Beispiel #1
0
    /// <summary>
    /// Creates an enemy based on the enemytype input
    /// </summary>
    /// <param name="_enemyType">The type of the enemy</param>
    public void CreateNewEnemy(EnemyType _enemyType)
    {
        GameObject  _newEnemy = Instantiate(enemy[(int)_enemyType], spawnPoint.position, spawnPoint.rotation) as GameObject;
        EnemyScript ES        = _newEnemy.GetComponent <EnemyScript> ();

        ES.ES    = this;
        ES.speed = GamePropertiesScript.GetEnemySpeed(_enemyType);
        _newEnemy.transform.localScale = new Vector3(1, 1, 1);
        _newEnemy.transform.SetParent(Canvas);
        activeEnemys.Add(_newEnemy);
    }
Beispiel #2
0
    // Use this for initialization
    void Start()
    {
        _info      = DataPrincess.Load();
        isPressing = false;
        guides     = new GameObject[20];
        for (int i = 0; i < 20; i++)
        {
            guides [i] = Instantiate(marker, ShootPoint.position, Quaternion.identity) as GameObject;
            guides [i].transform.SetParent(ShootPoint);
        }
        DataSender _sender = GameObject.FindObjectOfType <DataSender>();

        if (_sender != null)
        {
            bullet        = _bullets [_sender._bulletType];
            _selectedType = _sender._bulletType;
        }
        else
        {
            bullet = _bullets [0];
        }


        GamePropertiesScript gps = new GamePropertiesScript();          //Assigning properties based on GameProperties script

        g           = gps.gravity;
        minTime     = gps.bulletMinTime;
        maxTime     = gps.bulletMaxTime;
        minDistance = gps.bulletMinDistance;
        maxDistance = gps.bulletMaxDistance;
        MaxCooldown = gps.currentBulletCooldown;
        if (_info.ally1)
        {
            _allies [0].gameObject.SetActive(true);
        }
        else
        {
            //_allies [0].gameObject.SetActive (false);
        }

        if (_info.ally2)
        {
            _allies [1].gameObject.SetActive(true);
        }
        else
        {
            //_allies [1].gameObject.SetActive (false);
        }

        if (_info.ally3)
        {
            _allies [2].gameObject.SetActive(true);
        }
        else
        {
            //_allies [2].gameObject.SetActive (false);
        }
        switch (_selectedType)
        {
        case 0:
            MaxCooldown -= _info.NormalBulletCooldown * 0.1f;
            break;

        case 1:
            MaxCooldown -= _info.FireBulletCooldown * 0.1f;
            break;

        case 2:
            MaxCooldown -= _info.IceBulletCooldown * 0.1f;
            break;

        case 3:
            MaxCooldown -= _info.BombBulletCooldown * 0.1f;
            break;
        }
        maxHealth = gps.currentPlayerMaxHP + (_info.PlayerHP * 10) - 10;
        _health   = maxHealth;
        x1        = -gps.bulletMinDistance;
        target.gameObject.SetActive(false);
    }