Inheritance: MonoBehaviour
Beispiel #1
0
    void Start()
    {
        AsteroidCount = 1000;
        minSpeed      = DDAAply.instance.getAsteroidSpeed();
        if (minSpeed < 0f)
        {
            minSpeed = 0f;
        }
        maxSpeed = minSpeed + 1f;
        for (int i = 0; i < AsteroidCount; i++)
        {
            GameObject asteroid = (GameObject)Instantiate(asteroidPrefab, StartPosition(), Quaternion.Euler(0, 0, 0));

            float scale = Random.Range(minSize, maxSize);
            if (scale >= 5.0f && !asteroid.GetComponent <AsteroidType>().explosive)
            {
                asteroid.GetComponent <AsteroidType>().indestructible = true;
            }

            asteroid.transform.localScale = new Vector3(scale, scale, scale);

            AsteroidMovement movement = GameObject.FindObjectOfType <AsteroidMovement>();
            movement.Direction = AsteroidDirection();
            movement.setSpeed(Random.Range(minSpeed, maxSpeed));
        }
    }
Beispiel #2
0
    private void SpawnAsteroid()
    {
        GameObject asteroidGO = asteroidPool.GetInstance();

        Asteroid asteroid = asteroidGO.GetComponent <Asteroid>();

        asteroid.onRequireDestroy += RemoveAsteroid;

        AsteroidMovement asteroidMovement = asteroid.GetComponent <AsteroidMovement>();

        if (asteroidCount % 3 == 0)
        {
            multiplier += Time.time * Time.deltaTime * increaseSpeed;

            asteroidMovement.velocity = baseVelocity + baseVelocity * multiplier;
        }
        asteroidMovement.velocity = Mathf.Clamp(asteroidMovement.velocity, 0, maxSpeed);

        Transform asteroidT = asteroidGO.transform;

        asteroidT.position = spawnPosition;

        SetAsteroidPosition(asteroidT);

        asteroidGO.SetActive(true);

        asteroidCount++;
        if (asteroidCount % 15 == 0)
        {
            asteroidsToSpawn++;
        }
    }
Beispiel #3
0
    private void OnTriggerEnter2D(Collider2D other)
    {
        if (other.ToString().Contains("Asteroid"))
        {
            gameObject.transform.position = new Vector2(15, 20);
            Destroy(gameObject, 0.5f);
            AsteroidHealth   targetHealth = other.GetComponent <AsteroidHealth>();
            AsteroidMovement targetSpeed  = other.GetComponent <AsteroidMovement>();

            if (targetHealth.getHealth() % numberValue == 0)
            {
                targetHealth.takeDamage(numberValue);
            }
            else
            {
                targetSpeed.ChangeSpeed(speedMultiplier);
            }
        }
        else if (other.ToString().Contains("AlienShip"))
        {
            gameObject.transform.position = new Vector2(15, 20);
            Destroy(gameObject, 0.5f);
        }
        else if (other.ToString().Contains("Power"))
        {
            gameObject.transform.position = new Vector2(15, 20);
            Destroy(gameObject, 0.5f);
        }
    }
Beispiel #4
0
    private void SpawnAteroid()
    {
        AsteroidMovement temp = Asteroidp.GetFromPool(Random.Range(0, 3));

        temp.transform.position = new Vector3(Random.Range(-5f, 5f), 0, 16);
        temp.gameObject.SetActive(true);
    }
Beispiel #5
0
    /// <summary>
    /// Spawns a new level 2 asteroid
    /// Sets a random direction and assigns other values
    /// </summary>
    /// <param name="lvl">Lvl.</param>
    /// <param name="asteroid">Asteroid.</param>
    void Spawn(int lvl, GameObject asteroid)
    {
        // get the type of the destroyed asteroid
        int num = asteroid.GetComponent <AsteroidMovement> ().Type;

        // start at the position of the previous
        Vector3 pos = asteroid.transform.position;

        // instantiate a new asteroid
        GameObject temp = (GameObject)Instantiate(prefabs [num], pos, Quaternion.identity);

        // access the asteroid movement script on the asteroids
        AsteroidMovement script = temp.GetComponent <AsteroidMovement> ();
        AsteroidMovement ast    = asteroid.GetComponent <AsteroidMovement> ();

        // set a new direction based off the old
        Vector3 dir = Quaternion.Euler(0, 0, Random.Range(-90, 91)) * ast.Direction;

        // set the values
        script.SetValues(2f, pos, dir, num, lvl);

        // scale the object
        temp.transform.localScale = temp.transform.lossyScale * 0.5f;

        // add it to the asteroids list
        asteroids.Add(temp);
    }
Beispiel #6
0
    void BulletCollision()
    {
        bullets = shipShootBulletScript.bullets;
        if (bullets.Count > 0)
        {
            for (int i = 0; i < bullets.Count; i++)
            {
                SpriteRenderer bulletRender;
                if (bullets[i] != null)
                {
                    bulletRender = bullets[i].GetComponent <SpriteRenderer>();
                    for (int j = 0; j < asteroids.Count; j++)
                    {
                        SpriteRenderer asteroidRender = asteroids[j].GetComponent <SpriteRenderer>();
                        if (detect.AABBCollision(bullets[i], asteroids[j]))
                        {
                            source.Play();
                            asteroidMovementScript = asteroids[j].GetComponent <AsteroidMovement>();
                            //this makes sure that the asteroid is the first so it splits
                            if (asteroidMovementScript.firstIteration)
                            {
                                //creating 2 new asteroids
                                GameObject asteroid1 = Instantiate(asteroidSpawningScript.asteroidPrefabs[Random.Range(0, asteroidSpawningScript.asteroidPrefabs.Count)], asteroids[j].transform.position, Quaternion.identity);
                                asteroid1.transform.localScale /= 2;
                                AsteroidMovement asteroid1Movement = asteroid1.GetComponent <AsteroidMovement>();
                                asteroid1Movement.asteroidVelocity = asteroids[j].GetComponent <AsteroidMovement>().asteroidVelocity *Random.Range(0.9f, 1.1f);
                                asteroid1Movement.firstIteration   = false;
                                asteroids.Add(asteroid1);

                                GameObject asteroid2 = Instantiate(asteroidSpawningScript.asteroidPrefabs[Random.Range(0, asteroidSpawningScript.asteroidPrefabs.Count)], asteroids[j].transform.position, Quaternion.identity);
                                asteroid2.transform.localScale /= 2;
                                AsteroidMovement asteroid2Movement = asteroid2.GetComponent <AsteroidMovement>();
                                asteroid2Movement.asteroidVelocity = asteroids[j].GetComponent <AsteroidMovement>().asteroidVelocity *Random.Range(0.9f, 1.1f);
                                asteroid2Movement.firstIteration   = false;
                                asteroids.Add(asteroid2);
                            }

                            //GameObject asteroid2 = Instantiate(asteroidSpawningScript.asteroidPrefabs[asteroidSpawningScript.asteroidPrefabIndex], asteroids[j].transform.position, Quaternion.identity);
                            Destroy(bullets[i]);
                            bullets.RemoveAt(i);
                            if (asteroidMovementScript.firstIteration)
                            {
                                score += 20;
                            }
                            else
                            {
                                score += 50;
                            }
                            Destroy(asteroids[j]);
                            asteroids.RemoveAt(j);
                            asteroidSpawningScript.asteroids = asteroids;
                            shipShootBulletScript.bullets    = bullets;
                            break;
                        }
                    }
                }
            }
        }
    }
Beispiel #7
0
    private IEnumerator SpawnHazard()
    {
        int asteroidCount = AsteroidSpawnCount;
        int enemyCount    = EnemySpawnCount;
        int rand;

        while (true)
        {
            while (asteroidCount > 0 && enemyCount > 0)
            {
                rand = Random.Range(0, 100);
                Debug.Log(rand);
                if (rand < 65) // Asteroid
                {
                    asteroidCount--;
                    AsteroidMovement asteroid = asteroidPool.GetFromPool(Random.Range(0, 3));
                    asteroid.transform.position = new Vector3(Random.Range(SpawnPosXMin, SpawnPosXMax),
                                                              0,
                                                              SpawnPosZ);
                }
                else // enemy
                {
                    enemyCount--;
                    EnemyController enemy = enemyPool.GetFromPool();
                    enemy.transform.position = new Vector3(Random.Range(SpawnPosXMin, SpawnPosXMax),
                                                           0,
                                                           SpawnPosZ);
                }
                yield return(new WaitForSeconds(SpawnTime));
            }
            if (asteroidCount > 0)
            {
                for (int i = 0; i < asteroidCount; i++)
                {
                    AsteroidMovement asteroid = asteroidPool.GetFromPool(Random.Range(0, 3));
                    asteroid.transform.position = new Vector3(Random.Range(SpawnPosXMin, SpawnPosXMax),
                                                              0,
                                                              SpawnPosZ);
                    yield return(new WaitForSeconds(SpawnTime));
                }
            }
            else
            {
                for (int i = 0; i < enemyCount; i++)
                {
                    EnemyController enemy = enemyPool.GetFromPool();
                    enemy.transform.position = new Vector3(Random.Range(SpawnPosXMin, SpawnPosXMax),
                                                           0,
                                                           SpawnPosZ);
                    yield return(new WaitForSeconds(SpawnTime));
                }
            }

            yield return(new WaitForSeconds(5));

            asteroidCount = AsteroidSpawnCount;
            enemyCount    = EnemySpawnCount;
        }
    }
Beispiel #8
0
    private IEnumerator SpawnHazard()
    {
        WaitForSeconds PiointThree = new WaitForSeconds(0.3f);
        WaitForSeconds spawnRate   = new WaitForSeconds(mSpawnRate);
        int            enemyCount  = 3;
        int            astCount    = 5;
        int            CurrentEnemyCount;
        int            CurrentAstCount;
        float          ratio = 1f / 3;

        while (true)
        {
            CurrentAstCount   = astCount;
            CurrentEnemyCount = enemyCount;
            while (CurrentAstCount > 0 && CurrentEnemyCount > 0)
            {
                float rand = Random.Range(0, 1f);
                // float rand = Random.value(0, 1f);
                if (rand < ratio)
                {
                    Enemy enemy = mEemyPool.GetFromPool();
                    enemy.transform.position = new Vector3(Random.Range(mSpawnXMin, mSpawnXMax),
                                                           0,
                                                           mSpawnZ);
                    CurrentEnemyCount--;
                    yield return(PiointThree);
                }
                else
                {
                    AsteroidMovement ast = mAstPool.GetFromPool(Random.Range(0, 3));
                    ast.transform.position = new Vector3(Random.Range(mSpawnXMin, mSpawnXMax),
                                                         0,
                                                         mSpawnZ);
                    CurrentAstCount--;
                    yield return(PiointThree);
                }
            }
            for (int i = 0; i < CurrentAstCount; i++)
            {
                AsteroidMovement ast = mAstPool.GetFromPool(Random.Range(0, 3));
                ast.transform.position = new Vector3(Random.Range(mSpawnXMin, mSpawnXMax),
                                                     0,
                                                     mSpawnZ);
                yield return(PiointThree);
            }
            for (int i = 0; i < CurrentEnemyCount; i++)
            {
                Enemy enemy = mEemyPool.GetFromPool();
                enemy.transform.position = new Vector3(Random.Range(mSpawnXMin, mSpawnXMax),
                                                       0,
                                                       mSpawnZ);
                yield return(PiointThree);
            }
            yield return(spawnRate);
        }
    }
Beispiel #9
0
    private void Explosion()
    {
        GameData.destroyedAsteroids++;
        AsteroidMovement motion = gameObject.GetComponentInParent(typeof(AsteroidMovement)) as AsteroidMovement;

        motion.ChangeSpeed(0f);
        ExplosionManager explosionInstance = Instantiate(asteroidExplode, new Vector3(transform.position.x, transform.position.y, 0), Quaternion.identity) as ExplosionManager;

        Destroy(barInstance.gameObject, 0f);
        Destroy(gameObject, 0.0f);
    }
Beispiel #10
0
    // Start is called before the first frame update
    void Start()
    {
        Debug.Log("Started CommunicatesManager");
        enemyPlanet = FindObjectOfType <EnemyPlanet>();
        asteroid    = FindObjectOfType <AsteroidMovement>();
        diff        = enemyPlanet.enemyPosition - asteroid.transform.position;
        Debug.Log(diff);

        // 23 and 29 are primes, which means that they will cross on 23*29 time, it's longer than desired game
        // lenght (600 seconds) which means that philosophical communicates won't update at the same time as the other ones.
        InvokeRepeating("UpdateCommunicates", 20f, 11f);
    }
    public AsteroidMovement GetFromPool(int index)
    {
        for (int i = 0; i < asteroidList[index].Count; i++)
        {
            if (!asteroidList[index][i].gameObject.activeInHierarchy)
            {
                return(asteroidList[index][i]);
            }
        }
        AsteroidMovement temp = Instantiate(asteroid[index]);

        asteroidList[index].Add(temp);
        return(temp);
    }
Beispiel #12
0
    public AsteroidMovement GetFromPool(int id)
    {
        for (int i = 0; i < pool[id].Count; i++)
        {
            if (!pool[id][i].gameObject.activeInHierarchy)
            {
                pool[id][i].gameObject.SetActive(true);
                return(pool[id][i]);
            }
        }
        AsteroidMovement newObj = Instantiate(origin[id]);

        pool[id].Add(newObj);
        return(newObj);
    }
Beispiel #13
0
    public AsteroidMovement GetFromPool(int id)
    {
        for (int i = 0; i < PoolArr[id].Count; i++)
        {
            if (!PoolArr[id][i].gameObject.activeInHierarchy)
            {
                PoolArr[id][i].gameObject.SetActive(true);
                return(PoolArr[id][i]);
            }
        }
        AsteroidMovement newObj = Instantiate(PrefabArr[id]);

        PoolArr[id].Add(newObj);
        return(newObj);
    }
Beispiel #14
0
    public AsteroidMovement GetFromPool(int id = 0)
    {
        for (int i = 0; i < mPool[id].Count; i++)
        {
            if (!mPool[id][i].gameObject.activeInHierarchy)
            {
                mPool[id][i].gameObject.SetActive(true);
                return(mPool[id][i]);
            }
        }

        AsteroidMovement newObj = Instantiate(mOriginArr[id]);

        mPool[id].Add(newObj);
        return(newObj);
    }
    public AsteroidMovement GetFromPool(int id)
    {
        for (int i = 0; i < Pools[id].Count; i++)
        {
            if (!Pools[id][i].gameObject.activeInHierarchy)
            {
                Pools[id][i].gameObject.SetActive(true);
                return(Pools[id][i]);
            }
        }

        AsteroidMovement newObj = Instantiate(Prefabs[id]); //instantiate는 인스턴스 생성이라는 의미를 가진다.(계층란에 새로운 으브젝트를 복제하여 만듬)

        Pools[id].Add(newObj);
        return(newObj);
    }
    // Use this for initialization
    void Start()
    {
        maxNegYOffset = (layerNum - 1) * (ySpread / 2);

        for (int k = 0; k < layerNum; k++)
        {
            float yOffset = (-1 * maxNegYOffset) + (k * ySpread);
            for (int j = 0; j < asteroidsNumber.Length; j++)
            {
                for (int i = 0; i < asteroidsNumber[j]; i++)
                {
                    sphereSize = radius[j];
                    float initSize = sphereSize / (Mathf.Sqrt(2));
                    x = Random.Range(-initSize, initSize);
                    y = Random.Range(-ySpread, ySpread);
                    // y = Random.Range(-sphereSize, sphereSize);
                    z = Random.Range(-initSize, initSize);

                    xRot = Random.Range(0, 360);
                    yRot = Random.Range(0, 360);
                    zRot = Random.Range(0, 360);

                    size = Random.Range(minSize[j], maxSize[j]);

                    asteroid = asteroids[Random.Range(0, asteroids.Length)];

                    if (asteroid != null)
                    {
                        Vector3 newPosition = new Vector3(x, 0, z);    //direction in (set y=0, to keep asteroids in xz-layer)
                        asteroid.transform.localScale = new Vector3(size, size, size);
                        newPosition   = newPosition.normalized * Random.Range(minRadius, radius[j]);
                        newPosition.y = ufo.position.y + yOffset + y;       //set semi-random height relative to UFO position
                        GameObject       newAsteroid = GameObject.Instantiate(asteroid, newPosition, Quaternion.Euler(xRot, yRot, zRot), gameObject.transform);
                        AsteroidMovement move        = newAsteroid.GetComponentInChildren <AsteroidMovement>();
                        move.moveSpeed = moveSpeed[j];
                        move.radius    = radius[j];
                        move.yOffset   = yOffset;
                        // move.SetMovement();
                    }
                }
            }
        }
    }
Beispiel #17
0
 private void ClosestVirus()
 {
     if (false)
     {
         AsteroidMovement closest = null;
         var playerPosition       = _player.transform.position;
         foreach (var ai in asteroids)
         {
             if (closest == null)
             {
                 closest = ai;
             }
             else if (Vector3.Distance(ai.transform.position, playerPosition) < Vector3.Distance(closest.transform.position, playerPosition))
             {
                 closest = ai;
             }
         }
         Debug.DrawLine(playerPosition, closest.transform.position, Color.red, 0.5f);
     }
 }
Beispiel #18
0
    private void SetAsteroidMovement(SpawnPoint sp, AsteroidMovement asteroid)
    {
        float xDirection, yDirection;

        // Determine movement direction based on the position of the SpawnPoint
        switch (sp.tag)
        {
        case SpawnPoint.TOP:
            // Move downwards
            xDirection = Random.Range(-1, 1);
            yDirection = -1;
            break;

        case SpawnPoint.BOTTOM:
            // Move upwards
            xDirection = Random.Range(-1, 1);
            yDirection = 1;
            break;

        case SpawnPoint.LEFT:
            // Move right
            xDirection = 1;
            yDirection = Random.Range(-1, 1);
            break;

        case SpawnPoint.RIGHT:
            // Move left
            xDirection = -1;
            yDirection = Random.Range(-1, 1);
            break;

        default:
            xDirection = Random.Range(-1, 1);
            yDirection = Random.Range(-1, 1);
            break;
        }

        // Move in that direction
        asteroid.Move(new Vector2(xDirection, yDirection));
    }
Beispiel #19
0
    //    private bool destroyed = false;
    //    private bool split = false;
    // Use this for initialization
    void Start()
    {
        asteroid = (GameObject)Resources.Load("Assets/Astroids Assets/Prefabs/Asteroid");
        //asteroids = new List<GameObject>();

        spawnPoint = GameObject.FindGameObjectWithTag("SpawnPoint");

        asteroid = Instantiate(asteroid,spawnPoint.transform.position, Quaternion.identity) as GameObject;

        astroMove = asteroid.GetComponent(typeof(AsteroidMovement)) as AsteroidMovement;
        astroMove.xMinVelocity = xMinVelocity;
        astroMove.xMaxVelocity = xMaxVelocity;
        astroMove.yMinVelocity = yMinVelocity;
        astroMove.yMaxVelocity = yMaxVelocity;

        //asteroid.SetActive(false);

        /*foreach(GameObject child in Asteroids)
        {
            CastRay(child);
        }*/
    }
Beispiel #20
0
    // Use this for initialization
    void Start()
    {
        // get the renderer
        sRend = gameObject.GetComponent <SpriteRenderer> ();

        // set the radius as the sprite's y extent shrunk a bit
        radius = sRend.sprite.bounds.extents.y;

        // set the center to the ship's position
        center = transform.position;

        // used to scale the sprite
        scale = transform.lossyScale;

        // set the asteroid movement
        aMove = gameObject.GetComponent <AsteroidMovement> ();

        // scale down the sprite for level 2 asteroids
        if (aMove.Level == 2)
        {
            scale = scale * 0.75f;
        }
    }
Beispiel #21
0
    /// <summary>
    /// Spawns a new asteroid when there are less than 5
    /// Sets a random direction and assigns other values
    /// </summary>
    void Spawn(int lvl)
    {
        // pick a random number to select a prefab
        int num = Random.Range(0, 3);

        // get a random position
        Vector3 pos = new Vector3(Random.Range(-14f, 15f), Random.Range(-4f, 5f), 0f);

        // instantiate a new asteroid
        GameObject temp = (GameObject)Instantiate(prefabs [num], pos, Quaternion.identity);

        // access the asteroid movement script on the asteroid
        AsteroidMovement script = temp.GetComponent <AsteroidMovement> ();

        // gives the asteroid a random direction
        Vector3 dir = Quaternion.Euler(0, 0, Random.Range(0, 360F)) * new Vector3(0, 1, 0);

        // set the values of the asteroid
        script.SetValues(1f, pos, dir, num, lvl);

        // add it to the asteroids list
        asteroids.Add(temp);
    }
Beispiel #22
0
 void ShieldCollision()
 {
     asteroids = asteroidSpawningScript.asteroids;   //set the asteroid list with asteroids from the spawningScript
     for (int i = 0; i < asteroids.Count; i++)
     {
         shieldRender = shield.GetComponent <SpriteRenderer>();
         SpriteRenderer planetRender = asteroids[i].GetComponent <SpriteRenderer>();
         if (detect.AABBCollision(shield, asteroids[i]))
         {
             source.Play();
             asteroidMovementScript = asteroids[i].GetComponent <AsteroidMovement>();
             if (asteroidMovementScript.firstIteration)
             {
                 score += 20;
             }
             else
             {
                 score += 50;
             }
             Destroy(asteroids[i]);                  //destroys the current asteroid that collided with the ship
             asteroids.RemoveAt(i);                  //remove the asteroid from the list
         }
     }
 }
Beispiel #23
0
    private IEnumerator Hazards(float startTime, float stageGap)
    {
        WaitForSeconds gap      = new WaitForSeconds(stageGap);
        WaitForSeconds spawnGap = new WaitForSeconds(.2f);

        yield return(new WaitForSeconds(startTime));

        while (true)
        {
            int randInt  = Random.Range(5, 11);
            int randEnem = Random.Range(3, 6);
            while (randInt > 0 || randEnem > 0)
            {
                if (randInt > 0 && randEnem > 0)
                {
                    int val = Random.Range(0, 2);
                    if (val == 0)
                    {
                        //GameObject temp = Instantiate(Asteroid[Random.Range(0, Asteroid.Length)]);
                        AsteroidMovement temp = AsteroidP.GetFromPool(Random.Range(0, 3));
                        temp.gameObject.SetActive(true);
                        float randPosX = Random.Range(-5f, 5f);
                        temp.transform.position = new Vector3(randPosX, temp.transform.position.y, 16.5f);
                        randInt--;
                    }
                    else
                    {
                        //GameObject temp = Instantiate(Enemy);
                        EnemyController temp = EnemyP.GetFromPool();
                        temp.gameObject.SetActive(true);
                        float randPosX = Random.Range(-5f, 5f);
                        temp.transform.position = new Vector3(randPosX, temp.transform.position.y, 16.5f);
                        randEnem--;
                    }
                }
                else if (randInt <= 0)
                {
                    EnemyController temp = EnemyP.GetFromPool();
                    temp.gameObject.SetActive(true);
                    float randPosX = Random.Range(-5f, 5f);
                    temp.transform.position = new Vector3(randPosX, temp.transform.position.y, 16.5f);
                    randEnem--;
                }
                else if (randEnem <= 0)
                {
                    //GameObject temp = Instantiate(Asteroid[Random.Range(0, Asteroid.Length)]);
                    AsteroidMovement temp = AsteroidP.GetFromPool(Random.Range(0, 3));
                    temp.gameObject.SetActive(true);
                    float randPosX = Random.Range(-5f, 5f);
                    temp.transform.position = new Vector3(randPosX, temp.transform.position.y, 16.5f);
                    randInt--;
                }
                yield return(spawnGap);
            }
            CurrentBossSpawnCount--;
            yield return(gap);

            if (CurrentBossSpawnCount <= 0)
            {
                BossController boss = BossP.GetFromPool();
                boss.transform.position = new Vector3(0, boss.transform.position.y, 18.5f);
                boss.gameObject.SetActive(true);
                IsBossAlive = true;
            }
            while (IsBossAlive)
            {
                yield return(gap);
            }
        }
    }
Beispiel #24
0
    private IEnumerator SpawnHazard()
    {
        WaitForSeconds PointThree = new WaitForSeconds(0.3f);
        WaitForSeconds spawnRate  = new WaitForSeconds(mSpawnRate);
        int            enemyCount = 3;
        int            astCount   = 5;
        int            CurrentEnemyCount;
        int            CurrentAstCount;
        int            CurrentItemWaveCount = 0;
        float          ratio = 1f / 3;

        while (true)
        {
            CurrentAstCount   = astCount;
            CurrentEnemyCount = enemyCount;
            while (CurrentAstCount > 0 && CurrentEnemyCount > 0)
            {
                float rand = Random.Range(0, 1f);
                // float rand = Random.value(0, 1f);
                if (rand < ratio)
                {
                    Enemy enemy = mEemyPool.GetFromPool();
                    enemy.transform.position = new Vector3(Random.Range(mSpawnXMin, mSpawnXMax),
                                                           0,
                                                           mSpawnZ);
                    CurrentEnemyCount--;
                    yield return(PointThree);
                }
                else
                {
                    AsteroidMovement ast = mAstPool.GetFromPool(Random.Range(0, 3));
                    ast.transform.position = new Vector3(Random.Range(mSpawnXMin, mSpawnXMax),
                                                         0,
                                                         mSpawnZ);
                    CurrentAstCount--;
                    yield return(PointThree);
                }
            }
            for (int i = 0; i < CurrentAstCount; i++)
            {
                AsteroidMovement ast = mAstPool.GetFromPool(Random.Range(0, 3));
                ast.transform.position = new Vector3(Random.Range(mSpawnXMin, mSpawnXMax),
                                                     0,
                                                     mSpawnZ);
                yield return(PointThree);
            }
            for (int i = 0; i < CurrentEnemyCount; i++)
            {
                Enemy enemy = mEemyPool.GetFromPool();
                enemy.transform.position = new Vector3(Random.Range(mSpawnXMin, mSpawnXMax),
                                                       0,
                                                       mSpawnZ);
                yield return(PointThree);
            }
            if (CurrentItemWaveCount >= mItemSpawnWaveCount - 1)
            {
                Item tem = mItemPool.GetFromPool(Random.Range(0, 3));
                tem.transform.position = new Vector3(Random.Range(mSpawnXMin, mSpawnXMax),
                                                     0,
                                                     mSpawnZ);
                CurrentItemWaveCount = 0;
            }
            else
            {
                CurrentItemWaveCount++;
            }
            yield return(spawnRate);

            mBossAppear++;
            if (mBossAppear >= mSpawnCount)
            {
                mBoss.gameObject.SetActive(true);
                while (mBoss.IsAlive)
                {
                    yield return(PointThree);
                }
                mBossAppear = 0;
                yield return(spawnRate);
            }
        }
    }
 public void Start()
 {
     _mvt = gameObject.GetComponent<AsteroidMovement> ();
     _Value = (int)(_mvt.Speed * 9000.0f);
 }
Beispiel #26
0
 private void Awake()
 {
     movement = GetComponent <AsteroidMovement>();
     stats    = GetComponent <AsteroidStats>();
 }
    private void OnTriggerEnter2D(Collider2D collision)
    {
        //If the asteroid collides with a laser
        if (collision.CompareTag("Laser"))
        {
            //get the required components
            GameObject[]     player         = GameObject.FindGameObjectsWithTag("Player");
            PlayerMovement   playerMovement = player[1].GetComponent <PlayerMovement>();
            AsteroidMovement parentAsteroid = gameObject.GetComponent <AsteroidMovement>();

            //play the explosion audio
            audio.Play();

            //reduce the projectile count by 1
            playerMovement.projectilesOnScreen -= 1;

            //add credits to the player's stats
            PlayerStats.instance.availableCredits += parentAsteroid.creditsValue;

            //update the credits amount in the HUD
            creditsVal.text = PlayerStats.instance.availableCredits.ToString();

            //destroy the laser GameObject
            Destroy(collision.gameObject);

            //disable the collision of the asteroid
            GetComponent <Collider2D>().enabled = false;

            //set the asteroid to play its explosion animation
            GetComponent <Animator>().SetBool("IsDestroyed", true);

            //get a random amount of fragments to create based on the given min and max values
            int numFragments = Random.Range(parentAsteroid.minFragments, parentAsteroid.maxFragments + 1);


            for (int i = 0; i < numFragments; i++)
            {
                //generate a random size for the fragemnt
                float fragmentScale = Random.Range(0.4f, 0.6f);
                //select which fragment prefab to spawn
                int fragmentToAdd = Random.Range(0, parentAsteroid.fragments.Count - 1);
                //get the spawn location of the new fragment
                Vector3 fragmentPosition = parentAsteroid.fragmentSpawnLocation.transform.position;

                //instantiate a new fragment prefab
                GameObject newFragment = Instantiate(parentAsteroid.fragments[fragmentToAdd], fragmentPosition, parentAsteroid.transform.rotation);
                //adjust the scale of the new prefab
                newFragment.transform.localScale = new Vector3(fragmentScale, fragmentScale, fragmentScale);
            }

            //get the spawn positions within the game
            spawnPositions = GameObject.FindGameObjectsWithTag("Spawn Position");
            //select a random spawn position
            int randPos = Random.Range(0, spawnPositions.Length);
            //create a vector with the new spawn postion
            Vector3 posInCam = spawnPositions[randPos].transform.position;

            //if the laser collided with an asteroid (NOT a fragment)
            if (CompareTag("Asteroid"))
            {
                //re-enable collision of the original asteroid
                GetComponent <Collider2D>().enabled = true;
                //instantiate a new asteroid in the random spawn location
                _ = Instantiate(asteroidPrefab, posInCam, Quaternion.identity);
                //disable the collision of the original asteroid again
                GetComponent <Collider2D>().enabled = false;
            }

            //if the asteroid collides with a player
        }
        else if (collision.CompareTag("Player"))
        {
            collision.enabled = false;                                   //disable the player's collision
            collision.GetComponent <Animator>().SetBool("IsDead", true); //set the player to play its death animation
            collision.GetComponents <AudioSource>()[1].Stop();           //stop the thruster sound effect
            collision.GetComponents <AudioSource>()[2].Play();           //play the expolsion sound effect
        }
    }
Beispiel #28
0
    private IEnumerator SpawnHazard()
    {
        int currentAstCount   = AstSpawnCount;
        int currentEnemyCount = EnemySpawnCount;

        yield return(new WaitForSeconds(3));

        while (true)
        {
            if (currentAstCount > 0 && currentEnemyCount > 0)
            {
                float randVal = Random.Range(0, 100f);
                if (randVal < 30) // enemy spawn
                {
                    EnemyController enemy = enemyPool.GetFromPool();

                    enemy.transform.position = new Vector3(Random.Range(SpawnXMin, SpawnXMax),
                                                           0,
                                                           SpawnZPos);
                    yield return(new WaitForSeconds(.4f));

                    currentEnemyCount--;
                }
                else    // asteroid spawn

                {
                    AsteroidMovement ast = asteroidPool.GetFromPool(Random.Range(0, 3));

                    ast.transform.position = new Vector3(Random.Range(SpawnXMin, SpawnXMax),
                                                         0,
                                                         SpawnZPos);
                    yield return(new WaitForSeconds(.4f));

                    currentAstCount--;
                }
            }
            else if (currentAstCount > 0)
            {
                for (int i = 0; i < currentAstCount; i++)
                {
                    AsteroidMovement ast = asteroidPool.GetFromPool(Random.Range(0, 3));

                    ast.transform.position = new Vector3(Random.Range(SpawnXMin, SpawnXMax),
                                                         0,
                                                         SpawnZPos);
                    yield return(new WaitForSeconds(.4f));
                }
                currentAstCount = 0;
            }
            else if (currentEnemyCount > 0)
            {
                for (int i = 0; i < currentEnemyCount; i++)
                {
                    EnemyController enemy = enemyPool.GetFromPool();

                    enemy.transform.position = new Vector3(Random.Range(SpawnXMin, SpawnXMax),
                                                           0,
                                                           SpawnZPos);
                    yield return(new WaitForSeconds(.4f));
                }
                currentEnemyCount = 0;
            }
            else
            {
                currentAstCount   = AstSpawnCount;
                currentEnemyCount = EnemySpawnCount;
                yield return(new WaitForSeconds(3));
            }
        }
    }
 private void Awake()
 {
     asteroidMovement = GetComponent <AsteroidMovement>();
     spriteRenderer   = GetComponent <SpriteRenderer>();
 }