add all mechanics
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87383d5b8c
commit
0e2a7cc7c3
434 changed files with 238349 additions and 2092 deletions
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@ -16,6 +16,7 @@ public class EnemyBulletPattern : EnemyAbility
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public float burstTiming;
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public float projectileSpeed;
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public bool aimedShot;
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public Transform bulletParent = null;
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}
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[SerializeField] protected ProjectileDirection[] projectileDirections;
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@ -33,7 +34,7 @@ public class EnemyBulletPattern : EnemyAbility
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{
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if (projectileDirection.timing <= 0 && projectileDirection.amount <= 1)
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{
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ShootProjectile(projectileDirection.projectile, projectileDirection.direction.position, projectileDirection.projectileSpeed, projectileDirection.aimedShot);
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ShootProjectile(projectileDirection.projectile, projectileDirection.direction.position, projectileDirection.projectileSpeed, projectileDirection.aimedShot, projectileDirection.bulletParent);
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}
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else if (projectileDirection.amount > 1)
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{
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@ -51,7 +52,7 @@ public class EnemyBulletPattern : EnemyAbility
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int currentCount = 0;
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while (currentCount < burstCount)
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{
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ShootProjectile(projectile.projectile, projectile.direction.position, projectile.projectileSpeed, projectile.aimedShot);
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ShootProjectile(projectile.projectile, projectile.direction.position, projectile.projectileSpeed, projectile.aimedShot, projectile.bulletParent);
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currentCount++;
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yield return new WaitForSeconds(burstDelay);
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}
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@ -72,7 +73,7 @@ public class EnemyBulletPattern : EnemyAbility
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}
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else
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{
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ShootProjectile(projectile.projectile, projectile.direction.position, projectile.projectileSpeed, projectile.aimedShot);
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ShootProjectile(projectile.projectile, projectile.direction.position, projectile.projectileSpeed, projectile.aimedShot, projectile.bulletParent);
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}
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}
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yield return null;
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