Beispiel #1
0
    void ShowAndAddBonusScore()
    {
        mIsShowScoreBonus = false;
        UIManager.sSingleton.ShowBonusScore(mBonusScore);

        if (GameManager.sSingleton.TotalNumOfPlayer() == 2)
        {
            int dividedScore = mBonusScore / 2;
            mPlayerController1.score += dividedScore;
            mPlayerController2.score += dividedScore;
        }
        else if (GameManager.sSingleton.IsThisPlayerActive(1))
        {
            mPlayerController1.score += mBonusScore;
        }
        else if (GameManager.sSingleton.IsThisPlayerActive(2))
        {
            mPlayerController2.score += mBonusScore;
        }

        if (GameManager.sSingleton.IsThisPlayerActive(1))
        {
            UIManager.sSingleton.UpdateScore(1, mPlayerController1.score);
        }
        if (GameManager.sSingleton.IsThisPlayerActive(2))
        {
            UIManager.sSingleton.UpdateScore(2, mPlayerController2.score);
        }

        StartCoroutine(CoroutineUtil.WaitFor(5.0f, AfterBossIsDead));
    }
Beispiel #2
0
    void Update()
    {
        if (GameManager.sSingleton.currState != GameManager.State.BATTLE)
        {
            return;
        }

        if (!UIManager.sSingleton.IsPauseGameOverMenu || BombManager.sSingleton.IsPause)
        {
            mTimer += Time.deltaTime;
            if (isAppearBoss && !isBossAppeared)
            {
                if (mTimer > meetBossTimeList[GameManager.sSingleton.currStage - 1] && BombManager.sSingleton.dualLinkState != BombManager.DualLinkState.SHOOTING)
                {
                    isBossAppeared = true;
                    GameManager.sSingleton.currState = GameManager.State.BOSS_MOVE_INTO_SCREEN;

                    // Disable remaining enemies on screen.
                    int count = enemyList.Count;
                    for (int i = 0; i < count; i++)
                    {
                        enemyList[0].GetComponent <EnemyBase>().PlayEnemyDeathPS();
                        enemyList[0].gameObject.SetActive(false);
                    }

                    EnvObjManager.sSingleton.DisableAllDestroyableObj();
                }
            }

            if (isAppearEnemy)
            {
                AppearEnemyMinion();
            }
        }

        if (isBossDead && !CoroutineUtil.isCoroutine)
        {
            System.Action action = (() => ShowAndAddBonusScore());
            if (mIsShowScoreBonus)
            {
                StartCoroutine(CoroutineUtil.WaitFor(2.0f, action));
            }
        }
    }
Beispiel #3
0
    void Update()
    {
        if (currState == State.PLAYER_MOVE_INTO_SCREEN)
        {
            if (AudioManager.sSingleton != null)
            {
                AudioManager.sSingleton.PlayInGameDialogueBGM();
                AudioManager.sSingleton.FadeInBGM();
            }

            isMoveDuringDialogue = false;

            Vector3 currPos = player1.transform.position;
            Vector3 toPos   = p1DefaultPos.position;
            float   step    = plyRespawnYSpd * Time.deltaTime;

            player1.transform.position = Vector3.MoveTowards(currPos, toPos, step);
            if (TotalNumOfPlayer() == 2)
            {
                currPos = player2.transform.position;
                toPos   = p2DefaultPos.position;
                player2.transform.position = Vector3.MoveTowards(currPos, toPos, step);
            }

            if (player1.transform.position == p1DefaultPos.position || player2.transform.position == p2DefaultPos.position)
            {
                if (!CoroutineUtil.isCoroutine)
                {
                    StartCoroutine(CoroutineUtil.WaitFor(initalWaitAfterIntoScreen, () => { currState = State.TUTORIAL; }));
                }
            }
        }
        else if (currState == State.BOSS_MOVE_INTO_SCREEN)
        {
            Transform boss = EnemyManager.sSingleton.GetEnemyBossTrans();
            boss.gameObject.SetActive(true);
            boss.transform.position = Vector3.MoveTowards(boss.transform.position, bossDefaultPos.position, plyRespawnYSpd * Time.deltaTime * 2.5f);
            mCurrBoss = boss;

            isMoveDuringDialogue = true;
            if (boss.transform.position == bossDefaultPos.position)
            {
                if (!CoroutineUtil.isCoroutine)
                {
                    StartCoroutine(CoroutineUtil.WaitFor(initalWaitAfterIntoScreen, () => { currState = State.DIALOGUE; }));
                }
            }
        }
        else if (currState == State.DIALOGUE)
        {
            if (DialogueManager.sSingleton != null)
            {
                DialogueManager.sSingleton.HandleDialogue();
            }
            else if (DialogueManager.sSingleton == null && EnemyManager.sSingleton.isBossAppeared)
            {
                SetToBattleState();
            }
            else
            {
                currState = State.BATTLE;
            }
        }
        else if (currState == State.BATTLE)
        {
            UIManager.sSingleton.ShowAutoCollectZone();
            UIManager.sSingleton.ShowStageName();

            HandleScoreColor();

            if (mP1Controller.state == PlayerController.State.SOUL && mP2Controller != null && mP2Controller.state == PlayerController.State.SOUL)
            {
                if (mP1Controller.life > 0)
                {
                    mP1Controller.MinusLife();
                    mP1Controller.ReviveSelf(true);
                    mP1ReviveController.ResetSoul();
                }
                if (mP2Controller.life > 0)
                {
                    mP2Controller.MinusLife();
                    mP2Controller.ReviveSelf(true);
                    mP2ReviveController.ResetSoul();
                }
            }

            if (IsDeactivateLinkBar())
            {
                mP1Controller.DisableFlamePS();
                if (mP2Controller != null)
                {
                    mP2Controller.DisableFlamePS();
                }
                UIManager.sSingleton.DeactivateBothLinkBar();
            }
        }
        else if (currState == State.RESULT)
        {
            // TODO: RESET BACK EVERYTHING.
            isMoveDuringDialogue = false;
        }
        else if (currState == State.TUTORIAL)
        {
            TutorialManager.sSingleton.SetEnableTutorial();
        }
    }