() =>
- {
- int start = reverse ? 90 : -30;
- int end = reverse ? -30 : 90;
- int step = reverse ? -5 : 5;
-
- List sequences = new List();
- for (int i = start; i != end; i += step)
- {
- sequences.Add(new Shoot1(new Projectile().AngleOffset(i)).Wait(0.05f));
- }
- return sequences.ToArray();
- }),
- */
- new PlayerLock(false),
- Pause(0.25f)
- )
- {
- Description = "Shoots a sweep from " + (reverse ? -30 : 90) +
- " degrees to " + (reverse ? 90 : -30) + " degrees offset from the player's current position.";
- Difficulty = 2f;
- }
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Sweep_Back_And_Forth.cs b/Assets/Scripts/Boss Core/Moves/Basic/Sweep_Back_And_Forth.cs
deleted file mode 100644
index 5208f95..0000000
--- a/Assets/Scripts/Boss Core/Moves/Basic/Sweep_Back_And_Forth.cs
+++ /dev/null
@@ -1,40 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using AI;
-using UnityEngine;
-
-using Projectiles;
-using static BossController;
-using static AI.AISequence;
-
-namespace Moves.Basic
-{
- public class Sweep_Back_And_Forth : AISequence
- {
- public Sweep_Back_And_Forth() : base
- (
- new Teleport().Wait(0.25f),
- new PlayerLock(true),
- new AISequence(() =>
- {
- List sequences = new List();
- for (int i = -30; i < 90; i += 5)
- {
- sequences.Add(new Shoot1(new Projectile { AngleOffset = i }).Wait(0.05f));
- }
- sequences.Add(Pause(0.25f));
- for (int i = 30; i > -90; i -= 5)
- {
- sequences.Add(new Shoot1(new Projectile { AngleOffset = i }).Wait(0.05f));
- }
- return sequences.ToArray();
- }),
- new PlayerLock(false),
- new Pause(0.5f)
- )
- {
- Description = "Shoots a sweep from -30 degrees to +90 degrees offset from the player's current position, then another from -90 to +30 degrees.";
- Difficulty = 3f;
- }
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Sweep_Both.cs b/Assets/Scripts/Boss Core/Moves/Basic/Sweep_Both.cs
deleted file mode 100644
index 3cc4ee2..0000000
--- a/Assets/Scripts/Boss Core/Moves/Basic/Sweep_Both.cs
+++ /dev/null
@@ -1,38 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using AI;
-using UnityEngine;
-
-using Projectiles;
-using static BossController;
-using static AI.AISequence;
-
-namespace Moves.Basic
-{
- public class Sweep_Both : AISequence
- {
- public Sweep_Both() : base
- (
- new Teleport().Wait(0.25f),
- new PlayerLock(true),
- new AISequence(() =>
- {
-
- List sequences = new List();
- for (int i = 0; i < 120; i += 5)
- {
- sequences.Add(new Shoot1(new Projectile { AngleOffset = i - 60 }));
- sequences.Add(new Shoot1(new Projectile { AngleOffset = 60 - i }));
- sequences.Add(new Pause(0.05f));
- }
- return sequences.ToArray();
- }),
- new PlayerLock(false),
- new Pause(0.5f)
- )
- {
- Description = "Sweeps both left and right at the same time.";
- Difficulty = 4f;
- }
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Pause.cs b/Assets/Scripts/Boss Core/Moves/Basic_Generators/Pause.cs
deleted file mode 100644
index 5885717..0000000
--- a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Pause.cs
+++ /dev/null
@@ -1,15 +0,0 @@
-using AI;
-
-namespace Moves.Basic
-{
- public class Pause : AISequence
- {
- public Pause(float duration) : base
- (
- new AIEvent[] { new AIEvent(duration, () => { }) }
- )
- {
- Description = "Waiting for " + duration + " seconds.";
- }
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/PlayerLock.cs b/Assets/Scripts/Boss Core/Moves/Basic_Generators/PlayerLock.cs
deleted file mode 100644
index 3c7ac30..0000000
--- a/Assets/Scripts/Boss Core/Moves/Basic_Generators/PlayerLock.cs
+++ /dev/null
@@ -1,24 +0,0 @@
-using AI;
-using Projectiles;
-using static BossController;
-
-namespace Moves.Basic
-{
- public class PlayerLock : AISequence
- {
- public PlayerLock(bool enableLock = true) : base
- (
- () =>
- {
- if (enableLock)
- {
- playerLockPosition = GameManager.Player.transform.position;
- }
- isPlayerLocked = enableLock;
- }
- )
- {
- Description = (enableLock ? "Locked onto" : "Unlocked from") + " the player.";
- }
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Shoot1.cs b/Assets/Scripts/Boss Core/Moves/Basic_Generators/Shoot1.cs
deleted file mode 100644
index 4300f04..0000000
--- a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Shoot1.cs
+++ /dev/null
@@ -1,23 +0,0 @@
-using AI;
-using Projectiles;
-using static BossController;
-
-namespace Moves.Basic
-{
- public class Shoot1 : AISequence
- {
- public Shoot1(Projectile skeleton = null) : base
- (
- () =>
- {
- Glare();
-
- Projectile newStruc = skeleton != null ? skeleton.Clone() : new Projectile();
- newStruc.Create();
- }
- )
- {
- Description = "Shot one " + (skeleton == null ? "default projectile at the player." : skeleton + ".");
- }
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Shoot3.cs b/Assets/Scripts/Boss Core/Moves/Basic_Generators/Shoot3.cs
deleted file mode 100644
index 32193d3..0000000
--- a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Shoot3.cs
+++ /dev/null
@@ -1,28 +0,0 @@
-using AI;
-using Projectiles;
-using static BossController;
-
-namespace Moves.Basic
-{
- public class Shoot3 : AISequence
- {
-
- public Shoot3(Projectile skeleton = null) : base
- (
- () =>
- {
- Glare();
-
- for (int i = 0; i < 3; i++)
- {
- Projectile newStruc = skeleton != null ? skeleton.Clone() : new Projectile();
- newStruc.AngleOffset = -30 + (30 * i) + newStruc.AngleOffset;
- newStruc.Create();
- }
- }
- )
- {
- Description = "Shot three " + (skeleton == null ? "default projectiles at the player." : skeleton + ".");
- }
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Double_Laser_Sweep.cs b/Assets/Scripts/Boss Core/Moves/Test/Double_Laser_Sweep.cs
deleted file mode 100644
index 56fbafe..0000000
--- a/Assets/Scripts/Boss Core/Moves/Test/Double_Laser_Sweep.cs
+++ /dev/null
@@ -1,38 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-using AI;
-using Moves.Basic;
-using Projectiles;
-using AOEs;
-using BossCore;
-using static BossController;
-
-namespace Moves.Test
-{
- public class Double_Laser_Sweep : AISequence
- {
- public Double_Laser_Sweep() : base
- (
- new Teleport().Wait(0.5f),
- new PlayerLock(true),
- Merge(
- new Laser().Wait(1f),
- new Laser(90, -90, 5, -90).Wait(1f)
- ),
- new Pause(1f),
- Merge(
- new Laser().Wait(1f),
- new Laser(90, -90, 5, -90).Wait(1f)
- ),
- new PlayerLock(false),
- new Pause(1f)
- )
- {
- Description = "Sweeps two lasers back and forth.";
- Difficulty = 6.5f;
- }
-
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Double_Laser_Sweep_AOE.cs b/Assets/Scripts/Boss Core/Moves/Test/Double_Laser_Sweep_AOE.cs
deleted file mode 100644
index 5b2703a..0000000
--- a/Assets/Scripts/Boss Core/Moves/Test/Double_Laser_Sweep_AOE.cs
+++ /dev/null
@@ -1,40 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-using AI;
-using Moves.Basic;
-using Projectiles;
-using AOEs;
-using BossCore;
-using static BossController;
-
-namespace Moves.Test
-{
- public class Double_Laser_Sweep_AOE : AISequence
- {
- public Double_Laser_Sweep_AOE() : base
- (
- new Teleport().Wait(0.5f),
- new PlayerLock(true),
- Merge(
- new Laser().Wait(1f),
- new Laser(90, -90, 5, -90).Wait(1f),
- new ShootAOE(new AOE { FixedWidth = 3f, OuterSpeed = Speed.FAST }.On(-60, 60))
- ),
- new Pause(1f),
- Merge(
- new Laser().Wait(1f),
- new Laser(90, -90, 5, -90).Wait(1f),
- new ShootAOE(new AOE { FixedWidth = 3f, OuterSpeed = Speed.FAST }.On(-60, 60))
- ),
- new PlayerLock(false),
- new Pause(1f)
- )
- {
- Description = "Sweeps two lasers back and forth, with two AOE attacks in between.";
- Difficulty = 7f;
- }
-
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Laser_Sweep_With_AOE.cs b/Assets/Scripts/Boss Core/Moves/Test/Laser_Sweep_With_AOE.cs
deleted file mode 100644
index 56b8ffa..0000000
--- a/Assets/Scripts/Boss Core/Moves/Test/Laser_Sweep_With_AOE.cs
+++ /dev/null
@@ -1,38 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-using AI;
-using Moves.Basic;
-using Projectiles;
-using AOEs;
-using BossCore;
-using static BossController;
-
-namespace Moves.Test
-{
- public class Laser_Sweep_With_AOE : AISequence
- {
- public Laser_Sweep_With_AOE() : base
- (
- new Teleport().Wait(0.5f),
- new PlayerLock(true),
- Merge(
- new Laser().Wait(1f),
- new Pause(1f).Then(new ShootAOE(new AOE { FixedWidth = 3f, OuterSpeed = Speed.FAST }.On(-60, 60)))
- ),
- new Pause(1f),
- Merge(
- new Laser(90, -90, 5, -90).Wait(1f),
- new Pause(1f).Then(new ShootAOE(new AOE { FixedWidth = 3f, OuterSpeed = Speed.FAST }.On(-60, 60)))
- ),
- new PlayerLock(false),
- new Pause(1f)
- )
- {
- Description = "Sweeps a laser back and forth, with two AOE attacks in between.";
- Difficulty = 5.5f;
- }
-
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Lightning_Arena.cs b/Assets/Scripts/Boss Core/Moves/Test/Lightning_Arena.cs
deleted file mode 100644
index f028f14..0000000
--- a/Assets/Scripts/Boss Core/Moves/Test/Lightning_Arena.cs
+++ /dev/null
@@ -1,36 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using AI;
-using UnityEngine;
-
-using Projectiles;
-using static BossController;
-using BossCore;
-using Moves.Basic;
-
-namespace Moves.Test
-{
- public class Lightning_Arena : AISequence
- {
- public Lightning_Arena() : base
- (
- new Teleport(World.Arena.CENTER).Wait(0.25f),
- new AISequence(() =>
- {
- List sequences = new List();
-
- for (int i = 0; i < 1; i++)
- {
- sequences.Add(new Shoot1(
- new ProjectileLightning { AngleOffset = i * 90f }).Wait(0.1f));
- }
- return sequences.ToArray();
- }),
- Pause(1f)
- )
- {
- Description = "Spawns lightning on the whole arena";
- Difficulty = 5f;
- }
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Lightning_With_AOE.cs b/Assets/Scripts/Boss Core/Moves/Test/Lightning_With_AOE.cs
deleted file mode 100644
index ee623e3..0000000
--- a/Assets/Scripts/Boss Core/Moves/Test/Lightning_With_AOE.cs
+++ /dev/null
@@ -1,50 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using AI;
-using UnityEngine;
-
-using AOEs;
-using BossCore;
-using Moves.Test;
-using Moves.Basic;
-using static BossController;
-
-namespace Moves.Test
-{
- public class Lightning_With_AOE : AISequence
- {
- public Lightning_With_AOE() : base
- (
- new ShootAOE(new AOE
- {
- AngleOffset = (-25),
- RotationSpeed = (15f),
- FixedWidth = (10f),
- OuterSpeed = (Speed.MEDIUM_SLOW)
- }
- .On(-22.5f, 22.5f)
- .On(90 - 22.5f, 90 + 22.5f)
- .On(180 - 22.5f, 180 + 22.5f)
- .On(270 - 22.5f, 270 + 22.5f)
- ).Wait(1.5f),
- new Lightning_Arena().Wait(0.5f),
- new ShootAOE(new AOE
- {
- AngleOffset = (-25),
- RotationSpeed = (15f),
- FixedWidth = (10f),
- OuterSpeed = (Speed.MEDIUM_SLOW)
- }
- .On(-22.5f, 22.5f)
- .On(90 - 22.5f, 90 + 22.5f)
- .On(180 - 22.5f, 180 + 22.5f)
- .On(270 - 22.5f, 270 + 22.5f)
- ).Wait(1.5f),
- new Lightning_Arena().Wait(2.5f)
- )
- {
- Description = "Lightning with aoe";
- Difficulty = 6f;
- }
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Pincer.cs b/Assets/Scripts/Boss Core/Moves/Test/Pincer.cs
deleted file mode 100644
index d89784f..0000000
--- a/Assets/Scripts/Boss Core/Moves/Test/Pincer.cs
+++ /dev/null
@@ -1,44 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-using AI;
-using Moves.Basic;
-using Projectiles;
-using AOEs;
-using BossCore;
-using static BossController;
-
-namespace Moves.Test
-{
- public class Pincer : AISequence
- {
- public Pincer(float offset=0f, Speed speed=Speed.SNIPE) : base
- (
- () => {
- //Debug.Log("Pincer sees player at: " + GameManager.Player.transform.position);
- Debug.Log("Pincer called");
- List sequences = new List();
-
- float curveAmount =
- -4f * // base
- (float)speed * // turning radius is tighter when we go faster
- (20f / (GameManager.Boss.transform.position - GameManager.Player.transform.position).magnitude) * // contribution due to distance from player
- Mathf.Sqrt(2) * Mathf.Sin(Mathf.Deg2Rad * offset); // contribution due to initial firing offset
-
- float maxTime = Mathf.Deg2Rad * offset / Mathf.Sin(Mathf.Deg2Rad * offset) * ((GameManager.Boss.transform.position - GameManager.Player.transform.position).magnitude / 50f);
- maxTime += 0.1f;
-
- sequences.Add(new Shoot1(new ProjectileCurving(curveAmount, false) { Speed = Speed.SNIPE, AngleOffset = offset, MaxTime = maxTime }));
- sequences.Add(new Shoot1(new ProjectileCurving(-curveAmount, false) { Speed = Speed.SNIPE, AngleOffset = -offset, MaxTime = maxTime }));
-
- return sequences.ToArray();
- }
-
- )
- {
- Debug.Log("Pincer created");
- Description = "Shoots two projectiles with an offset of +/-" + offset + " degrees with speed " + speed;
- }
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Pincer_Sweep.cs b/Assets/Scripts/Boss Core/Moves/Test/Pincer_Sweep.cs
deleted file mode 100644
index 217bf3a..0000000
--- a/Assets/Scripts/Boss Core/Moves/Test/Pincer_Sweep.cs
+++ /dev/null
@@ -1,33 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-using AI;
-using Moves.Basic;
-using Projectiles;
-using AOEs;
-using BossCore;
-using static BossController;
-
-namespace Moves.Test
-{
- public class Pincer_Sweep : AISequence
- {
- public Pincer_Sweep() : base
- (
- /*
- () => {
- List sequences = new List();
- for (int i = 150; i >= 0; i -= 5) {
- sequences.Add(new Pincer(i).Wait(0.05f));
- }
- return sequences.ToArray();
- }
- */
- For(150, 0, -5, i => new Pincer(i).Wait(0.05f))
- )
- {
- Description = "Sweeps pincer projectiles from +150 to +0 degrees";
- }
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Player_Strafe_Waves.cs b/Assets/Scripts/Boss Core/Moves/Test/Player_Strafe_Waves.cs
deleted file mode 100644
index dc0e07e..0000000
--- a/Assets/Scripts/Boss Core/Moves/Test/Player_Strafe_Waves.cs
+++ /dev/null
@@ -1,39 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-using AI;
-using Moves.Basic;
-using AOEs;
-using static BossController;
-
-namespace Moves.Test
-{
- public class Player_Strafe_Waves : AISequence
- {
-
- public Player_Strafe_Waves() : base
- (
- /*
- () => {
- List sequences = new List();
- sequences.Add(new Teleport());
- sequences.Add(new PlayerLock(true));
- for (int i = 0; i < 6; i++)
- {
- sequences.Add(new Strafe(true, 60, 25, GameManager.Player.transform.position));
- sequences.Add(new ShootAOE(AOE.New(self).On(-60, 60)));
- sequences.Add(new Pause(0.75f));
- }
- sequences.Add(new PlayerLock(false));
- sequences.Add(new Pause(1f));
- return sequences.ToArray();
- }
- */
- For(6, i => new Strafe(true, 60, 25, GameManager.Player.transform.position)).Then(new ShootAOE(new AOE().On(-60, 60))).Wait(0.75f)
- )
- {
-
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Quick_Waves.cs b/Assets/Scripts/Boss Core/Moves/Test/Quick_Waves.cs
deleted file mode 100644
index 6b21a00..0000000
--- a/Assets/Scripts/Boss Core/Moves/Test/Quick_Waves.cs
+++ /dev/null
@@ -1,70 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-using AI;
-using Moves.Basic;
-using Projectiles;
-using AOEs;
-using BossCore;
-using static BossController;
-
-namespace Moves.Test
-{
- public class Quick_Waves : AISequence
- {
- public Quick_Waves() : base
- (
- /*
- () => {
- List sequences = new List();
-
- for (int i = 0; i < 7; i++)
- {
- int nextAttack = Random.Range(0, 5);
- switch (nextAttack)
- {
- case 0:
- sequences.Add(
- new ShootArc(100, -60, 60, new Projectile().Size(Size.HUGE).Speed(Speed.VERY_FAST)).Wait(0.05f).Times(3)); break;
- case 1:
- sequences.Add(
- new ShootAOE(AOE.New(self).On(-60, 60).FixedWidth(3f).Speed(Speed.VERY_FAST))); break;
- case 2:
- sequences.Add(
- new Shoot1(new ProjectileLightning())); break;
- case 3:
- sequences.Add(
- Merge(
- new ShootArc(150, 22.5f, 22.5f + 60f, new Projectile().Size(Size.MEDIUM).Speed(Speed.VERY_FAST)),
- new ShootArc(150, -22.5f, -22.5f - 60f, new Projectile().Size(Size.MEDIUM).Speed(Speed.VERY_FAST))
- )); break;
- case 4:
- sequences.Add(
- new ShootArc(100, -60, 60, new Projectile().Speed(Speed.VERY_FAST).Size(Size.SMALL)).Wait(0.1f).Times(5)
- ); break;
- }
- sequences.Add(Pause(0.6f));
- }
-
- return sequences.ToArray();
- }
- */
-
- Either(
- new ShootArc(100, -60, 60, new Projectile { Size = Size.HUGE, Speed = Speed.VERY_FAST }).Wait(0.05f).Times(3),
- new ShootAOE(new AOE { OuterSpeed = Speed.VERY_FAST, FixedWidth = 3 }.On(-60, 60)),
- new Shoot1(new ProjectileLightning()),
- Merge(
- new ShootArc(150, 22.5f, 22.5f + 60f, new Projectile { Size = Size.MEDIUM, Speed = Speed.VERY_FAST }),
- new ShootArc(150, -22.5f, -22.5f - 60f, new Projectile { Size = Size.MEDIUM, Speed = Speed.VERY_FAST })
- ),
- new ShootArc(100, -60, 60, new Projectile { Speed = Speed.VERY_FAST, Size = Size.SMALL }).Wait(0.1f).Times(5)
- ).Wait(0.6f).Times(7)
- )
- {
- Description = "Fires a quick barrage of random wave-based attacks.";
- Difficulty = 6f;
- }
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Random_Leading.cs b/Assets/Scripts/Boss Core/Moves/Test/Random_Leading.cs
deleted file mode 100644
index 347e18a..0000000
--- a/Assets/Scripts/Boss Core/Moves/Test/Random_Leading.cs
+++ /dev/null
@@ -1,78 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-using AI;
-using Projectiles;
-using AOEs;
-using Moves.Basic;
-
-namespace Moves.Test
-{
- ///
- /// I really like the lasers.
- ///
- public class Random_Leading : AISequence
- {
- public Random_Leading(int count = 20) : base
- (
- /*
- new PlayerLock(true),
- new AISequence(() =>
- {
- List sequences = new List();
- for (int i = 0; i < 50; i++)
- {
- sequences.Add(
- new Shoot1(
- new ProjectileReverse()
- .Speed(BossCore.Speed.VERY_FAST)
- .Start(Quaternion.AngleAxis(i * (360f / 50f), Vector3.up)
- * (5 * Vector3.forward)))
- );
- }
- return Merge(sequences.ToArray());
- }),
- new PlayerLock(false)
- */
- new Shoot1(
- new ProjectileReverse()
- {
- Start = RANDOM_IN_ARENA,
- Target = PLAYER_POSITION,
- Size = Size.HUGE,
- Speed = BossCore.Speed.FAST,
- MaxTime = 4f
- }
- ).Wait(0.15f).Times(count),
- new ShootAOE(new AOE { OuterSpeed = BossCore.Speed.MEDIUM, FixedWidth = 5f }.On(0, 360)).Wait(0.5f),
- new Laser(-60, 480, 5, 60),
- new Laser(60, 480, 5, 45),
- new Laser(120, 480, 5, 30),
- new Shoot1(
- new ProjectileReverse()
- {
- Start = RANDOM_IN_ARENA,
- Target = PLAYER_POSITION,
- Size = Size.HUGE,
- Speed = BossCore.Speed.FAST,
- MaxTime = 4f
- }
- ).Wait(0.15f).Times(count),
- new ShootAOE(new AOE { OuterSpeed = BossCore.Speed.MEDIUM, FixedWidth = 5f }.On(0, 360)).Wait(0.5f),
- new Shoot1(
- new ProjectileReverse()
- {
- Start = RANDOM_IN_ARENA,
- Target = PLAYER_POSITION,
- Size = Size.HUGE,
- Speed = BossCore.Speed.FAST,
- MaxTime = 4f
- }
- ).Wait(0.15f).Times(count),
- new ShootAOE(new AOE { OuterSpeed = BossCore.Speed.MEDIUM, FixedWidth = 5f }.On(0, 360)).Wait(0.5f)
- )
- {
- }
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Test/ReverseTest.cs b/Assets/Scripts/Boss Core/Moves/Test/ReverseTest.cs
deleted file mode 100644
index fc02566..0000000
--- a/Assets/Scripts/Boss Core/Moves/Test/ReverseTest.cs
+++ /dev/null
@@ -1,59 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-using AI;
-using Projectiles;
-using Moves.Basic;
-
-namespace Moves.Test
-{
- public class SpinReverse : AISequence
- {
- public SpinReverse(int count = 50) : base
- (
- /*
- new PlayerLock(true),
- new AISequence(() =>
- {
- List sequences = new List();
- for (int i = 0; i < 50; i++)
- {
- sequences.Add(
- new Shoot1(
- new ProjectileReverse()
- .Speed(BossCore.Speed.VERY_FAST)
- .Start(Quaternion.AngleAxis(i * (360f / 50f), Vector3.up)
- * (5 * Vector3.forward)))
- );
- }
- return Merge(sequences.ToArray());
- }),
- new PlayerLock(false)
- */
- ForConcurrent(count, i =>
- new Shoot1(
- new ProjectileCurving(187, false)
- {
- Start = (PLAYER_POSITION + Quaternion.AngleAxis(i * (360f / count), Vector3.up) * (10 * Vector3.forward)),
- Target = (PLAYER_POSITION + Quaternion.AngleAxis(i * (360f / count), Vector3.up) * (10 * Vector3.forward) + Quaternion.AngleAxis(i * (360f / count), Vector3.up) * (10 * Vector3.right)),
- Speed = (BossCore.Speed.FAST),
- MaxTime = (0.75f),
- OnDestroyTimeout = self =>
- new Shoot1(
- new ProjectileReverse()
- {
- Start = (self.transform.position),
- Target = (PLAYER_POSITION),
- Speed = (BossCore.Speed.SNIPE),
- MaxTime = (0.75f)
- }
- )
- }
- )
- )
- )
- {
- }
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Sniper_Final.cs b/Assets/Scripts/Boss Core/Moves/Test/Sniper_Final.cs
deleted file mode 100644
index f2ad7b9..0000000
--- a/Assets/Scripts/Boss Core/Moves/Test/Sniper_Final.cs
+++ /dev/null
@@ -1,62 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-using AI;
-using Moves.Basic;
-using Projectiles;
-using AOEs;
-using static BossController;
-using static World.Arena;
-using BossCore;
-
-namespace Moves.Test
-{
- public class Sniper_Final : AISequence
- {
- public Sniper_Final() : base
- (
- new Teleport(NORTH_FAR).Wait(0.5f),
- new ShootAOE(new AOE {
- OuterSpeed = Speed.SLOW,
- InnerSpeed = Speed.FROZEN,
- InnerScale = 0f,
- Target = SOUTH_FAR,
- MaxTime = 2f,
- OnDestroyTimeout =
- self =>
- {
- AOE clone = self.data.Clone();
- clone.MaxTime = 10f;
- clone.Freeze();
- clone.Create();
- }
- }.On(-80, 80)
- )
- .Wait(1f),
- new AISequence(
- new AISequence(
- new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(0.25f),
- new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 20f, Target = SOUTH_FAR }.On(-15, 15)).Wait(0.75f),
- new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(1f),
- new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(0.25f),
- new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 20f, Target = SOUTH_FAR }.On(-45, -15).On(15, 45)).Wait(0.75f),
- new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(1f)
- ).Times(2),
- new AISequence(
- new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)),
- new ShootAOE(new AOE { Start = WEST_FAR, Target = EAST_FAR, OuterSpeed = Speed.FAST, FixedWidth = 7f }.On(-90, 90)).Wait(0.25f),
- new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 20f, Target = SOUTH_FAR }.On(-15, 15)).Wait(0.75f),
- new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(1f),
- new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)),
- new ShootAOE(new AOE { Start = EAST_FAR, Target = WEST_FAR, OuterSpeed = Speed.FAST, FixedWidth = 7f }.On(-90, 90)).Wait(0.25f),
- new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 20f, Target = SOUTH_FAR }.On(-45, -15).On(15, 45)).Wait(0.75f),
- new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(1f)
- ).Times(2),
- new Shoot1(new Projectile { Speed = Speed.SNAIL, Size = Size.HUGE, MaxTime = 1f, OnDestroyTimeout = CallbackDictionary.SPAWN_1_HOMING_TOWARDS_PLAYER }).Wait(2.5f),
- new Shoot1(new Projectile { Speed = Speed.SNAIL, Size = Size.HUGE, MaxTime = 1f, OnDestroyTimeout = CallbackDictionary.SPAWN_1_HOMING_TOWARDS_PLAYER }).Wait(2.5f)
- )
- )
- { }
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Test/Test.cs b/Assets/Scripts/Boss Core/Moves/Test/Test.cs
deleted file mode 100644
index cc9a051..0000000
--- a/Assets/Scripts/Boss Core/Moves/Test/Test.cs
+++ /dev/null
@@ -1,44 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-using AI;
-using Moves.Basic;
-using Projectiles;
-using AOEs;
-using BossCore;
-using static BossController;
-
-namespace Moves.Test
-{
- public class Test : AISequence
- {
- public Test() : base
- (
- /*
- new PlayerLock(true),
- new AISequence(() =>
- {
- List sequences = new List();
-
- for (int angle = 0; angle < 72; angle += 6)
- {
- sequences.Add(new ShootWall(angleOffset: angle).Wait(0.1f));
- }
-
- for (int angle = 72; angle >= 0; angle -= 6)
- {
- sequences.Add(new ShootWall(angleOffset: angle).Wait(0.1f));
- }
- return sequences.ToArray();
- }),
- new PlayerLock(false)
- */
- //For(6, i => new Shoot1(new Projectile().AngleOffset(i * 60)).Wait(0.25f)).Wait(0.5f)
- new ShootArc(500, 0, 360, new Projectile { MaxTime = 2f }).Wait(0.05f)
- )
- {
-
- }
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_1_Several.cs b/Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_1_Several.cs
deleted file mode 100644
index c095006..0000000
--- a/Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_1_Several.cs
+++ /dev/null
@@ -1,26 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using AI;
-
-using Moves.Basic;
-
-namespace Moves.Tutorial1
-{
- public class Shoot_1_Several : AISequence
- {
- public Shoot_1_Several() : base
- (
- new Teleport().Wait(0.5f),
- new AISequence(() =>
- {
- return new Shoot1().Wait(0.1f).Times(Random.Range(5, 10));
- }),
- new Pause(1.5f)
- )
- {
- Description = "Shoots between 5 and 10 default projectiles at the player.";
- Difficulty = 2f;
- }
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_3_Several.cs b/Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_3_Several.cs
deleted file mode 100644
index 5cc2cc8..0000000
--- a/Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_3_Several.cs
+++ /dev/null
@@ -1,26 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using AI;
-
-using Moves.Basic;
-
-namespace Moves.Tutorial1
-{
- public class Shoot_3_Several : AISequence
- {
- public Shoot_3_Several() : base
- (
- new Teleport().Wait(0.5f),
- new AISequence(() =>
- {
- return new Shoot3().Wait(0.1f).Times(Random.Range(7, 12));
- }),
- new Pause(1.5f)
- )
- {
- Description = "Shoots between 7 and 12 three-way projectiles at the player.";
- Difficulty = 3f;
- }
- }
-}
diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial2/Force_Block.cs b/Assets/Scripts/Boss Core/Moves/Tutorial2/Force_Block.cs
deleted file mode 100644
index 8bdd5bf..0000000
--- a/Assets/Scripts/Boss Core/Moves/Tutorial2/Force_Block.cs
+++ /dev/null
@@ -1,26 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-using AI;
-using Projectiles;
-using static BossController;
-
-using Moves.Basic;
-
-namespace Moves.Tutorial2
-{
- public class Force_Block : AISequence
- {
- public Force_Block() : base
- (
- new Teleport().Wait(0.25f),
- new ShootArc(100, -90, 90, new Projectile { Size = Size.TINY }).Wait(0.1f).Times(10),
- new Pause(4f)
- )
- {
- Description = "Fires 10 sets of tiny projectiles in a 180 degree arc, too dense to dash through.";
- Difficulty = 5f;
- }
- }
-}
diff --git a/Assets/Scripts/Boss Core/Projectile/Projectile.cs b/Assets/Scripts/Boss Core/Projectile/Projectile.cs
index 7e7f5e6..ed22702 100644
--- a/Assets/Scripts/Boss Core/Projectile/Projectile.cs
+++ b/Assets/Scripts/Boss Core/Projectile/Projectile.cs
@@ -1,140 +1,205 @@
using System.Collections;
using System.Collections.Generic;
-using BossCore;
-using CombatCore;
using UnityEngine;
-using UnityEngine.Profiling;
+using CombatCore;
-namespace Projectiles
-{
- /*
- * Used for handling events for Projectiles. Currently death events are supported.
- */
- public delegate AI.AISequence ProjectileCallback(ProjectileComponent self);
+using UnityEngine.Profiling;
- public class Projectile
+namespace Projectiles {
+ public class Projectile : MonoBehaviour
{
- public Entity Entity { get; set; }
-
- public virtual ProxyVector3 Start { get; set; } = AI.AISequence.BOSS_POSITION;
- public virtual ProxyVector3 Target { get; set; } = AI.AISequence.DELAYED_PLAYER_POSITION;
- public virtual float AngleOffset { get; set; } = 0f;
-
- public virtual Speed Speed { get; set; } = Speed.MEDIUM;
- public virtual Size Size { get; set; } = Size.SMALL;
-
- public virtual float MaxTime { get; set; } = 10f;
- public virtual float Damage { get; set; } = ((float)Size.SMALL + 0.5f) * 2f;
-
- public virtual Vector3 Velocity { get; set; } = Vector3.forward;
+ // The data representing this component's specific appearance and behavior.
+ public ProjectileData data;
- /*
- * Called after object is destroyed due to time limit.
- */
- public ProjectileCallback OnDestroyTimeout { get; set; } = CallbackDictionary.NOTHING;
+ public Vector3 FixedStart;
+ public Vector3 FixedTarget;
- /*
- * Called after object is destroyed due to hitting the arena.
- */
- public ProjectileCallback OnDestroyOutOfBounds { get; set; } = CallbackDictionary.NOTHING;
+ // Some cached GameObject values for increased performance.
+ private Transform trans;
+ private MeshRenderer rend;
+ public bool shouldUpdate = true;
- /*
- * Called when the object hits the player
- */
- public ProjectileCallback OnDestroyCollision { get; set; } = CallbackDictionary.NOTHING;
-
- #region Constructors
+ // Time is updated in the component rather than the Projectile for increased performance
+ public float currentTime;
+ private float maxTime;
- public Projectile() : this(BossController.self) { }
+ public static Material blueMaterial;
+ public static Material orangeMaterial;
+ public static Material orangeRedMaterial;
- public Projectile(Entity entity)
+ public void Awake()
{
- Entity = entity;
+ if (blueMaterial == null)
+ {
+ blueMaterial = Resources.Load("Art/Materials/BlueTransparent");
+ orangeMaterial = Resources.Load("Art/Materials/OrangeTransparent");
+ orangeRedMaterial = Resources.Load("Art/Materials/OrangeRedTransparent");
+ }
+
+ trans = transform;
+ rend = GetComponent();
}
-
- #endregion
-
- ///
- /// This method is called at the end of every Update() call. When overridden,
- /// this can be used to specify custom movement.
- ///
- /// The ProjectileComponent of this active GameObject.
- public virtual void CustomUpdate(ProjectileComponent component) { }
-
- ///
- /// Provides a custom material. By default, material is chosen based on the size
- /// of the Projectile.
- ///
- /// The material to render with.
- public virtual Material CustomMaterial() { return null; }
-
- ///
- /// Clones this Projectile data object.
- ///
- /// This is mostly used internally by the ShootX() AISequences. If you try to
- /// use Projectiles without first cloning them, then any time you reuse a reference,
- /// you will be modifying the position of the same one every time.
- ///
- /// The clone.
- public Projectile Clone()
+
+ public void Initialize()
{
- return MemberwiseClone() as Projectile;
+ // Resolve the proxy variables for start and target
+ // This also "locks" them so they don't keep updating.
+ FixedStart = data.Start.GetValue();
+ FixedTarget = data.Target.GetValue();
+
+ // Sets size (and assigns default material, if none set)
+ gameObject.transform.localScale = SizeToScale(data.Size) * Vector3.one;
+
+ Material material = data.CustomMaterial();
+ if (material != null)
+ {
+ gameObject.GetComponent().material = material;
+ }
+ else
+ {
+ switch (data.Size)
+ {
+ case Size.TINY:
+ case Size.SMALL:
+ gameObject.GetComponent().material = blueMaterial;
+ break;
+ case Size.MEDIUM:
+ gameObject.GetComponent().material = orangeMaterial;
+ break;
+ case Size.LARGE:
+ case Size.HUGE:
+ gameObject.GetComponent().material = orangeRedMaterial;
+ break;
+ default:
+ gameObject.GetComponent().material = orangeMaterial;
+ break;
+ }
+ }
+
+ // Computes the starting position, rotation, and velocity.
+
+ // Remove any height from the start and target vectors
+ Vector3 topDownSpawn = new Vector3(FixedStart.x, 0, FixedStart.z);
+ Vector3 topDownTarget = new Vector3(FixedTarget.x, 0, FixedTarget.z);
+
+ // Add in rotation offset from the angleOffset parameter
+ Quaternion offset = Quaternion.AngleAxis(data.AngleOffset, Vector3.up);
+
+ // Compute the final rotation
+ // TODO update this to be rotation around the up axis to fix 180 degree bug
+ Quaternion rotation = offset * Quaternion.FromToRotation(Vector3.forward, topDownTarget - topDownSpawn);
+
+ this.gameObject.transform.position = (Vector3)FixedStart;
+ this.gameObject.transform.rotation = rotation;
+ //this.gameObject.GetComponent().velocity = rotation * (Vector3.forward * (float)data.speed);
+ this.data.Velocity = rotation * (Vector3.forward * (float)data.Speed);
+
+ shouldUpdate = true;
+ rend.enabled = true;
+ currentTime = 0;
+ maxTime = data.MaxTime;
}
- ///
- /// Generates a new GameObject with a ProjectileComponent that references this
- /// data object.
- ///
- /// The ProjectileComponent added to the new GameObject.
- public ProjectileComponent Create()
+ /*
+ * A helper function that retuns the local scale of a projectile, given
+ * its size. This corresponds to its diameter.
+ */
+ public static float SizeToScale(Size size)
{
- Profiler.BeginSample("Projectile.Create");
+ return 1.0f + ((float)size / 2.0f);
+ }
- Profiler.BeginSample("Projectile.Create GameObject Instantiate");
- // Create new GameObject
- //GameObject newObj = GameObject.Instantiate(Resources.Load("Prefabs/Projectile"));
- GameObject newObj = ProjectileManager.Checkout();
- Profiler.EndSample();
-
- Profiler.BeginSample("Projectile.Create Component Instantiate");
- // Create a new Projectile component
- ProjectileComponent projectile = newObj.GetComponent();
+ void Update()
+ {
+ if (!shouldUpdate)
+ {
+ return;
+ }
+ Profiler.BeginSample("Projectile update loop");
+ Profiler.BeginSample("Time check");
+ //data.currentTime += Time.deltaTime;
+ currentTime += Time.deltaTime;
+
+ if (currentTime >= maxTime)
+ {
+ if (data.OnDestroyTimeout != CallbackDictionary.NOTHING)
+ {
+ GameManager.Boss.ExecuteAsync(data.OnDestroyTimeout.Compile().Invoke(this));
+ }
+ Cleanup();
+ }
Profiler.EndSample();
- Profiler.BeginSample("Projectile.Create data Clone()");
- // Make a memberwise clone of the most derived type
- projectile.data = Clone();
+ Profiler.BeginSample("Movement speed check");
+ if (data.Speed != Constants.Speed.FROZEN)
+ {
+ Profiler.EndSample();
+ Profiler.BeginSample("Movement update");
+ trans.position += (Time.deltaTime * data.Velocity);
+ Profiler.EndSample();
+
+ Profiler.BeginSample("Bounds check");
+ if (trans.position.sqrMagnitude > 5625f)
+ {
+ if (data.OnDestroyOutOfBounds != CallbackDictionary.NOTHING)
+ {
+ GameManager.Boss.ExecuteAsync(data.OnDestroyOutOfBounds.Compile().Invoke(this));
+ }
+ Cleanup();
+
+ }
+ }
Profiler.EndSample();
- Profiler.BeginSample("Projectile.Create data Initialize()");
- // Do the initialization (resolve null variables -> live variables)
- projectile.Initialize();
+ Profiler.BeginSample("Custom update");
+ data.CustomUpdate(this);
Profiler.EndSample();
-
- Profiler.BeginSample("Projectile.Create data CustomCreate()");
- // Do any custom derived initialization logic (you can access the component now)
- projectile.data.CustomCreate(projectile);
Profiler.EndSample();
+ }
+ private void Cleanup() {
+ Profiler.BeginSample("Cleanup");
+ shouldUpdate = false;
+ rend.enabled = false;
+ ProjectileManager.Return(gameObject);
Profiler.EndSample();
- return projectile;
}
/*
- * Allows for custom instantiation once the component is created and can
- * be referenced. Things like accessing the RigidBody are done here, as well
- * as being able to reference live variables, like the updated target value
- * (via component.data.target).
+ * Called on collision with player. Triggers collison death.
*/
- public virtual void CustomCreate(ProjectileComponent component) { }
-
- public override string ToString()
+ public virtual void OnTriggerEnter(Collider other)
{
- // TODO can make this more descriptive; i.e. if entity is boss and preTarget is null, then add "aimed at the player".
- return "Projectile"
- + " with speed " + Speed
- + ", size " + Size;
+ Profiler.BeginSample("Projectile Collision");
+ GameObject otherObject = other.gameObject;
+ Entity otherEntity = otherObject.GetComponentInParent();
+ if (otherEntity != null)
+ {
+ // All projectiles break if they do damage
+ if (!otherEntity.IsInvincible() && otherEntity.GetFaction() != Entity.Faction.enemy)
+ {
+ //Debug.Log("Projectile collided, should apply damage");
+ // Note that the entity causing the damage is null; callbacks may fail.
+ Entity.DamageEntity(otherEntity, null, data.Damage);
+ if (data.OnDestroyCollision != CallbackDictionary.NOTHING)
+ {
+ GameManager.Boss.ExecuteAsync(data.OnDestroyCollision.Compile().Invoke(this));
+ }
+ Cleanup();
+ }
+ }
+ Profiler.EndSample();
}
+
+ /*
+ * Get the preferred material for this projectile.
+ * The standard only sets material based on size; if you want your projectile
+ * to have its own material, override this method and return it here.
+ *
+ * If you want to use the standard projectile logic, simply return null here.
+ */
+ public virtual Material GetCustomMaterial() { return null; }
}
+
}
diff --git a/Assets/Scripts/Boss Core/Projectile/ProjectileCallbackDictionary.cs b/Assets/Scripts/Boss Core/Projectile/ProjectileCallbackDictionary.cs
index d78f120..21cd509 100644
--- a/Assets/Scripts/Boss Core/Projectile/ProjectileCallbackDictionary.cs
+++ b/Assets/Scripts/Boss Core/Projectile/ProjectileCallbackDictionary.cs
@@ -2,19 +2,21 @@
using System.Collections.Generic;
using UnityEngine;
-using BossCore;
+using Constants;
using static AI.AISequence;
using Moves.Basic;
namespace Projectiles
-{
+{
+ using ProjectileCallbackExpression = System.Linq.Expressions.Expression;
+
public static class CallbackDictionary
{
- public static ProjectileCallback NOTHING = self => new Pause(0f);
+ public static ProjectileCallbackExpression NOTHING = self => new Pause(0f);
- public static ProjectileCallback FREEZE = self =>
+ public static ProjectileCallbackExpression FREEZE = self =>
new Shoot1(
- new Projectile(self.data.Entity)
+ new ProjectileData
{
Start = self.transform.position,
MaxTime = 5f,
@@ -22,9 +24,9 @@ public static class CallbackDictionary
}
);
- public static ProjectileCallback SPAWN_6_CURVING = self =>
+ public static ProjectileCallbackExpression SPAWN_6_CURVING = self =>
ForConcurrent(6, i => new Shoot1(
- new ProjectileCurving(self.data.Entity, (float)self.data.Speed * 2f, true)
+ new ProjectileCurving((float)self.data.Speed * 2f, true)
{
Start = self.transform.position,
Target = self.data.Velocity,
@@ -33,9 +35,9 @@ public static class CallbackDictionary
}
));
- public static ProjectileCallback SPAWN_6 = self =>
+ public static ProjectileCallbackExpression SPAWN_6 = self =>
ForConcurrent(6, i => new Shoot1(
- new ProjectileCurving(self.data.Entity, 0f, true)
+ new ProjectileCurving(0f, true)
{
Start = self.transform.position,
Target = self.data.Velocity,
@@ -45,12 +47,12 @@ public static class CallbackDictionary
));
// Spawns a wave at the death position.
- public static ProjectileCallback SPAWN_WAVE = self =>
- new ShootAOE(new AOEs.AOE(self.data.Entity) { Start = self.transform.position }.On(0, 360f));
+ public static ProjectileCallbackExpression SPAWN_WAVE = self =>
+ new ShootAOE(new AOEs.AOEData { Start = self.transform.position }.On(0, 360f));
- public static ProjectileCallback SPAWN_1_TOWARDS_PLAYER = self =>
+ public static ProjectileCallbackExpression SPAWN_1_TOWARDS_PLAYER = self =>
new Shoot1(
- new Projectile(self.data.Entity)
+ new ProjectileData
{
Start = self.transform.position,
MaxTime = self.data.MaxTime,
@@ -58,9 +60,9 @@ public static class CallbackDictionary
}
);
- public static ProjectileCallback SPAWN_1_HOMING_TOWARDS_PLAYER = self =>
+ public static ProjectileCallbackExpression SPAWN_1_HOMING_TOWARDS_PLAYER = self =>
new Shoot1(
- new ProjectileHoming(self.data.Entity)
+ new ProjectileHoming(0)
{
Start = self.transform.position,
MaxTime = self.data.MaxTime,
@@ -69,9 +71,9 @@ public static class CallbackDictionary
}
);
- public static ProjectileCallback REVERSE = (self) =>
+ public static ProjectileCallbackExpression REVERSE = (self) =>
new Shoot1(
- new Projectile(self.data.Entity)
+ new ProjectileData
{
Start = self.transform.position,
Target = self.data.Start,
@@ -80,11 +82,12 @@ public static class CallbackDictionary
}
);
- public static ProjectileCallback REVERSE_FASTER = (self) =>
+ /*
+ public static ProjectileCallbackExpression REVERSE_FASTER = (self) =>
{
if (self.data.Speed == Speed.LIGHTNING)
{
- return NOTHING(self);
+ return NOTHING.Compile().Invoke(self);
}
Speed currentSpeed = self.data.Speed;
@@ -92,7 +95,7 @@ public static class CallbackDictionary
Speed nextSpeed = speeds[System.Array.IndexOf(speeds, currentSpeed) + 1];
return new Shoot1(
- new Projectile(self.data.Entity)
+ new Projectile
{
Start = self.transform.position,
Target = self.data.Start,
@@ -102,5 +105,6 @@ public static class CallbackDictionary
}
);
};
+ */
}
}
diff --git a/Assets/Scripts/Boss Core/Projectile/ProjectileComponent.cs b/Assets/Scripts/Boss Core/Projectile/ProjectileComponent.cs
deleted file mode 100644
index a4bd4fe..0000000
--- a/Assets/Scripts/Boss Core/Projectile/ProjectileComponent.cs
+++ /dev/null
@@ -1,201 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-using CombatCore;
-
-using UnityEngine.Profiling;
-
-namespace Projectiles {
- public class ProjectileComponent : MonoBehaviour
- {
- // The data representing this component's specific appearance and behavior.
- public Projectile data;
-
- // Some cached GameObject values for increased performance.
- private Transform trans;
- private MeshRenderer rend;
- public bool shouldUpdate = true;
-
- // Time is updated in the component rather than the Projectile for increased performance
- public float currentTime;
- private float maxTime;
-
- public static Material blueMaterial;
- public static Material orangeMaterial;
- public static Material orangeRedMaterial;
-
- public void Awake()
- {
- if (blueMaterial == null)
- {
- blueMaterial = Resources.Load("Art/Materials/BlueTransparent");
- orangeMaterial = Resources.Load("Art/Materials/OrangeTransparent");
- orangeRedMaterial = Resources.Load("Art/Materials/OrangeRedTransparent");
- }
-
- trans = transform;
- rend = GetComponent();
- }
-
- public void Initialize()
- {
- // Resolve the proxy variables for start and target
- // This also "locks" them so they don't keep updating.
- data.Start = data.Start.GetValue();
- data.Target = data.Target.GetValue();
-
- // Sets size (and assigns default material, if none set)
- gameObject.transform.localScale = SizeToScale(data.Size) * Vector3.one;
-
- Material material = data.CustomMaterial();
- if (material != null)
- {
- gameObject.GetComponent().material = material;
- }
- else
- {
- switch (data.Size)
- {
- case Size.TINY:
- case Size.SMALL:
- gameObject.GetComponent().material = blueMaterial;
- break;
- case Size.MEDIUM:
- gameObject.GetComponent().material = orangeMaterial;
- break;
- case Size.LARGE:
- case Size.HUGE:
- gameObject.GetComponent().material = orangeRedMaterial;
- break;
- default:
- gameObject.GetComponent().material = orangeMaterial;
- break;
- }
- }
-
- // Computes the starting position, rotation, and velocity.
-
- // Remove any height from the start and target vectors
- Vector3 topDownSpawn = new Vector3(data.Start.x, 0, data.Start.z);
- Vector3 topDownTarget = new Vector3(data.Target.x, 0, data.Target.z);
-
- // Add in rotation offset from the angleOffset parameter
- Quaternion offset = Quaternion.AngleAxis(data.AngleOffset, Vector3.up);
-
- // Compute the final rotation
- // TODO update this to be rotation around the up axis to fix 180 degree bug
- Quaternion rotation = offset * Quaternion.FromToRotation(Vector3.forward, topDownTarget - topDownSpawn);
-
- this.gameObject.transform.position = (Vector3)data.Start;
- this.gameObject.transform.rotation = rotation;
- //this.gameObject.GetComponent().velocity = rotation * (Vector3.forward * (float)data.speed);
- this.data.Velocity = rotation * (Vector3.forward * (float)data.Speed);
-
- shouldUpdate = true;
- rend.enabled = true;
- currentTime = 0;
- maxTime = data.MaxTime;
- }
-
- /*
- * A helper function that retuns the local scale of a projectile, given
- * its size. This corresponds to its diameter.
- */
- public static float SizeToScale(Size size)
- {
- return 1.0f + ((float)size / 2.0f);
- }
-
- void Update()
- {
- if (!shouldUpdate)
- {
- return;
- }
- Profiler.BeginSample("Projectile update loop");
- Profiler.BeginSample("Time check");
- //data.currentTime += Time.deltaTime;
- currentTime += Time.deltaTime;
-
- if (currentTime >= maxTime)
- {
- BossController.ExecuteAsync(data.OnDestroyTimeout(this));
- //Destroy(this.gameObject);
- Cleanup();
- }
- Profiler.EndSample();
-
- Profiler.BeginSample("Movement");
- if (data.Speed != BossCore.Speed.FROZEN)
- {
- trans.position += (Time.deltaTime * data.Velocity);
- Profiler.EndSample();
-
- Profiler.BeginSample("Bounds check");
- if (trans.position.sqrMagnitude > 5625f)
- {
- BossController.ExecuteAsync(data.OnDestroyOutOfBounds(this));
- Cleanup();
-
- }
- }
- Profiler.EndSample();
-
- Profiler.BeginSample("Custom update");
- data.CustomUpdate(this);
- Profiler.EndSample();
- Profiler.EndSample();
- }
-
- private void Cleanup() {
- Profiler.BeginSample("Cleanup");
- shouldUpdate = false;
- rend.enabled = false;
- ProjectileManager.Return(gameObject);
- Profiler.EndSample();
- }
-
- /*
- * Called on collision with player. Triggers collison death.
- */
- public virtual void OnTriggerEnter(Collider other)
- {
- Profiler.BeginSample("Projectile Collision");
- GameObject otherObject = other.gameObject;
- Entity otherEntity = otherObject.GetComponentInParent();
- if (otherEntity != null)
- {
- // All projectiles break if they do damage
- if (!otherEntity.IsInvincible() && otherEntity.GetFaction() != data.Entity.GetFaction())
- {
- //Debug.Log("Projectile collided, should apply damage");
- Entity.DamageEntity(otherEntity, data.Entity, data.Damage);
- BossController.ExecuteAsync(data.OnDestroyCollision(this));
- Destroy(this.gameObject);
- }
-
- // Player's projectiles always break on the boss, even if he's invincible
- if (data.Entity.GetFaction() == Entity.Faction.player)
- {
- if (otherEntity.IsInvincible())
- {
- data.OnDestroyCollision(this);
- Destroy(this.gameObject);
- }
- }
- }
- Profiler.EndSample();
- }
-
- /*
- * Get the preferred material for this projectile.
- * The standard only sets material based on size; if you want your projectile
- * to have its own material, override this method and return it here.
- *
- * If you want to use the standard projectile logic, simply return null here.
- */
- public virtual Material GetCustomMaterial() { return null; }
- }
-
-}
diff --git a/Assets/Scripts/Boss Core/Projectile/ProjectileComponent.cs.meta b/Assets/Scripts/Boss Core/Projectile/ProjectileComponent.cs.meta
deleted file mode 100644
index 3031854..0000000
--- a/Assets/Scripts/Boss Core/Projectile/ProjectileComponent.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 53649a2517c5d4c128e97a0a97c82839
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/Scripts/Boss Core/Projectile/ProjectileCurving.cs b/Assets/Scripts/Boss Core/Projectile/ProjectileCurving.cs
index c0801ff..9b2572a 100644
--- a/Assets/Scripts/Boss Core/Projectile/ProjectileCurving.cs
+++ b/Assets/Scripts/Boss Core/Projectile/ProjectileCurving.cs
@@ -6,7 +6,7 @@
namespace Projectiles
{
- public class ProjectileCurving : Projectile
+ public class ProjectileCurving : ProjectileData
{
private readonly float curveAmount;
@@ -17,11 +17,6 @@ public class ProjectileCurving : Projectile
private readonly bool leavesTrail;
public ProjectileCurving(float curveAmount, bool leavesTrail)
- : this(BossController.self, curveAmount, leavesTrail)
- { }
-
- public ProjectileCurving(Entity self, float curveAmount, bool leavesTrail)
- : base(self)
{
this.curveAmount = curveAmount;
this.leavesTrail = leavesTrail;
@@ -32,7 +27,7 @@ public override Material CustomMaterial()
return Resources.Load("Art/Materials/GreenTransparent");
}
- public override void CustomUpdate(ProjectileComponent component)
+ public override void CustomUpdate(Projectile component)
{
Quaternion rot = Quaternion.AngleAxis(Time.deltaTime * curveAmount, Vector3.up);
//body.velocity = rot * body.velocity;
@@ -43,12 +38,12 @@ public override void CustomUpdate(ProjectileComponent component)
if (component.currentTime > count / numSpawners)
{
count++;
- ProjectileComponent newComp = new Projectile(Entity)
+ new ProjectileData
{
Start = component.transform.position,
MaxTime = MaxTime - component.currentTime,
Size = Size.SMALL,
- Speed = BossCore.Speed.FROZEN
+ Speed = Constants.Speed.FROZEN
}.Create();
}
}
diff --git a/Assets/Scripts/Boss Core/Projectile/ProjectileData.cs b/Assets/Scripts/Boss Core/Projectile/ProjectileData.cs
new file mode 100644
index 0000000..1d41c9b
--- /dev/null
+++ b/Assets/Scripts/Boss Core/Projectile/ProjectileData.cs
@@ -0,0 +1,141 @@
+using Constants;
+
+using UnityEngine;
+using UnityEngine.Profiling;
+
+namespace Projectiles
+{
+ //using ProjectileCallback = System.Linq.Expressions.Expression>;
+ using ProjectileCallbackExpression = System.Linq.Expressions.Expression;
+
+ /*
+ * Used for handling events for Projectiles. Currently death events are supported.
+ */
+ public delegate AI.AISequence ProjectileCallback(Projectile self);
+
+ ///
+ /// A class representing the underlying data of a Projectile GameObject.
+ ///
+ /// This does not represent any one physical GameObject, and multiple GameObjects can be created
+ /// from this ProjectileData object.
+ ///
+ public class ProjectileData
+ {
+ // Experimental. Static Projectiles that are commonly used (note: there don't tend to be duplicate projectiles)
+ public static ProjectileData DEFAULT = new ProjectileData();
+ public static ProjectileData DEFAULT_LARGE_SLOW = new ProjectileData { Size = Size.LARGE, Speed = Speed.SLOW };
+ public static ProjectileData DEFAULT_MEDIUM_MEDIUM = new ProjectileData { Size = Size.MEDIUM, Speed = Speed.MEDIUM };
+ public static ProjectileData DEFAULT_SMALL_FAST = new ProjectileData { Size = Size.SMALL, Speed = Speed.FAST };
+
+ public virtual ProxyVector3 Start { get; set; } = Positions.BOSS_POSITION;
+ public virtual ProxyVector3 Target { get; set; } = Positions.DELAYED_PLAYER_POSITION;
+ public virtual float AngleOffset { get; set; } = 0f;
+
+ public virtual Speed Speed { get; set; } = Speed.MEDIUM;
+
+ // todo make this update damage appropriately
+ public virtual Size Size { get; set; } = Size.SMALL;
+
+ public virtual float MaxTime { get; set; } = 10f;
+ public virtual float Damage { get; set; } = ((float)Size.SMALL + 0.5f) * 2f;
+
+ public virtual Vector3 Velocity { get; set; } = Vector3.forward;
+
+ /*
+ * Called after MaxTime number of seconds have elapsed.
+ */
+ public ProjectileCallbackExpression OnDestroyTimeout { get; set; } = CallbackDictionary.NOTHING;
+
+ /*
+ * Called after object is destroyed due to hitting the arena.
+ */
+ public ProjectileCallbackExpression OnDestroyOutOfBounds { get; set; } = CallbackDictionary.NOTHING;
+
+ /*
+ * Called when the object hits the player
+ */
+ public ProjectileCallbackExpression OnDestroyCollision { get; set; } = CallbackDictionary.NOTHING;
+
+ ///
+ /// This method is called at the end of every Update() call. When overridden,
+ /// this can be used to specify custom movement.
+ ///
+ /// The ProjectileComponent of this active GameObject.
+ public virtual void CustomUpdate(Projectile component) { }
+
+ ///
+ /// Provides a custom material. By default, material is chosen based on the size
+ /// of the Projectile.
+ ///
+ /// The material to render with.
+ public virtual Material CustomMaterial() { return null; }
+
+ ///
+ /// Clones this Projectile data object.
+ ///
+ /// This is mostly used internally by the ShootX() AISequences. If you try to
+ /// use Projectiles without first cloning them, then any time you reuse a reference,
+ /// you will be modifying the position of the same one every time.
+ ///
+ /// The clone.
+ public ProjectileData Clone()
+ {
+ return MemberwiseClone() as ProjectileData;
+ }
+
+ ///
+ /// Generates a new GameObject with a ProjectileComponent that references this
+ /// data object.
+ ///
+ /// The ProjectileComponent added to the new GameObject.
+ public Projectile Create()
+ {
+ Profiler.BeginSample("Projectile.Create");
+
+ Profiler.BeginSample("Projectile.Create GameObject Instantiate");
+ // Create new GameObject
+ //GameObject newObj = GameObject.Instantiate(Resources.Load("Prefabs/Projectile"));
+ GameObject newObj = ProjectileManager.Checkout();
+ Profiler.EndSample();
+
+ Profiler.BeginSample("Projectile.Create Component Instantiate");
+ // Create a new Projectile component
+ Projectile projectile = newObj.GetComponent();
+ Profiler.EndSample();
+
+ Profiler.BeginSample("Projectile.Create data Clone()");
+ // Make a memberwise clone of the most derived type
+ projectile.data = Clone();
+ Profiler.EndSample();
+
+ Profiler.BeginSample("Projectile.Create data Initialize()");
+ // Do the initialization (resolve null variables -> live variables)
+ projectile.Initialize();
+ Profiler.EndSample();
+
+ Profiler.BeginSample("Projectile.Create data CustomCreate()");
+ // Do any custom derived initialization logic (you can access the component now)
+ projectile.data.CustomCreate(projectile);
+ Profiler.EndSample();
+
+ Profiler.EndSample();
+ return projectile;
+ }
+
+ /*
+ * Allows for custom instantiation once the component is created and can
+ * be referenced. Things like accessing the RigidBody are done here, as well
+ * as being able to reference live variables, like the updated target value
+ * (via component.data.target).
+ */
+ public virtual void CustomCreate(Projectile component) { }
+
+ public override string ToString()
+ {
+ // TODO can make this more descriptive; i.e. if entity is boss and preTarget is null, then add "aimed at the player".
+ return "Projectile"
+ + " with speed " + Speed
+ + ", size " + Size;
+ }
+ }
+}
diff --git a/Assets/Scripts/Boss Core/Projectile/ProjectileData.cs.meta b/Assets/Scripts/Boss Core/Projectile/ProjectileData.cs.meta
new file mode 100644
index 0000000..475af54
--- /dev/null
+++ b/Assets/Scripts/Boss Core/Projectile/ProjectileData.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 4e0b4264d4f684864b07dfa47dec7636
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Boss Core/Projectile/ProjectileDeathHex.cs b/Assets/Scripts/Boss Core/Projectile/ProjectileDeathHex.cs
index 8018013..6ba9377 100644
--- a/Assets/Scripts/Boss Core/Projectile/ProjectileDeathHex.cs
+++ b/Assets/Scripts/Boss Core/Projectile/ProjectileDeathHex.cs
@@ -5,12 +5,9 @@
namespace Projectiles
{
- public class ProjectileDeathHex : Projectile
+ public class ProjectileDeathHex : ProjectileData
{
-
- public ProjectileDeathHex() : this(BossController.self) { }
-
- public ProjectileDeathHex(Entity self) : base(self) {
+ public ProjectileDeathHex() {
MaxTime = 1f;
Damage = 25f;
OnDestroyTimeout = CallbackDictionary.SPAWN_6_CURVING;
diff --git a/Assets/Scripts/Boss Core/Projectile/ProjectileHoming.cs b/Assets/Scripts/Boss Core/Projectile/ProjectileHoming.cs
index 644c8a7..874b969 100644
--- a/Assets/Scripts/Boss Core/Projectile/ProjectileHoming.cs
+++ b/Assets/Scripts/Boss Core/Projectile/ProjectileHoming.cs
@@ -5,9 +5,11 @@
namespace Projectiles
{
- public class ProjectileHoming : Projectile
+ public class ProjectileHoming : ProjectileData
{
+ public static new ProjectileHoming DEFAULT = new ProjectileHoming { Size = Size.MEDIUM };
+
private GameObject targetObject;
private float curDivergence;
@@ -20,27 +22,41 @@ public class ProjectileHoming : Projectile
// Was this projectile once close to the player?
private bool wasClose;
- public ProjectileHoming() : this(BossController.self) { }
+ private int difficulty;
+
+ public ProjectileHoming() : this(0) { }
- public ProjectileHoming(Entity self) : base(self) { }
+ public ProjectileHoming(int difficulty=0) {
+ this.difficulty = difficulty;
+ if (difficulty == 1) {
+ Target = Constants.Positions.SMOOTHED_LEADING_PLAYER_POSITION;
+ }
+ }
- public override void CustomCreate(ProjectileComponent component)
+ public override void CustomCreate(Projectile component)
{
- targetObject = component.data.Entity.GetFaction() == Entity.Faction.enemy ? GameManager.Player.gameObject : GameManager.Boss.gameObject;
+ targetObject = GameManager.Player.gameObject; // TODO maybe make me a customizable parameter?
wasClose = false;
curDivergence = 0f;
- homingScale = (float)component.data.Speed / 7f;
+ homingScale = (float)component.data.Speed / 7f; // maybe make this one customizable too
}
public override Material CustomMaterial() {
return Resources.Load("Art/Materials/PurpleTransparent");
}
- public override void CustomUpdate(ProjectileComponent component) {
- Vector3 idealVelocity = ((float)Speed) * (targetObject.transform.position - component.transform.position).normalized;
+ public override void CustomUpdate(Projectile component) {
+ switch (difficulty) {
+ case 0: HomingLevel0(component); break;
+ case 1: HomingLevel0(component); break;
+ }
+ }
+
+ private void HomingLevel0(Projectile component) {
+ Vector3 idealVelocity = ((float)Speed) * (Target.GetValue() - component.transform.position).normalized;
float idealRotation = Vector3.SignedAngle(idealVelocity, Velocity, Vector3.up);
- float distance = Vector3.Distance(targetObject.transform.position, component.transform.position);
+ float distance = Vector3.Distance(Target.GetValue(), component.transform.position);
if (!wasClose && distance < 10f)
{
diff --git a/Assets/Scripts/Boss Core/Projectile/ProjectileLightning.cs b/Assets/Scripts/Boss Core/Projectile/ProjectileLightning.cs
index cfc7ea5..091436a 100644
--- a/Assets/Scripts/Boss Core/Projectile/ProjectileLightning.cs
+++ b/Assets/Scripts/Boss Core/Projectile/ProjectileLightning.cs
@@ -7,7 +7,7 @@
namespace Projectiles
{
- public class ProjectileLightning : Projectile
+ public class ProjectileLightning : ProjectileData
{
private readonly int level;
private Vector3 initialTarget;
@@ -16,19 +16,19 @@ public class ProjectileLightning : Projectile
private int count;
private readonly int numSpawners = 30;
- public ProjectileLightning(int level=0) : this(BossController.self, level) { }
+ public ProjectileLightning() : this(0, 1f) { }
- public ProjectileLightning(Entity self, int level) : this(self, level, 1f) { }
+ private ProjectileLightning(int level) : this(level, 1f) { }
- private ProjectileLightning(Entity self, int level, float initialMaxTime) : base(self)
+ private ProjectileLightning(int level, float initialMaxTime)
{
this.level = level;
this.initialMaxTime = initialMaxTime;
base.MaxTime = 0.05f;
- Speed = BossCore.Speed.LIGHTNING;
- OnDestroyTimeout = LIGHTNING_RECUR;
+ Speed = Constants.Speed.LIGHTNING;
+ //OnDestroyTimeout = LIGHTNING_RECUR;
}
public override float MaxTime
@@ -48,7 +48,7 @@ public override float MaxTime
}
}
- public override void CustomCreate(ProjectileComponent component)
+ public override void CustomCreate(Projectile component)
{
// Make the target the player position, but at a radius of 100.
// This prevents "bunching" around the true target.
@@ -60,7 +60,7 @@ public override Material CustomMaterial()
return Resources.Load("Art/Materials/BlueTransparent");
}
- public override void CustomUpdate(ProjectileComponent component)
+ public override void CustomUpdate(Projectile component)
{
if ((component.transform.position - GameManager.Player.transform.position).magnitude < 5f)
{
@@ -70,17 +70,19 @@ public override void CustomUpdate(ProjectileComponent component)
if (component.currentTime > count / numSpawners)
{
count++;
- new Projectile
+ new ProjectileData
{
Start = component.transform.position,
MaxTime = initialMaxTime - component.currentTime,
Size = Size.SMALL,
- Speed = BossCore.Speed.FROZEN
+ Speed = Constants.Speed.FROZEN
}.Create();
}
}
// Recursively generates more lightning
+ // TODO move this into the CustomUpdate so this compiles
+ /*
private static ProjectileCallback LIGHTNING_RECUR = (self) =>
{
ProjectileLightning lightningSelf = self.data as ProjectileLightning;
@@ -105,7 +107,7 @@ public override void CustomUpdate(ProjectileComponent component)
return Merge(
For(times, i =>
new Moves.Basic.Shoot1(
- new ProjectileLightning(lightningSelf.Entity, lightningSelf.level + 1, lightningSelf.initialMaxTime - lightningSelf.MaxTime)
+ new ProjectileLightning(lightningSelf.level + 1, lightningSelf.initialMaxTime - lightningSelf.MaxTime)
{
Start = self.transform.position,
Target = lightningSelf.initialTarget,
@@ -118,5 +120,6 @@ public override void CustomUpdate(ProjectileComponent component)
)
);
};
+ */
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/Boss Core/Projectile/ProjectileManager.cs b/Assets/Scripts/Boss Core/Projectile/ProjectileManager.cs
index e5d9fad..3391f53 100644
--- a/Assets/Scripts/Boss Core/Projectile/ProjectileManager.cs
+++ b/Assets/Scripts/Boss Core/Projectile/ProjectileManager.cs
@@ -44,8 +44,10 @@ public static GameObject Checkout() {
if (hotCache.Count > 0)
{
+ GameObject obj = hotCache.Dequeue();
+ //obj.GetComponent().Poke();
Profiler.EndSample();
- return hotCache.Dequeue();
+ return obj;
}
if (cache.Count > 0)
diff --git a/Assets/Scripts/Boss Core/Projectile/ProjectileReverse.cs b/Assets/Scripts/Boss Core/Projectile/ProjectileReverse.cs
index 2bf2d78..1aecece 100644
--- a/Assets/Scripts/Boss Core/Projectile/ProjectileReverse.cs
+++ b/Assets/Scripts/Boss Core/Projectile/ProjectileReverse.cs
@@ -4,17 +4,17 @@
namespace Projectiles
{
- public class ProjectileReverse : Projectile
+ public class ProjectileReverse : ProjectileData
{
private Vector3 initialTarget;
- public override void CustomCreate(ProjectileComponent component)
+ public override void CustomCreate(Projectile component)
{
component.currentTime = 0;
initialTarget = (Target.GetValue() - Start.GetValue()).normalized;
}
- public override void CustomUpdate(ProjectileComponent component)
+ public override void CustomUpdate(Projectile component)
{
Velocity = (float)Speed * func(component.currentTime) * initialTarget;
}
diff --git a/Assets/Scripts/Boss Core/Projectile/Type.cs b/Assets/Scripts/Boss Core/Projectile/Type.cs
deleted file mode 100644
index 96d517a..0000000
--- a/Assets/Scripts/Boss Core/Projectile/Type.cs
+++ /dev/null
@@ -1,16 +0,0 @@
-using UnityEngine;
-using System.Collections;
-using System.Collections.Generic;
-
-namespace Projectiles
-{
- public enum Type
- {
- BASIC,
- INDESTRUCTIBLE,
- HOMING,
- CURVING,
- DEATHHEX,
- LIGHTNING
- }
-}
diff --git a/Assets/Scripts/Boss Core/Projectile/Type.cs.meta b/Assets/Scripts/Boss Core/Projectile/Type.cs.meta
deleted file mode 100644
index 96103b1..0000000
--- a/Assets/Scripts/Boss Core/Projectile/Type.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: ceaf1095298de4a2d9e86e91fc1e6e87
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/Scripts/Boss Core/ProxyFloat.cs b/Assets/Scripts/Boss Core/ProxyFloat.cs
new file mode 100644
index 0000000..93ff1a6
--- /dev/null
+++ b/Assets/Scripts/Boss Core/ProxyFloat.cs
@@ -0,0 +1,62 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace Constants
+{
+ public class ProxyFloat : ProxyVariable
+ {
+ private float mulOffset = 1;
+ private float addOffset = 0;
+
+ public ProxyFloat(ProxiedValueGet get) : base(get) { }
+
+ public override float GetValue()
+ {
+ float proxyVal = (float)get();
+ return (mulOffset * proxyVal) + addOffset;
+ }
+
+ // Creates a new proxy vector3 that just holds a simple pass-through value.
+ public static implicit operator ProxyFloat(float other)
+ {
+ return new ProxyFloat(() => other);
+ }
+
+ public static ProxyFloat operator +(ProxyFloat thisValue, float offset) {
+ return new ProxyFloat(thisValue.get)
+ {
+ mulOffset = thisValue.mulOffset,
+ addOffset = thisValue.addOffset + offset
+ };
+ }
+
+ public static ProxyFloat operator -(ProxyFloat thisValue, float offset)
+ {
+ return new ProxyFloat(thisValue.get)
+ {
+ mulOffset = thisValue.mulOffset,
+ addOffset = thisValue.addOffset - offset
+ };
+ }
+
+ public static ProxyFloat operator *(ProxyFloat thisValue, float offset)
+ {
+ return new ProxyFloat(thisValue.get)
+ {
+ mulOffset = thisValue.mulOffset * offset,
+ addOffset = thisValue.addOffset * offset
+ };
+ }
+
+ public static ProxyFloat operator /(ProxyFloat thisValue, float offset)
+ {
+ return new ProxyFloat(thisValue.get)
+ {
+ mulOffset = thisValue.mulOffset / offset,
+ addOffset = thisValue.addOffset / offset
+ };
+ }
+
+ }
+}
diff --git a/Assets/Scripts/Boss Core/ProxyFloat.cs.meta b/Assets/Scripts/Boss Core/ProxyFloat.cs.meta
new file mode 100644
index 0000000..1b94539
--- /dev/null
+++ b/Assets/Scripts/Boss Core/ProxyFloat.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 4e2015264b6634957a8904675ebd5456
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Boss Core/ProxyVariable.cs b/Assets/Scripts/Boss Core/ProxyVariable.cs
index a199599..8fa7c7e 100644
--- a/Assets/Scripts/Boss Core/ProxyVariable.cs
+++ b/Assets/Scripts/Boss Core/ProxyVariable.cs
@@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
-namespace BossCore
+namespace Constants
{
///
/// For referencing values that cannot be directly saved
diff --git a/Assets/Scripts/Boss Core/ProxyVector3.cs b/Assets/Scripts/Boss Core/ProxyVector3.cs
index 1e45790..045bf93 100644
--- a/Assets/Scripts/Boss Core/ProxyVector3.cs
+++ b/Assets/Scripts/Boss Core/ProxyVector3.cs
@@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
-namespace BossCore
+namespace Constants
{
public class ProxyVector3 : ProxyVariable
{
diff --git a/Assets/Scripts/Boss Core/Speed.cs b/Assets/Scripts/Boss Core/Speed.cs
deleted file mode 100644
index 0ad3be5..0000000
--- a/Assets/Scripts/Boss Core/Speed.cs
+++ /dev/null
@@ -1,18 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-namespace BossCore {
- public enum Speed
- {
- FROZEN = 0,
- SNAIL = 10,
- SLOW = 15,
- MEDIUM_SLOW = 20,
- MEDIUM = 25,
- FAST = 35,
- VERY_FAST = 45,
- SNIPE = 50, // This is realistically the fastest speed you should use.
- LIGHTNING = 75
- };
-}
\ No newline at end of file
diff --git a/Assets/Scripts/Boss Core/Speed.cs.meta b/Assets/Scripts/Boss Core/Speed.cs.meta
deleted file mode 100644
index cc258e2..0000000
--- a/Assets/Scripts/Boss Core/Speed.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: de455f844a05c4255a8634165f451c54
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/Scripts/CityGen.meta b/Assets/Scripts/CityGen.meta
new file mode 100644
index 0000000..33ee86c
--- /dev/null
+++ b/Assets/Scripts/CityGen.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 53b7b675881d144ba821d59b6d2d7289
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/CityGen/CityGen.cs b/Assets/Scripts/CityGen/CityGen.cs
new file mode 100644
index 0000000..aaa2729
--- /dev/null
+++ b/Assets/Scripts/CityGen/CityGen.cs
@@ -0,0 +1,83 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class CityGen : MonoBehaviour {
+
+ private GameObject arenaObjPrefab;
+ private GameObject blockPrefab;
+
+ private List initialTransforms;
+ private List initialPositions;
+ private List finalPositions;
+
+ public float scale = 1f;
+ private Vector3 offset = new Vector3(50, 0, 50);
+
+ public int Depth = 28;
+ public int MaxWidth = 8;
+
+ // Use this for initialization
+ void Start () {
+ arenaObjPrefab = Resources.Load("Models/City_Roundabout_Arena");
+ blockPrefab = Resources.Load("Prefabs/City_Block_1");
+
+ initialTransforms = new List();
+ initialPositions = new List();
+ finalPositions = new List();
+
+ GameObject arenaBlock = GameObject.Instantiate(arenaObjPrefab);
+ initialTransforms.Add(arenaBlock.transform);
+ //GameObject.Instantiate(blockPrefab, Vector3.zero, Quaternion.identity);
+
+ for (int depth = -1; depth < Depth; depth++)
+ {
+ float maxWidth = Mathf.Max(MaxWidth, scale * depth);
+ for (int width = (int)(-maxWidth); width <= maxWidth; width++)
+ {
+ if ((width == -1 || width == 0) && (depth == -1 || depth == 0))
+ {
+ continue;
+ }
+ GameObject newObj = GameObject.Instantiate(blockPrefab, offset + new Vector3(200f * width, 0f, 200f * depth), Quaternion.AngleAxis(Random.Range(0, 3) * 90f, Vector3.up));
+ initialTransforms.Add(newObj.transform);
+ }
+ }
+
+ MoveDown();
+ }
+
+ private Vector3 finalOffset = new Vector3(0, -1000, 0);
+ bool shouldMove = true;
+ private float currTime = 0f;
+ private float maxTime = 5f;
+
+ public void MoveDown()
+ {
+ shouldMove = true;
+ //GameManager.Boss.Add(new Moves.Basic.MoveCamera());
+ }
+
+ // Update is called once per frame
+ void Update () {
+ if (Time.time > 10f)
+ {
+ if (shouldMove)
+ {
+ foreach (Transform t in initialTransforms)
+ {
+ initialPositions.Add(t.position);
+ finalPositions.Add(t.position + finalOffset);
+ }
+ shouldMove = false;
+ }
+ currTime += Time.deltaTime;
+ for (int i = 0; i < initialTransforms.Count; i++)
+ {
+ Transform t = initialTransforms[i];
+ t.position = Vector3.Lerp(initialPositions[i], finalPositions[i], currTime / maxTime);
+ }
+ GameObject.Find("PlayerCamera").GetComponent().MinZoom = Mathf.Lerp(20, 120, currTime * 2 / maxTime);
+ }
+ }
+}
diff --git a/Assets/Scripts/CityGen/CityGen.cs.meta b/Assets/Scripts/CityGen/CityGen.cs.meta
new file mode 100644
index 0000000..f54d186
--- /dev/null
+++ b/Assets/Scripts/CityGen/CityGen.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 02ac74be2279844638bd92459b4241f6
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Combat Core/Abilities.cs b/Assets/Scripts/Combat Core/Abilities.cs
index 5cb6d20..7dd506d 100644
--- a/Assets/Scripts/Combat Core/Abilities.cs
+++ b/Assets/Scripts/Combat Core/Abilities.cs
@@ -59,16 +59,35 @@ private static bool DebugAbil(Entity subject, Vector3 targetPosition, params obj
private static bool PlayerDash(Entity subject, Vector3 targetPosition, params object[] args)
{
float range = (float)args[0];
- Debug.Log ("PlayerDash: " + range);
+ //Debug.Log ("PlayerDash: " + range);
Vector3 dir = targetPosition - subject.transform.position;
Vector3 targetPos = subject.transform.position + dir.normalized * Mathf.Min (range, dir.magnitude);
Controller c = subject.GetComponent ();
c.StartCoroutine (c.Dashing (targetPos));
- if (subject.HasStatus("ShieldRegen")) {
+ // If we're tied to the shield, first untie
+ if (subject.HasStatus("ShieldRegen"))
+ {
subject.RemoveStatus(Status.Get("ShieldRegen"));
}
+ // If the shield is placed down, then drop it to the ground.
+ if (subject.HasStatus("Shield Placed"))
+ {
+ subject.RemoveStatus(Status.Get("Shield Placed"));
+
+ // Throw it
+ Status shieldThrown = Status.Get("Shield Thrown");
+ shieldThrown.GetComponent().SetTarget(subject.transform.position);
+ subject.AddStatus(shieldThrown);
+
+ GameManager.HUD.shieldAvailable = false;
+
+ // But then also freeze it
+ GameManager.ThrownShield.GetComponent().velocity = Vector3.zero;
+ GameManager.ThrownShield.GetComponent().Unfreeze();
+ }
+
return true;
}
@@ -76,7 +95,7 @@ private static bool PlayerDash(Entity subject, Vector3 targetPosition, params ob
// this needs to throw the shield model (+animation)
private static bool PlayerThrow(Entity subject, Vector3 targetPosition, params object[] args)
{
- Debug.Log("Player shield throw");
+ //Debug.Log("Player shield throw");
bool? shouldReturn = CheckValidity(subject);
if (shouldReturn.HasValue)
{
@@ -100,7 +119,7 @@ private static bool PlayerThrow(Entity subject, Vector3 targetPosition, params o
// this needs a better model for the blocking shield
private static bool PlayerBlock(Entity subject, Vector3 targetPosition, params object[] args)
{
- Debug.Log("Player Block");
+ //Debug.Log("Player Block");
bool? shouldReturn = CheckValidity(subject);
if (shouldReturn.HasValue)
{
@@ -125,7 +144,7 @@ private static bool PlayerBlock(Entity subject, Vector3 targetPosition, params o
// If we're tied to the shield, then reclaim it
if (subject.HasStatus("ShieldRegen"))
{
- Debug.Log("Tied to shield, reclaiming it");
+ //Debug.Log("Tied to shield, reclaiming it");
subject.RemoveStatus("Shield Placed");
subject.RemoveStatus("ShieldRegen");
return true;
@@ -133,14 +152,14 @@ private static bool PlayerBlock(Entity subject, Vector3 targetPosition, params o
// If we're not tied, but close to the shield, also reclaim it.
else if ((GameManager.PlacedShield.transform.position - subject.transform.position).magnitude < 5f)
{
- Debug.Log("Close to shield, reclaiming it");
+ //Debug.Log("Close to shield, reclaiming it");
subject.RemoveStatus("Shield Placed");
return true;
}
// Too far away.
else
{
- Debug.Log("Too far to reclaim shield");
+ //Debug.Log("Too far to reclaim shield");
return false;
}
}
@@ -150,11 +169,11 @@ private static bool PlayerBlock(Entity subject, Vector3 targetPosition, params o
{
if ((GameManager.ThrownShield.transform.position - subject.transform.position).magnitude < 5f)
{
- Debug.Log("Close to thrown shield, reclaiming it");
+ //Debug.Log("Close to thrown shield, reclaiming it");
subject.RemoveStatus("Shield Thrown");
return true;
}
- Debug.Log("Shield is currently thrown. Go pick it up!");
+ //Debug.Log("Shield is currently thrown. Go pick it up!");
return false;
}
diff --git a/Assets/Scripts/Combat Core/StatusComponents/Reflecting.cs b/Assets/Scripts/Combat Core/StatusComponents/Reflecting.cs
index 3b89000..8d76f82 100644
--- a/Assets/Scripts/Combat Core/StatusComponents/Reflecting.cs
+++ b/Assets/Scripts/Combat Core/StatusComponents/Reflecting.cs
@@ -23,6 +23,7 @@ public override void OnDamageTaken(Entity subject, Entity attacker, float rawDam
public override void OnRevert(Entity subject)
{
+ /*
for (int i = -hitsAbsorbed / 2; i <= hitsAbsorbed / 2; i++)
{
//Projectile.spawnBasic(subject, subject.transform.position, subject.transform.forward, 2f, i * 30f, Speed.VERY_FAST);
@@ -34,6 +35,7 @@ public override void OnRevert(Entity subject)
AngleOffset = (i * 30f)
}.Create();
}
+ */
subject.SetRooted (false);
subject.SetInvincible (false);
diff --git a/Assets/Scripts/Combat Core/StatusComponents/ShieldPlaced.cs b/Assets/Scripts/Combat Core/StatusComponents/ShieldPlaced.cs
index 994e7dc..4f991fc 100644
--- a/Assets/Scripts/Combat Core/StatusComponents/ShieldPlaced.cs
+++ b/Assets/Scripts/Combat Core/StatusComponents/ShieldPlaced.cs
@@ -61,7 +61,6 @@ public override void OnApply(Entity subject)
int shieldStatus = Mathf.Min(4, (int)(shieldEntity.ShieldPerc * 5));
- Debug.Log(shieldStatus);
oldShieldStatus = shieldStatus;
_shield = shield.transform.GetChild(shieldStatus).gameObject;
diff --git a/Assets/Scripts/Combat Core/StatusComponents/ShieldThrown.cs b/Assets/Scripts/Combat Core/StatusComponents/ShieldThrown.cs
index 668bc4f..44b2d22 100644
--- a/Assets/Scripts/Combat Core/StatusComponents/ShieldThrown.cs
+++ b/Assets/Scripts/Combat Core/StatusComponents/ShieldThrown.cs
@@ -18,75 +18,17 @@ public override void OnApply(Entity subject)
{
GameManager.HeldShield.SetActive(false);
- // TODO: fix this to work properly. Projectile system will be private to Boss
- // in some future release.
-
- // Spawns a homing projectile
- ProjectileComponent homingProj = new ProjectileHoming(subject)
- {
- Target = target,
- MaxTime = 2f,
- Size = Size.MEDIUM,
- OnDestroyTimeout = StopMoving,
- OnDestroyOutOfBounds = StopMoving,
- OnDestroyCollision = Bounce
- }.Create();
-
-
- //.. and then makes a shield instance as a child of the projectile
- GameObject.Destroy(homingProj.GetComponent());
-
// Try to spawn a shield. If one exists (it shouldn't), fail.
if (GameManager.ThrownShield == null)
{
GameManager.ThrownShield = GameObject.Instantiate(Resources.Load("Prefabs/Shield"));
GameManager.ThrownShield.name = "Thrown Shield";
- GameManager.ThrownShield.transform.position = subject.transform.position;
- GameManager.ThrownShield.transform.parent = homingProj.transform;
+ GameManager.ThrownShield.transform.position = subject.transform.position + Constants.Positions.CENTER;
+ //GameManager.ThrownShield.transform.parent = homingProj.transform;
GameManager.ThrownShield.GetComponent().shouldReset = false;
}
}
- // Just make the shield freeze
- private static readonly ProjectileCallback StopMoving = (self) =>
- {
- Transform child = self.transform.GetChild(0);
- Rigidbody body = child.GetComponent();
- self.gameObject.AddComponent();
-
- body.useGravity = true;
- body.isKinematic = false;
- body.velocity = Vector3.zero;
-
- self.transform.GetChild(0).GetComponent().shouldReset = true;
- self.transform.GetChild(0).parent = null;
- return AI.AISequence.Pause(0f);
- };
-
- // Makes the shield "bounce" in a randomized direction
- private static readonly ProjectileCallback Bounce = (self) =>
- {
- self.gameObject.AddComponent();
- if (self.transform.childCount < 1) return AI.AISequence.Pause(0f);
- Rigidbody body = self.transform.GetChild(0).GetComponent();
- body.useGravity = true;
- body.isKinematic = false;
-
- // Randomly choose (relative) left or right as a base direction
- float degrees = Random.Range(0, 2) == 0 ? -90 : 90;
-
- // Add +/- 45 degrees to that direction
- float offset = Random.Range(-1f, 1f);
- degrees += offset * 45f;
-
- // Then make the shield go that way
- Quaternion rotation = Quaternion.AngleAxis(degrees, Vector3.up);
- body.AddForce(250f * (rotation * self.GetComponent().velocity.normalized), ForceMode.Impulse);
- self.transform.GetChild(0).GetComponent().shouldReset = true;
- self.transform.GetChild(0).parent = null;
- return AI.AISequence.Pause(0f);
- };
-
public override void OnRevert(Entity subject)
{
GameObject.Destroy(GameManager.ThrownShield);
diff --git a/Assets/Scripts/Constants.cs b/Assets/Scripts/Constants.cs
new file mode 100644
index 0000000..fefefbd
--- /dev/null
+++ b/Assets/Scripts/Constants.cs
@@ -0,0 +1,105 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace Constants
+{
+ public enum Speed
+ {
+ FROZEN = 0,
+ SNAIL = 10,
+ SLOW = 15,
+ MEDIUM_SLOW = 20,
+ MEDIUM = 25,
+ FAST = 35,
+ VERY_FAST = 45,
+ SNIPE = 50, // This is realistically the fastest speed you should use.
+ LIGHTNING = 75
+ };
+
+ ///
+ /// Keeps track of various useful positions, in the form of ProxyVector3s.
+ /// These can be used like Vector3s, but contain live updating data until they are
+ /// queried with "GetValue()".
+ ///
+ /// Also keeps track of arena positions.
+ ///
+ public static class Positions
+ {
+ #region Proxy vector3s
+
+ ///
+ /// The live player position.
+ ///
+ public static ProxyVector3 PLAYER_POSITION = new ProxyVector3(() => { return GameManager.Player.transform.position + CENTER; });
+
+ ///
+ /// Grabs the delayed player position. If the "PlayerLock" move is locked on, then
+ /// this will return the player position at the time the move was run. Otherwise, this
+ /// returns the same value as PLAYER_POSITION.
+ ///
+ ///
+ public static ProxyVector3 DELAYED_PLAYER_POSITION = Moves.Basic.PlayerLock._delayed_player_position;
+
+ // Experimental. Leads ahead of the player based on their current velocity and distance from boss.
+ // This is quite realtime, but can be jittery as a result.
+ public static ProxyVector3 LEADING_PLAYER_POSITION = new ProxyVector3(() =>
+ {
+ float distance = (GameManager.Boss.transform.position - GameManager.Player.transform.position).magnitude;
+ //Vector3 offset = (distance / 2f * GameManager.Player.GetComponent().velocity.normalized);
+ Vector3 offset = 1f * GameManager.Player.GetComponent().velocity.normalized;
+
+ return PLAYER_POSITION.GetValue() + offset;
+ });
+
+ // Smooths the value of LEADING_PLAYER_POSITION using two samples over time.
+ // This is less "realtime", but provides a smoother tracking.
+ private static Vector3 last_lead = Vector3.zero;
+ private static Vector3 curr_lead = Vector3.zero;
+ public static ProxyVector3 SMOOTHED_LEADING_PLAYER_POSITION = new ProxyVector3(() =>
+ {
+ Vector3 raw_value = LEADING_PLAYER_POSITION.GetValue();
+
+ last_lead = curr_lead;
+ curr_lead = raw_value;
+
+ return (last_lead + curr_lead) / 2.0f;
+
+ });
+
+ public static ProxyVector3 BOSS_POSITION = new ProxyVector3(() => { return GameManager.Boss.transform.position; });
+ public static ProxyVector3 RANDOM_IN_ARENA = new ProxyVector3(() =>
+ {
+ float angle = Random.value * 360;
+ float distance = Random.Range(0, GameManager.Arena.RadiusInWorldUnits);
+ return distance * (Quaternion.AngleAxis(angle, Vector3.up) * Vector3.forward) + CENTER;
+ });
+
+ #endregion
+
+ #region Arena Location constants
+ public static readonly float BOSS_HEIGHT = 1.31f;
+ private static readonly float FAR = 45f;
+ private static readonly float MED = 30f;
+ private static readonly float CLOSE = 15f;
+
+ public static readonly Vector3 CENTER = new Vector3(0, BOSS_HEIGHT, 0);
+
+ public static readonly Vector3 NORTH_FAR = new Vector3(0f, BOSS_HEIGHT, FAR);
+ public static readonly Vector3 SOUTH_FAR = new Vector3(0f, BOSS_HEIGHT, -FAR);
+ public static readonly Vector3 EAST_FAR = new Vector3(45f, BOSS_HEIGHT, 0);
+ public static readonly Vector3 WEST_FAR = new Vector3(-45f, BOSS_HEIGHT, 0);
+
+ public static readonly Vector3 NORTH_MED = new Vector3(0f, BOSS_HEIGHT, MED);
+ public static readonly Vector3 SOUTH_MED = new Vector3(0f, BOSS_HEIGHT, -MED);
+ public static readonly Vector3 EAST_MED = new Vector3(30f, BOSS_HEIGHT, 0);
+ public static readonly Vector3 WEST_MED = new Vector3(-30f, BOSS_HEIGHT, 0);
+
+ public static readonly Vector3 NORTH_CLOSE = new Vector3(0f, BOSS_HEIGHT, CLOSE);
+ public static readonly Vector3 SOUTH_CLOSE = new Vector3(0f, BOSS_HEIGHT, -CLOSE);
+ public static readonly Vector3 EAST_CLOSE = new Vector3(15f, BOSS_HEIGHT, 0);
+ public static readonly Vector3 WEST_CLOSE = new Vector3(-15f, BOSS_HEIGHT, 0);
+ #endregion
+ }
+
+}
diff --git a/Assets/Scripts/Constants.cs.meta b/Assets/Scripts/Constants.cs.meta
new file mode 100644
index 0000000..64b315e
--- /dev/null
+++ b/Assets/Scripts/Constants.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: bbf0e61870cf54fe3bda1dd420f99d09
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs
index 9679ea7..6908af2 100644
--- a/Assets/Scripts/GameManager.cs
+++ b/Assets/Scripts/GameManager.cs
@@ -59,7 +59,7 @@ public static float TimeScale
private GameObject thrownShield = null;
[SerializeField]
- private HUD hud;
+ private HUD hud = null;
#endregion
#region STATIC_METHODS
@@ -79,9 +79,10 @@ public static void ResetGame()
Boss.transform.position = instance.startingBossPosition;
Entity bossData = Player.GetComponent ();
Entity.HealEntity (bossData, float.PositiveInfinity);
- bossData.ClearStatuses ();
- //TODO reset boss behavior
-
+ bossData.ClearStatuses ();
+ //TODO reset boss behavior
+
+ Boss.ResetBoss();
Debug.Log ("Reset boss");
//player
diff --git a/Assets/Scripts/KeepOnArena.cs b/Assets/Scripts/KeepOnArena.cs
index a4025bd..884c2a8 100644
--- a/Assets/Scripts/KeepOnArena.cs
+++ b/Assets/Scripts/KeepOnArena.cs
@@ -6,22 +6,31 @@
public class KeepOnArena : MonoBehaviour {
public bool shouldReset = false;
+ private Rigidbody body;
// Use this for initialization
void Start () {
-
+ this.body = GetComponent();
}
// Update is called once per frame
void Update () {
if (shouldReset)
{
- //if (transform.position.magnitude > World.Arena.RadiusInWorldUnits)
+ //if (transform.position.magnitude > Constants.Positions.RadiusInWorldUnits)
if (transform.position.y < -1f)
{
float randomDegrees = Random.Range(0f, 359f);
float randomWidth = Random.Range(5f, GameManager.Arena.RadiusInWorldUnits);
- transform.position = (Quaternion.AngleAxis(randomDegrees, Vector3.up) * (randomWidth * Vector3.forward)) + Vector3.up * 10f;
+ transform.position = (Quaternion.AngleAxis(randomDegrees, Vector3.up) * (randomWidth * Vector3.forward)) + Vector3.up * 10f;
+
+ if (body != null)
+ {
+ body.velocity = Vector3.zero;
+ body.drag = 0f;
+ //body.AddForce(100f * new Vector3(0f, -1f, 0f), ForceMode.Impulse);
+ body.AddForceAtPosition(100f * Vector3.down, new Vector3(Random.value, 0f, Random.value));
+ }
}
}
}
diff --git a/Assets/Scripts/MoveRandomly.cs b/Assets/Scripts/MoveRandomly.cs
index 10026fc..fe5b6a4 100644
--- a/Assets/Scripts/MoveRandomly.cs
+++ b/Assets/Scripts/MoveRandomly.cs
@@ -18,7 +18,7 @@ void Start () {
// Update is called once per frame
void Update () {
if (!moving) {
- newPosition = AI.AISequence.RANDOM_IN_ARENA.GetValue();
+ newPosition = Constants.Positions.RANDOM_IN_ARENA.GetValue();
moving = true;
}
diff --git a/Assets/Scripts/ThrownShield.cs b/Assets/Scripts/ThrownShield.cs
new file mode 100644
index 0000000..9ed4533
--- /dev/null
+++ b/Assets/Scripts/ThrownShield.cs
@@ -0,0 +1,135 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using CombatCore;
+using Constants;
+
+public class ThrownShield : MonoBehaviour {
+
+ private Entity entity;
+ private Transform bossTransform;
+
+ private Rigidbody body;
+ private KeepOnArena keepOnArenaScript;
+
+ // How fast do we move?
+ private const Speed speed = Speed.LIGHTNING;
+
+ private float currentTime;
+ private const float maxTime = 2f;
+
+ private float initialIdealRotation;
+ private float distance;
+
+ private bool shouldDoDamage = true;
+
+ // Use this for initialization
+ void Start () {
+ entity = GetComponent();
+ bossTransform = GameManager.Boss.transform;
+
+ body = GetComponent();
+ keepOnArenaScript = GetComponent();
+
+ // Compute the angle between shield throw and the boss. Save that value
+ body.velocity = (float)speed * (GameManager.Player.GetDashTargetPoint() - transform.position).normalized;
+
+ Vector3 idealPosition = bossTransform.position - transform.position;
+ idealPosition = new Vector3(idealPosition.x, 0, idealPosition.z);
+
+ Vector3 idealVelocity = ((float)speed) * idealPosition.normalized;
+ initialIdealRotation = Vector3.SignedAngle(idealVelocity, body.velocity, Vector3.up);
+
+ // Grab the initial distance between the player and boss; used for computing curvature
+ distance = idealPosition.magnitude;
+ }
+
+ // Update is called once per frame
+ void Update () {
+ // Out of time; fall down and don't home anymore (disable this script)
+ currentTime += Time.deltaTime;
+ if (currentTime > maxTime) {
+ enabled = false;
+ Unfreeze();
+ }
+
+ // Out of bounds; continue to home, but also fall down
+ if (transform.position.magnitude > GameManager.Arena.RadiusInWorldUnits)
+ {
+ Unfreeze();
+ }
+
+ // If the initial rotation is "close enough", then curve the shield throw
+ // so that it'll hit the boss.
+ if (Mathf.Abs(initialIdealRotation) < 12.5f)
+ {
+ Quaternion rotation = Quaternion.AngleAxis(-initialIdealRotation * Time.deltaTime * (130f / distance), Vector3.up);
+ body.velocity = rotation * body.velocity;
+ }
+ }
+
+ public void OnShieldTriggerEntered(Collider other)
+ {
+ // If we've already done damage, we can't do damage again until the player
+ // picks up the shield and rethrows it.
+ if (!shouldDoDamage)
+ {
+ return;
+ }
+
+ GameObject otherObject = other.gameObject;
+ Entity otherEntity = otherObject.GetComponentInParent();
+ if (otherEntity != null)
+ {
+ // Do damage if the target isn't invincible and not on our team
+ if (otherEntity.GetFaction() != Entity.Faction.player)
+ {
+ if (!otherEntity.IsInvincible())
+ {
+ Entity.DamageEntity(otherEntity, entity, 5f);
+ }
+
+ // Bounce off the target and prevent duplicate damage.
+ Bounce();
+ shouldDoDamage = false;
+ }
+ }
+ }
+
+ // Makes the shield fall down due to gravity, and interact with objects in the world
+ public void Unfreeze()
+ {
+ // Unfreeze y position constraint; make it spin for fun
+ body.constraints = RigidbodyConstraints.None;
+ body.useGravity = true;
+ body.isKinematic = false;
+
+ body.drag = 1f;
+
+ // Make sure it'll stay on the arena
+ keepOnArenaScript.shouldReset = true;
+ }
+
+ // Bounce off the boss
+ private void Bounce()
+ {
+ enabled = false;
+ Unfreeze();
+
+ // Randomly choose straight left or right as a base direction
+ float degrees = Random.Range(0, 2) == 0 ? -90 : 90;
+
+ // Add a +/- 45 degree offset from the base
+ float offset = Random.Range(-1f, 1f);
+ degrees += offset * 45f;
+
+ // Make the shield go that way
+ Quaternion rotation = Quaternion.AngleAxis(degrees, Vector3.up);
+ //Debug.Log("Bounce degree offset: " + degrees);
+ Vector3 force = rotation * body.velocity.normalized;
+ //Debug.Log("Bounce force: " + force);
+ body.velocity = Vector3.zero;
+ body.AddForce(250f * force, ForceMode.Impulse);
+ }
+}
diff --git a/Assets/Scripts/ThrownShield.cs.meta b/Assets/Scripts/ThrownShield.cs.meta
new file mode 100644
index 0000000..0ebd1b1
--- /dev/null
+++ b/Assets/Scripts/ThrownShield.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: ead5bed827a7c40198a19b7ac5172c78
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/ThrownShieldTrigger.cs b/Assets/Scripts/ThrownShieldTrigger.cs
new file mode 100644
index 0000000..1f32ab9
--- /dev/null
+++ b/Assets/Scripts/ThrownShieldTrigger.cs
@@ -0,0 +1,24 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+
+/*
+ * Very basic pass-through for the thrown shield.
+ * We want the shield on a layer separate from the boss (so that it doesn't clip
+ * into him), but it still needs to have a trigger for detecting collisions.
+ */
+public class ThrownShieldTrigger : MonoBehaviour {
+
+ private ThrownShield shield;
+
+ // Use this for initialization
+ void Start () {
+ shield = GetComponentInParent();
+ }
+
+ private void OnTriggerEnter(Collider other)
+ {
+ shield.OnShieldTriggerEntered(other);
+ }
+}
diff --git a/Assets/Scripts/ThrownShieldTrigger.cs.meta b/Assets/Scripts/ThrownShieldTrigger.cs.meta
new file mode 100644
index 0000000..669921c
--- /dev/null
+++ b/Assets/Scripts/ThrownShieldTrigger.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: a5aa3fd8e627444c69b97187b32a0291
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/UI/Elements/BossHealthBar.cs b/Assets/Scripts/UI/Elements/BossHealthBar.cs
index 2bb5f7f..060a42f 100644
--- a/Assets/Scripts/UI/Elements/BossHealthBar.cs
+++ b/Assets/Scripts/UI/Elements/BossHealthBar.cs
@@ -106,7 +106,7 @@ private IEnumerator TransitionPhases()
activeBar = transform.GetChild (activeBarIndex).GetComponent ();
prevBar.Front.fillAmount = 0f;
- BossController.NextPhase();
+ GameManager.Boss.NextPhase();
for (float dur = phaseTransitionDuration, initDur = dur; dur > 0f; dur -= Time.deltaTime)
{
diff --git a/Assets/Scripts/UI/Elements/HUD.cs b/Assets/Scripts/UI/Elements/HUD.cs
index 7934738..06b8a30 100644
--- a/Assets/Scripts/UI/Elements/HUD.cs
+++ b/Assets/Scripts/UI/Elements/HUD.cs
@@ -16,7 +16,7 @@ public class HUD : MonoBehaviour
private Image shieldIndicator = null;
[SerializeField]
- private Image shieldPointer;
+ private Image shieldPointer = null;
[SerializeField]
private Color[] shieldIndicatorColors = new Color[2];
diff --git a/Assets/Scripts/User Input/Controller.cs b/Assets/Scripts/User Input/Controller.cs
index 264e90a..2641bc1 100644
--- a/Assets/Scripts/User Input/Controller.cs
+++ b/Assets/Scripts/User Input/Controller.cs
@@ -3,175 +3,183 @@
using UnityEngine;
public class Controller : MonoBehaviour
-{
- private const string ABILITY_1 = "Dash", ABILITY_2 = "Throw", ABILITY_3 = "Block";
-
- [SerializeField]
- private float dashRange = 15f;
-
- private Rigidbody physbody;
- private Entity self;
-
- private Vector3 facePos;
- private bool dashing;
-
- public void Awake()
- {
- physbody = GetComponent ();
- self = GetComponent ();
- dashing = false;
- }
-
- public void Start()
- {
- self.AddAbility (Ability.Get (ABILITY_1));
- self.AddAbility (Ability.Get (ABILITY_2));
- self.AddAbility (Ability.Get (ABILITY_3));
-
- self.tookDamage += Self_tookDamage;
- self.died += Self_died;
- }
-
- private void Self_died()
- {
-
- }
-
- private void Self_tookDamage(Entity victim, Entity attacker, float rawDamage, float calcDamage, bool damageApplied, bool hitShields)
- {
- if (damageApplied)
- {
- CameraController.GetInstance ().Shake (1f, new Vector3 (rawDamage * 10f, rawDamage * 10f, rawDamage * 10f), 0.75f);
- self.AddStatus (new Status ("Invincible", "", null, Status.DecayType.communal, 1, 0.25f, new CombatCore.StatusComponents.Invincible ()));
- }
- }
-
- public void Update()
- {
- if (dashing || self.IsRooted())
- return;
-
- if (Input.GetKey (KeyCode.Space))
- {
- if (!self.GetAbility (ABILITY_1).Use (self, facePos, dashRange))
- {
- //TODO play failed to use ability sound
- }
- }
- if (Input.GetButtonDown("Fire1"))
- {
- if (!self.GetAbility (ABILITY_2).Use (self, facePos))
- {
- //TODO play failed to use ability sound
- }
- }
- if (Input.GetButtonDown("Fire2"))
- {
- if (!self.GetAbility (ABILITY_3).Use (self, facePos))
- {
- //TODO play failed to use ability sound
- }
- }
- }
-
- public IEnumerator Dashing(Vector3 targetPosition)
- {
- dashing = true;
- physbody.velocity = Vector3.zero;
- self.GetAbility (0).active = false;
- self.SetInvincible (true);
-
- GameObject dashEffectPref = Resources.Load ("Prefabs/PlayerDashEffect");
- GameObject effect = Instantiate (dashEffectPref, gameObject.transform, false);
- effect.transform.localPosition = new Vector3 (0f, 1f);
- GetComponentInChildren ().enabled = false;
-
- Vector3 dashDir = (targetPosition - transform.position).normalized;
- float accDist = 0f, maxDist = Vector3.Distance(targetPosition, transform.position);
- while (accDist < maxDist)
- {
- float dashDistance = Mathf.Min(self.movespeed.Value * 4 * Time.deltaTime, maxDist - accDist);
- RaycastHit hit;
- if (Physics.Raycast (transform.position, dashDir, out hit, dashDistance, 1 << LayerMask.NameToLayer("Default")))
- {
- transform.position = hit.point;
- break;
- }
-
- transform.position += dashDir * (dashDistance);
- accDist += dashDistance;
- yield return null;
- }
-
- GetComponentInChildren ().enabled = true;
- ParticleSystem.EmissionModule em = effect.GetComponentInChildren ().emission;
- em.enabled = false;
- Destroy (effect, self.GetAbility (0).cooldownMax);
-
- self.SetInvincible (false);
- self.GetAbility (0).active = true;
- physbody.velocity = Vector3.zero;
- dashing = false;
- }
-
- public void FixedUpdate()
- {
- if (dashing || self.IsRooted ())
- return;
-
- Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition);
- Plane plane = new Plane (Vector3.up, Vector3.zero);
- float dist;
- if (plane.Raycast (camRay, out dist))
- {
- facePos = camRay.origin + (dist * camRay.direction);
- Vector3 dir;
- if ((dir = (facePos - transform.position)).magnitude > dashRange)
- {
- facePos = transform.position + (dir.normalized * dashRange);
- }
- }
-
- //movement
- Vector3 movementVector = new Vector3 (0f, physbody.velocity.y, 0f);
-
- float x = Input.GetAxisRaw ("Horizontal");
- float y = Input.GetAxisRaw ("Vertical");
-
- movementVector += (Vector3.forward * y) + (Vector3.right * x);
- GetComponent ().SetFloat ("SpeedPerc", Mathf.Abs (x) > 0f || Mathf.Abs (y) > 0f ? 1f : 0f);
-
- if (Mathf.Abs (x) > 0f || Mathf.Abs (y) > 0f)
- transform.rotation = Quaternion.LookRotation (movementVector, Vector3.up);
-
- physbody.velocity = movementVector.normalized * self.movespeed.Value;
- }
-
- public Vector3 GetDashTargetPoint()
- {
- return facePos;
- }
-
- private void facePoint(Vector3 point)
- {
- Quaternion rot = Quaternion.LookRotation (point - transform.position, Vector3.up);
- transform.rotation = rot;
- transform.rotation = Quaternion.Euler (0f, transform.rotation.eulerAngles.y, transform.rotation.eulerAngles.z);
- }
-
- public void OnDrawGizmos()
- {
- UnityEditor.Handles.color = Color.green;
- UnityEditor.Handles.DrawWireArc (facePos, Vector3.up, Vector3.forward, 360f, 1f);
-
- UnityEditor.Handles.color = Color.red;
- UnityEditor.Handles.DrawWireArc (new Vector3(transform.position.x, 0f, transform.position.z), Vector3.up, Vector3.forward, 360f, dashRange);
-
+{
+ private const string ABILITY_1 = "Dash", ABILITY_2 = "Throw", ABILITY_3 = "Block";
+
+ [SerializeField]
+ private float dashRange = 15f;
+
+ private Rigidbody physbody;
+ private Entity self;
+
+ private Vector3 facePos;
+ private bool dashing;
+
+ public void Awake()
+ {
+ physbody = GetComponent();
+ self = GetComponent();
+ dashing = false;
+ }
+
+ public void Start()
+ {
+ self.AddAbility(Ability.Get(ABILITY_1));
+ self.AddAbility(Ability.Get(ABILITY_2));
+ self.AddAbility(Ability.Get(ABILITY_3));
+
+ self.tookDamage += Self_tookDamage;
+ self.died += Self_died;
+ }
+
+ private void Self_died()
+ {
+
+ }
+
+ private void Self_tookDamage(Entity victim, Entity attacker, float rawDamage, float calcDamage, bool damageApplied, bool hitShields)
+ {
+ if (damageApplied)
+ {
+ CameraController.GetInstance().Shake(1f, new Vector3(rawDamage * 10f, rawDamage * 10f, rawDamage * 10f), 0.75f);
+ self.AddStatus(new Status("Invincible", "", null, Status.DecayType.communal, 1, 0.25f, new CombatCore.StatusComponents.Invincible()));
+ }
+ }
+
+ public void Update()
+ {
+ if (dashing || self.IsRooted())
+ return;
+
+ if (Input.GetKey(KeyCode.Space))
+ {
+ if (!self.GetAbility(ABILITY_1).Use(self, facePos, dashRange))
+ {
+ //TODO play failed to use ability sound
+ }
+ }
+ if (Input.GetButtonDown("Fire1"))
+ {
+ if (!self.GetAbility(ABILITY_2).Use(self, facePos))
+ {
+ //TODO play failed to use ability sound
+ }
+ }
+ if (Input.GetButtonDown("Fire2"))
+ {
+ if (!self.GetAbility(ABILITY_3).Use(self, facePos))
+ {
+ //TODO play failed to use ability sound
+ }
+ }
+ }
+
+ public IEnumerator Dashing(Vector3 targetPosition)
+ {
+ dashing = true;
+ physbody.velocity = Vector3.zero;
+ self.GetAbility(0).active = false;
+ self.SetInvincible(true);
+
+ GameObject dashEffectPref = Resources.Load("Prefabs/PlayerDashEffect");
+ GameObject effect = Instantiate(dashEffectPref, gameObject.transform, false);
+ effect.transform.localPosition = new Vector3(0f, 1f);
+ GetComponentInChildren().enabled = false;
+
+ Vector3 dashDir = (targetPosition - transform.position).normalized;
+ float accDist = 0f, maxDist = Vector3.Distance(targetPosition, transform.position);
+ while (accDist < maxDist)
+ {
+ float dashDistance = Mathf.Min(self.movespeed.Value * 4 * Time.deltaTime, maxDist - accDist);
+ RaycastHit hit;
+ if (Physics.Raycast(transform.position, dashDir, out hit, dashDistance, 1 << LayerMask.NameToLayer("Default")))
+ {
+ transform.position = hit.point;
+ break;
+ }
+
+ transform.position += dashDir * (dashDistance);
+ accDist += dashDistance;
+ yield return null;
+ }
+
+ GetComponentInChildren().enabled = true;
+ ParticleSystem.EmissionModule em = effect.GetComponentInChildren().emission;
+ em.enabled = false;
+ Destroy(effect, self.GetAbility(0).cooldownMax);
+
+ self.SetInvincible(false);
+ self.GetAbility(0).active = true;
+ physbody.velocity = Vector3.zero;
+ dashing = false;
+ }
+
+ public void FixedUpdate()
+ {
+ if (dashing || self.IsRooted())
+ return;
+
+ Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition);
+ Plane plane = new Plane(Vector3.up, Vector3.zero);
+ float dist;
+ if (plane.Raycast(camRay, out dist))
+ {
+ facePos = camRay.origin + (dist * camRay.direction);
+ Vector3 dir;
+ if ((dir = (facePos - transform.position)).magnitude > dashRange)
+ {
+ facePos = transform.position + (dir.normalized * dashRange);
+ }
+ }
+
+ //movement
+ Vector3 movementVector = new Vector3(0f, physbody.velocity.y, 0f);
+
+ float x = Input.GetAxisRaw("Horizontal");
+ float y = Input.GetAxisRaw("Vertical");
+
+ movementVector += (Vector3.forward * y) + (Vector3.right * x);
+ GetComponent().SetFloat("SpeedPerc", Mathf.Abs(x) > 0f || Mathf.Abs(y) > 0f ? 1f : 0f);
+
+ if (Mathf.Abs(x) > 0f || Mathf.Abs(y) > 0f)
+ transform.rotation = Quaternion.LookRotation(movementVector, Vector3.up);
+
+ physbody.velocity = movementVector.normalized * self.movespeed.Value;
+ }
+
+ public Vector3 GetDashTargetPoint()
+ {
+ return facePos;
+ }
+
+ private void facePoint(Vector3 point)
+ {
+ Quaternion rot = Quaternion.LookRotation(point - transform.position, Vector3.up);
+ transform.rotation = rot;
+ transform.rotation = Quaternion.Euler(0f, transform.rotation.eulerAngles.y, transform.rotation.eulerAngles.z);
+ }
+
+ public void OnDrawGizmos()
+ {
+#if UNITY_EDITOR
+ UnityEditor.Handles.color = Color.green;
+ UnityEditor.Handles.DrawWireArc(facePos, Vector3.up, Vector3.forward, 360f, 1f);
+
+ UnityEditor.Handles.color = Color.red;
+ UnityEditor.Handles.DrawWireArc(new Vector3(transform.position.x, 0f, transform.position.z), Vector3.up, Vector3.forward, 360f, dashRange);
+
+ UnityEditor.Handles.DrawWireArc(Constants.Positions.SMOOTHED_LEADING_PLAYER_POSITION.GetValue(), Vector3.up, Vector3.forward, 360f, 1f);
+
+ if (!UnityEditor.EditorApplication.isPlaying)
+ {
+ return;
+ }
GameObject shield = GameManager.PlacedShield;
if (shield != null)
{
UnityEditor.Handles.color = Color.blue;
UnityEditor.Handles.DrawWireArc(shield.transform.position, Vector3.up, Vector3.forward, 360f, 5f);
}
- }
+#endif
+ }
}
diff --git a/Assets/Scripts/World/Arena.cs b/Assets/Scripts/World/Arena.cs
index 7082ff0..83f9aac 100644
--- a/Assets/Scripts/World/Arena.cs
+++ b/Assets/Scripts/World/Arena.cs
@@ -6,29 +6,6 @@ namespace World
{
public class Arena : MonoBehaviour
{
- #region Arena Location constants
- public static readonly float BOSS_HEIGHT = 1.31f;
- private static readonly float FAR = 45f;
- private static readonly float MED = 30f;
- private static readonly float CLOSE = 15f;
-
- public static readonly Vector3 CENTER = new Vector3(0, BOSS_HEIGHT, 0);
-
- public static readonly Vector3 NORTH_FAR = new Vector3(0f, BOSS_HEIGHT, FAR);
- public static readonly Vector3 SOUTH_FAR = new Vector3(0f, BOSS_HEIGHT, -FAR);
- public static readonly Vector3 EAST_FAR = new Vector3(45f, BOSS_HEIGHT, 0);
- public static readonly Vector3 WEST_FAR = new Vector3(-45f, BOSS_HEIGHT, 0);
-
- public static readonly Vector3 NORTH_MED = new Vector3(0f, BOSS_HEIGHT, MED);
- public static readonly Vector3 SOUTH_MED = new Vector3(0f, BOSS_HEIGHT, -MED);
- public static readonly Vector3 EAST_MED = new Vector3(30f, BOSS_HEIGHT, 0);
- public static readonly Vector3 WEST_MED = new Vector3(-30f, BOSS_HEIGHT, 0);
-
- public static readonly Vector3 NORTH_CLOSE = new Vector3(0f, BOSS_HEIGHT, CLOSE);
- public static readonly Vector3 SOUTH_CLOSE = new Vector3(0f, BOSS_HEIGHT, -CLOSE);
- public static readonly Vector3 EAST_CLOSE = new Vector3(15f, BOSS_HEIGHT, 0);
- public static readonly Vector3 WEST_CLOSE = new Vector3(-15f, BOSS_HEIGHT, 0);
- #endregion
[SerializeField]
private float adjustSpeed = 3f;
@@ -50,10 +27,14 @@ public float RadiusInWorldUnits
{
get { return transform.localScale.x * DEFAULT_ARENA_SCALE; }
set
- {
+ {
ARENA_SCALE = value;
maxArea = ARENA_SCALE * ARENA_SCALE / DEFAULT_ARENA_SCALE / DEFAULT_ARENA_SCALE * Mathf.PI;
- StartCoroutine(ChangeArenaSize(GameManager.Player.GetComponent().HealthPerc * maxArea));
+ if (GameManager.Player.GetComponent())
+ {
+ StartCoroutine(ChangeArenaSize(GameManager.Player.GetComponent().HealthPerc * maxArea));
+ }
+
}
}
@@ -63,14 +44,23 @@ public void Start()
transform.localScale = Vector3.one * maxRadius;
maxArea = Mathf.PI * maxRadius * maxRadius;
- if(GameManager.Player != null)
- GameManager.Player.GetComponent().tookDamage += OnPlayerDamageTaken;
+ if (GameManager.Player != null)
+ {
+ if (GameManager.Player.GetComponent() != null)
+ {
+ GameManager.Player.GetComponent().tookDamage += OnPlayerDamageTaken;
+ }
+ }
}
public void OnDestroy()
{
- if (GameManager.Player != null)
- GameManager.Player.GetComponent().tookDamage -= OnPlayerDamageTaken;
+ if (GameManager.Player != null)
+ {
+ if (GameManager.Player.GetComponent() != null) {
+ GameManager.Player.GetComponent().tookDamage -= OnPlayerDamageTaken;
+ }
+ }
}
public void Update()
@@ -81,7 +71,6 @@ public void Update()
//drop the player if they're outside the arena
if (Vector3.Distance (transform.position, GameManager.Player.transform.position) > RadiusInWorldUnits)
{
- Debug.Log("Player distance is greater than " + RadiusInWorldUnits);
//swap out a dummy and blow it up
GameManager.Player.gameObject.SetActive (false);
GameObject dummyPlayer = Instantiate(
@@ -128,15 +117,19 @@ private void OnPlayerDamageTaken(Entity victim, Entity attacker, float rawDamage
StartCoroutine (ChangeArenaSize (maxArea * victim.HealthPerc));
}
- private IEnumerator ChangeArenaSize(float targetArea)
- {
- while (Mathf.Abs(CurrentArea - targetArea) > threshold)
- {
- float newRadius = Mathf.Lerp (transform.localScale.x, (ARENA_SCALE / 50f) * Mathf.Sqrt (targetArea / Mathf.PI), Time.deltaTime * adjustSpeed);
- transform.localScale = Vector3.one * newRadius;
+ private IEnumerator ChangeArenaSize(float targetArea)
+ {
+ float idealRadius = Mathf.Sqrt((ARENA_SCALE / DEFAULT_ARENA_SCALE) * Mathf.Sqrt(targetArea / Mathf.PI));
+ while (Mathf.Abs(CurrentArea - targetArea) > threshold)
+ {
+ float newRadius = Mathf.Lerp(transform.localScale.x, idealRadius, Time.deltaTime * adjustSpeed);
+ transform.localScale = Vector3.one * newRadius;
- yield return null;
- }
- }
+ yield return null;
+ }
+
+ // Set to the ideal value
+ transform.localScale = Vector3.one * idealRadius;
+ }
}
}
diff --git a/Logs/Packages-Update.log b/Logs/Packages-Update.log
new file mode 100644
index 0000000..ff8fcae
--- /dev/null
+++ b/Logs/Packages-Update.log
@@ -0,0 +1,13 @@
+
+=== Wed Jan 16 13:41:47 2019
+
+Packages were changed.
+Update Mode: updateDependencies
+
+The following packages were added:
+ com.unity.collab-proxy@1.2.15
+The following packages were updated:
+ com.unity.ads from version 2.0.8 to 2.3.1
+ com.unity.analytics from version 2.0.16 to 3.2.2
+ com.unity.package-manager-ui from version 1.9.11 to 2.0.3
+ com.unity.textmeshpro from version 1.2.4 to 1.3.0
diff --git a/Packages/.DS_Store b/Packages/.DS_Store
deleted file mode 100644
index 5008ddf..0000000
Binary files a/Packages/.DS_Store and /dev/null differ
diff --git a/Packages/manifest.json b/Packages/manifest.json
index 328d2ab..77b8ab4 100644
--- a/Packages/manifest.json
+++ b/Packages/manifest.json
@@ -9,6 +9,10 @@
"com.unity.textmeshpro": "2.0.1",
"com.unity.timeline": "1.1.0",
"com.unity.ugui": "1.0.0",
+ "com.unity.ads": "2.0.8",
+ "com.unity.analytics": "2.0.16",
+ "com.unity.postprocessing": "2.0.16-preview",
+ "com.unity.purchasing": "2.0.3",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.androidjni": "1.0.0",
"com.unity.modules.animation": "1.0.0",
diff --git a/ProjectSettings/DynamicsManager.asset b/ProjectSettings/DynamicsManager.asset
index 69d870a..27959d1 100644
--- a/ProjectSettings/DynamicsManager.asset
+++ b/ProjectSettings/DynamicsManager.asset
@@ -17,7 +17,7 @@ PhysicsManager:
m_ClothInterCollisionDistance: 0
m_ClothInterCollisionStiffness: 0
m_ContactsGeneration: 1
- m_LayerCollisionMatrix: ff8cffffff8cffffff8cffffffffffffff8cffffff8cffffffffffffffffffffc894ffffc884ffffff8fffffffacffffc881ffffc8c8ffffc8a0ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
+ m_LayerCollisionMatrix: ff0cffffff0cffffff0cffffffffffffff0cffffff0cffffffffffffffffffffc814ffffc804ffffff2fffffff2cffffc821ffffc81cffffc880ffffc840ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
m_AutoSimulation: 1
m_AutoSyncTransforms: 1
m_ClothInterCollisionSettingsToggle: 0
diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset
index 3958148..5b41217 100644
--- a/ProjectSettings/EditorBuildSettings.asset
+++ b/ProjectSettings/EditorBuildSettings.asset
@@ -5,7 +5,7 @@ EditorBuildSettings:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Scenes:
- - enabled: 1
+ - enabled: 0
path: Assets/Scenes/Main.unity
guid: dd0867c38fae8f047a524149d9082269
- enabled: 1
diff --git a/ProjectSettings/GraphicsSettings.asset b/ProjectSettings/GraphicsSettings.asset
index 6c2632a..0dbef41 100644
--- a/ProjectSettings/GraphicsSettings.asset
+++ b/ProjectSettings/GraphicsSettings.asset
@@ -31,6 +31,10 @@ GraphicsSettings:
m_AlwaysIncludedShaders:
- {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
- {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
+ - {fileID: 16000, guid: 0000000000000000f000000000000000, type: 0}
+ - {fileID: 16001, guid: 0000000000000000f000000000000000, type: 0}
+ - {fileID: 16002, guid: 0000000000000000f000000000000000, type: 0}
+ - {fileID: 17000, guid: 0000000000000000f000000000000000, type: 0}
m_PreloadedShaders: []
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
type: 0}
diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset
index 78f1931..ee40404 100644
--- a/ProjectSettings/ProjectSettings.asset
+++ b/ProjectSettings/ProjectSettings.asset
@@ -3,7 +3,7 @@
--- !u!129 &1
PlayerSettings:
m_ObjectHideFlags: 0
- serializedVersion: 15
+ serializedVersion: 18
productGUID: a520f6fbc37a6a5409e337827ba5899e
AndroidProfiler: 0
AndroidFilterTouchesWhenObscured: 0
@@ -52,8 +52,8 @@ PlayerSettings:
m_StackTraceTypes: 010000000100000001000000010000000100000001000000
iosShowActivityIndicatorOnLoading: -1
androidShowActivityIndicatorOnLoading: -1
- iosAppInBackgroundBehavior: 0
displayResolutionDialog: 1
+ iosUseCustomAppBackgroundBehavior: 0
iosAllowHTTPDownload: 1
allowedAutorotateToPortrait: 1
allowedAutorotateToPortraitUpsideDown: 1
@@ -63,6 +63,9 @@ PlayerSettings:
use32BitDisplayBuffer: 1
preserveFramebufferAlpha: 0
disableDepthAndStencilBuffers: 0
+ androidStartInFullscreen: 1
+ androidRenderOutsideSafeArea: 0
+ androidUseSwappy: 0
androidBlitType: 0
defaultIsNativeResolution: 1
macRetinaSupport: 1
@@ -77,6 +80,7 @@ PlayerSettings:
usePlayerLog: 1
bakeCollisionMeshes: 0
forceSingleInstance: 0
+ useFlipModelSwapchain: 1
resizableWindow: 0
useMacAppStoreValidation: 0
macAppStoreCategory: public.app-category.games
@@ -96,9 +100,6 @@ PlayerSettings:
xboxEnableGuest: 0
xboxEnablePIXSampling: 0
metalFramebufferOnly: 0
- n3dsDisableStereoscopicView: 0
- n3dsEnableSharedListOpt: 1
- n3dsEnableVSync: 0
xboxOneResolution: 0
xboxOneSResolution: 0
xboxOneXResolution: 3
@@ -107,11 +108,12 @@ PlayerSettings:
xboxOneDisableEsram: 0
xboxOnePresentImmediateThreshold: 0
switchQueueCommandMemory: 0
- videoMemoryForVertexBuffers: 0
- psp2PowerMode: 0
- psp2AcquireBGM: 1
+ switchQueueControlMemory: 16384
+ switchQueueComputeMemory: 262144
+ switchNVNShaderPoolsGranularity: 33554432
+ switchNVNDefaultPoolsGranularity: 16777216
+ switchNVNOtherPoolsGranularity: 16777216
vulkanEnableSetSRGBWrite: 0
- vulkanUseSWCommandBuffers: 0
m_SupportedAspectRatios:
4:3: 1
5:4: 1
@@ -139,11 +141,20 @@ PlayerSettings:
hololens:
depthFormat: 1
depthBufferSharingEnabled: 0
+ lumin:
+ depthFormat: 0
+ frameTiming: 2
+ enableGLCache: 0
+ glCacheMaxBlobSize: 524288
+ glCacheMaxFileSize: 8388608
oculus:
sharedDepthBuffer: 0
dashSupport: 0
+ lowOverheadMode: 0
enable360StereoCapture: 0
+ isWsaHolographicRemotingEnabled: 0
protectGraphicsMemory: 0
+ enableFrameTimingStats: 0
useHDRDisplay: 0
m_ColorGamuts: 00000000
targetPixelDensity: 30
@@ -169,7 +180,7 @@ PlayerSettings:
StripUnusedMeshComponents: 1
VertexChannelCompressionMask: 4054
iPhoneSdkVersion: 988
- iOSTargetOSVersionString: 8.0
+ iOSTargetOSVersionString: 9.0
tvOSSdkVersion: 0
tvOSRequireExtendedGameController: 0
tvOSTargetOSVersionString: 9.0
@@ -191,6 +202,10 @@ PlayerSettings:
iPadHighResPortraitSplashScreen: {fileID: 0}
iPadLandscapeSplashScreen: {fileID: 0}
iPadHighResLandscapeSplashScreen: {fileID: 0}
+ iPhone65inPortraitSplashScreen: {fileID: 0}
+ iPhone65inLandscapeSplashScreen: {fileID: 0}
+ iPhone61inPortraitSplashScreen: {fileID: 0}
+ iPhone61inLandscapeSplashScreen: {fileID: 0}
appleTVSplashScreen: {fileID: 0}
appleTVSplashScreen2x: {fileID: 0}
tvOSSmallIconLayers: []
@@ -234,15 +249,15 @@ PlayerSettings:
tvOSManualSigningProvisioningProfileType: 0
appleEnableAutomaticSigning: 0
iOSRequireARKit: 0
+ iOSAutomaticallyDetectAndAddCapabilities: 1
appleEnableProMotion: 0
- vulkanEditorSupport: 0
clonedFromGUID: 5f34be1353de5cf4398729fda238591b
templatePackageId: com.unity.template.2d@1.0.1
templateDefaultScene: Assets/Scenes/SampleScene.unity
AndroidTargetArchitectures: 5
AndroidSplashScreenScale: 0
androidSplashScreen: {fileID: 0}
- AndroidKeystoreName:
+ AndroidKeystoreName: '{inproject}: '
AndroidKeyaliasName:
AndroidBuildApkPerCpuArchitecture: 0
AndroidTVCompatibility: 1
@@ -250,20 +265,24 @@ PlayerSettings:
AndroidEnableTango: 0
androidEnableBanner: 1
androidUseLowAccuracyLocation: 0
+ androidUseCustomKeystore: 0
m_AndroidBanners:
- width: 320
height: 180
banner: {fileID: 0}
androidGamepadSupportLevel: 0
+ AndroidValidateAppBundleSize: 1
+ AndroidAppBundleSizeToValidate: 150
resolutionDialogBanner: {fileID: 0}
m_BuildTargetIcons: []
m_BuildTargetPlatformIcons: []
m_BuildTargetBatching: []
m_BuildTargetGraphicsAPIs: []
m_BuildTargetVRSettings: []
- m_BuildTargetEnableVuforiaSettings: []
openGLRequireES31: 0
openGLRequireES31AEP: 0
+ openGLRequireES32: 0
+ vuforiaEnabled: 0
m_TemplateCustomTags: {}
mobileMTRendering:
Android: 1
@@ -392,6 +411,8 @@ PlayerSettings:
switchAllowsVideoCapturing: 1
switchAllowsRuntimeAddOnContentInstall: 0
switchDataLossConfirmation: 0
+ switchUserAccountLockEnabled: 0
+ switchSystemResourceMemory: 16777216
switchSupportedNpadStyles: 3
switchNativeFsCacheSize: 32
switchIsHoldTypeHorizontal: 0
@@ -445,6 +466,7 @@ PlayerSettings:
ps4DownloadDataSize: 0
ps4GarlicHeapSize: 2048
ps4ProGarlicHeapSize: 2560
+ playerPrefsMaxSize: 32768
ps4Passcode: frAQBc8Wsa1xVPfvJcrgRYwTiizs2trQ
ps4pnSessions: 1
ps4pnPresence: 1
@@ -452,6 +474,7 @@ PlayerSettings:
ps4pnGameCustomData: 1
playerPrefsSupport: 0
enableApplicationExit: 0
+ resetTempFolder: 1
restrictedAudioUsageRights: 0
ps4UseResolutionFallback: 0
ps4ReprojectionSupport: 0
@@ -475,55 +498,9 @@ PlayerSettings:
ps4attribEyeToEyeDistanceSettingVR: 0
ps4IncludedModules: []
monoEnv:
- psp2Splashimage: {fileID: 0}
- psp2NPTrophyPackPath:
- psp2NPSupportGBMorGJP: 0
- psp2NPAgeRating: 12
- psp2NPTitleDatPath:
- psp2NPCommsID:
- psp2NPCommunicationsID:
- psp2NPCommsPassphrase:
- psp2NPCommsSig:
- psp2ParamSfxPath:
- psp2ManualPath:
- psp2LiveAreaGatePath:
- psp2LiveAreaBackroundPath:
- psp2LiveAreaPath:
- psp2LiveAreaTrialPath:
- psp2PatchChangeInfoPath:
- psp2PatchOriginalPackage:
- psp2PackagePassword: F69AzBlax3CF3EDNhm3soLBPh71Yexui
- psp2KeystoneFile:
- psp2MemoryExpansionMode: 0
- psp2DRMType: 0
- psp2StorageType: 0
- psp2MediaCapacity: 0
- psp2DLCConfigPath:
- psp2ThumbnailPath:
- psp2BackgroundPath:
- psp2SoundPath:
- psp2TrophyCommId:
- psp2TrophyPackagePath:
- psp2PackagedResourcesPath:
- psp2SaveDataQuota: 10240
- psp2ParentalLevel: 1
- psp2ShortTitle: Not Set
- psp2ContentID: IV0000-ABCD12345_00-0123456789ABCDEF
- psp2Category: 0
- psp2MasterVersion: 01.00
- psp2AppVersion: 01.00
- psp2TVBootMode: 0
- psp2EnterButtonAssignment: 2
- psp2TVDisableEmu: 0
- psp2AllowTwitterDialog: 1
- psp2Upgradable: 0
- psp2HealthWarning: 0
- psp2UseLibLocation: 0
- psp2InfoBarOnStartup: 0
- psp2InfoBarColor: 0
- psp2ScriptOptimizationLevel: 0
splashScreenBackgroundSourceLandscape: {fileID: 0}
splashScreenBackgroundSourcePortrait: {fileID: 0}
+ blurSplashScreenBackground: 1
spritePackerPolicy:
webGLMemorySize: 256
webGLExceptionSupport: 1
@@ -537,14 +514,32 @@ PlayerSettings:
webGLUseEmbeddedResources: 0
webGLCompressionFormat: 1
webGLLinkerTarget: 1
- scriptingDefineSymbols: {}
+ webGLThreadsSupport: 0
+ webGLWasmStreaming: 0
+ scriptingDefineSymbols:
+ 1: UNITY_POST_PROCESSING_STACK_V2
+ 7: UNITY_POST_PROCESSING_STACK_V2
+ 13: UNITY_POST_PROCESSING_STACK_V2
+ 14: UNITY_POST_PROCESSING_STACK_V2
+ 18: UNITY_POST_PROCESSING_STACK_V2
+ 19: UNITY_POST_PROCESSING_STACK_V2
+ 21: UNITY_POST_PROCESSING_STACK_V2
+ 23: UNITY_POST_PROCESSING_STACK_V2
+ 25: UNITY_POST_PROCESSING_STACK_V2
+ 26: UNITY_POST_PROCESSING_STACK_V2
+ 27: UNITY_POST_PROCESSING_STACK_V2
+ 28: UNITY_POST_PROCESSING_STACK_V2
+ 29: UNITY_POST_PROCESSING_STACK_V2
platformArchitecture: {}
scriptingBackend: {}
il2cppCompilerConfiguration: {}
+ managedStrippingLevel: {}
incrementalIl2cppBuild: {}
allowUnsafeCode: 0
additionalIl2CppArgs:
scriptingRuntimeVersion: 1
+ gcIncremental: 0
+ gcWBarrierValidation: 0
apiCompatibilityLevelPerPlatform: {}
m_RenderingPath: 1
m_MobileRenderingPath: 1
@@ -562,6 +557,8 @@ PlayerSettings:
metroMediumTileShowName: 0
metroLargeTileShowName: 0
metroWideTileShowName: 0
+ metroSupportStreamingInstall: 0
+ metroLastRequiredScene: 0
metroDefaultTileSize: 1
metroTileForegroundText: 2
metroTileBackgroundColor: {r: 0.13333334, g: 0.17254902, b: 0.21568628, a: 0}
@@ -569,21 +566,10 @@ PlayerSettings:
a: 1}
metroSplashScreenUseBackgroundColor: 0
platformCapabilities: {}
+ metroTargetDeviceFamilies: {}
metroFTAName:
metroFTAFileTypes: []
metroProtocolName:
- metroCompilationOverrides: 1
- n3dsUseExtSaveData: 0
- n3dsCompressStaticMem: 1
- n3dsExtSaveDataNumber: 0x12345
- n3dsStackSize: 131072
- n3dsTargetPlatform: 2
- n3dsRegion: 7
- n3dsMediaSize: 0
- n3dsLogoStyle: 3
- n3dsTitle: GameName
- n3dsProductCode:
- n3dsApplicationId: 0xFF3FF
XboxOneProductId:
XboxOneUpdateKey:
XboxOneSandboxId:
@@ -608,18 +594,38 @@ PlayerSettings:
XboxOneAllowedProductIds: []
XboxOnePersistentLocalStorageSize: 0
XboxOneXTitleMemory: 8
- xboxOneScriptCompiler: 0
+ xboxOneScriptCompiler: 1
+ XboxOneOverrideIdentityName:
vrEditorSettings:
daydream:
daydreamIconForeground: {fileID: 0}
daydreamIconBackground: {fileID: 0}
cloudServicesEnabled:
UNet: 1
+ luminIcon:
+ m_Name:
+ m_ModelFolderPath:
+ m_PortalFolderPath:
+ luminCert:
+ m_CertPath:
+ m_SignPackage: 1
+ luminIsChannelApp: 0
+ luminVersion:
+ m_VersionCode: 1
+ m_VersionName:
facebookSdkVersion: 7.9.4
- apiCompatibilityLevel: 2
+ facebookAppId:
+ facebookCookies: 1
+ facebookLogging: 1
+ facebookStatus: 1
+ facebookXfbml: 0
+ facebookFrictionlessRequests: 1
+ apiCompatibilityLevel: 3
cloudProjectId:
+ framebufferDepthMemorylessMode: 0
projectName:
organizationId:
cloudEnabled: 0
enableNativePlatformBackendsForNewInputSystem: 0
disableOldInputManagerSupport: 0
+ legacyClampBlendShapeWeights: 1
diff --git a/ProjectSettings/ProjectVersion.txt b/ProjectSettings/ProjectVersion.txt
deleted file mode 100644
index 6169583..0000000
--- a/ProjectSettings/ProjectVersion.txt
+++ /dev/null
@@ -1 +0,0 @@
-m_EditorVersion: 2018.2.7f1
diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset
index 5229afa..83616de 100644
--- a/ProjectSettings/TagManager.asset
+++ b/ProjectSettings/TagManager.asset
@@ -20,7 +20,7 @@ TagManager:
- Shield
- Shield_Object
- Boss
- -
+ - Shield_Object_Trigger
-
-
-
diff --git a/ProjectSettings/UnityConnectSettings.asset b/ProjectSettings/UnityConnectSettings.asset
index 3da14d5..c3ae9a0 100644
--- a/ProjectSettings/UnityConnectSettings.asset
+++ b/ProjectSettings/UnityConnectSettings.asset
@@ -3,25 +3,25 @@
--- !u!310 &1
UnityConnectSettings:
m_ObjectHideFlags: 0
- m_Enabled: 0
+ serializedVersion: 1
+ m_Enabled: 1
m_TestMode: 0
- m_TestEventUrl:
- m_TestConfigUrl:
+ m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events
+ m_EventUrl: https://cdp.cloud.unity3d.com/v1/events
+ m_ConfigUrl: https://config.uca.cloud.unity3d.com
m_TestInitMode: 0
CrashReportingSettings:
- m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes
- m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate
+ m_EventUrl: https://perf-events.cloud.unity3d.com
m_Enabled: 0
+ m_LogBufferSize: 10
m_CaptureEditorExceptions: 1
UnityPurchasingSettings:
m_Enabled: 0
m_TestMode: 0
UnityAnalyticsSettings:
m_Enabled: 0
- m_InitializeOnStartup: 1
m_TestMode: 0
- m_TestEventUrl:
- m_TestConfigUrl:
+ m_InitializeOnStartup: 1
UnityAdsSettings:
m_Enabled: 0
m_InitializeOnStartup: 1