async Task LaunchSingleMissile(bool left, bool player)
{
var cache = Application.ResourceCache;
var carrier = Node;
var carrierPos = carrier.Position;
var bulletNode = CreateRigidBullet(player);
bulletNode.Position = new Vector3(carrierPos.X + 0.4f * (left ? -1 : 1), carrierPos.Y + 0.3f, carrierPos.Z);
var bulletModelNode = bulletNode.CreateChild();
bulletModelNode.Scale = new Vector3(1f, 2f, 1f) / 2.5f;
bulletNode.SetScale(0.3f);
// Trace-effect using particles
bulletNode.CreateComponent<ParticleEmitter2D>().Effect = cache.GetParticleEffect2D(Assets.Particles.MissileTrace);
bulletNode.CreateComponent<ParticleEmitter2D>().Effect = cache.GetParticleEffect2D(Assets.Particles.Explosion);
// Route (Bezier)
float directionY = player ? 1 : -1;
float directionX = left ? -1 : 1;
var moveMissileAction = new BezierBy(1.0f, new BezierConfig
{
ControlPoint1 = new Vector3(-directionX, 2f * directionY, 0),
ControlPoint2 = new Vector3(RandomHelper.NextRandom(-2, 2) * directionX, 4 * directionY, 0),
EndPosition = new Vector3(RandomHelper.NextRandom(-1, 1) * directionX, 12 * directionY, 0),
});
await bulletNode.RunActionsAsync(
new EaseIn(moveMissileAction, 1), // move
new CallFunc(() => bulletNode.SetScale(0f)), //collapse
new DelayTime(2f)); //a delay to leave the trace effect
//remove the missile from the scene.
bulletNode.Remove();
}