// Use this for initialization
    void Start()
    {
        //reference to the controller in gathering mode
        generationScript = GlobalVars.GATHERING_CONTROLLER;

        //determines which lane the element is in
        lane = GlobalVars.GATHERING_CONTROLLER.whichLane(transform.position.x);
    }
Beispiel #2
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    // Use this for initialization
    void Start()
    {
        //reference to the controller in gathering mode
        generationScript = GlobalVars.GATHERING_CONTROLLER;

        //determines which lane the element is in
        lane = GlobalVars.GATHERING_CONTROLLER.whichLane(transform.position.x);
    }
Beispiel #3
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    public override void OnInspectorGUI()
    {
        GenerationScript t = target as GenerationScript;

        DrawDefaultInspector();
        if (GUILayout.Button("Regen"))
        {
            t.RegenerateMap();
        }
    }
Beispiel #4
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    void Start()
    {
        //sets the starting score an element
        pointsForElement = basePointsForElement;

        //finds the controller and script references
        controller = GameObject.FindGameObjectWithTag("Controller");
        // Assigning the generation script.
        generationScript = controller.GetComponent <GenerationScript>();
    }
Beispiel #5
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    void Update()
    {
        //counts the amount of time elapsed ---- isCountingDown boolean is a check for switchBucketScript, if buckets swapping it's set to false
        if (clockIsActive && isCountingDown && !GlobalVars.PAUSED && timeRemaining > 0)
        {
            if (!gamesHasBegun && OnStartGame != null)
            {
#if DEBUG
                Debug.Log("Game has started");
#endif
                OnStartGame();
                gamesHasBegun = true;
            }
            timeElapsed += Time.deltaTime;
        }
        //sets the timer each time the number of seconds remaining changes
        //---- isCountingDown boolean is a check for switchBucketScript, if buckets swapping it's set to false
        if (clockIsActive && isCountingDown && !GlobalVars.PAUSED && timeRemaining > GlobalVars.COLLECT_TIME + timerOffset - timeElapsed + timeAdded)
        {
            timeRemaining--;
            timeTextmesh.text = "" + timeRemaining;
            generationScript.increaseElementMovementSpeed(rateOfSpeedChange);
            generationScript.increaseCreationFrequency(rateOfFrequencyChange);
        }

        //stops the generation of new elements and destroys the onscreen ones
        if (timeRemaining == 0)
        {
            timeRemaining = -1;
            this.GetComponent <switchBucketScript>().enabled = false;
            GameObject finalElement = GenerationScript.findHighestSpawnedElement();

            //calls the end game event
            if (OnEndGame != null)
            {
                OnEndGame();
            }

            //ends the game immediately if it's a powerup
            if (finalElement == null)
            {
                endCollectMode();
            }
            else
            {
                GlobalVars.GATHERING_CONTROLLER.SetSpawning(false);
                //adds a game ending script to the final element
                finalElement.AddComponent <EndGatheringOnDestroy>().setTimerInstance(this);
            }
        }

        // Constantly increase the speed and frequency based on the amount of timeElapsed.
        generationScript.setElementMovementSpeed(baseElementMovementSpeed + (baseElementMovementSpeed * timeElapsed / (float)(GlobalVars.COLLECT_TIME + timeAdded)));
        generationScript.setCreationFrequency(baseCreationFrequency + (baseCreationFrequency * timeElapsed / (float)(GlobalVars.COLLECT_TIME + timeAdded)));
    }
    // Use this for initialization
    void OnDestroy()
    {
        GameObject highestElement;

        //ends the game if this is the highest element
        if ((highestElement = GenerationScript.findHighestSpawnedElement()) == gameObject || highestElement == null)
        {
            timerInstance.endCollectMode();
        }
        else
        {
            //if not the highest element, passes the script on and turns off spawning
            highestElement.AddComponent <EndGatheringOnDestroy>().setTimerInstance(timerInstance);
            GlobalVars.GATHERING_CONTROLLER.SetSpawning(false);
        }
    }
	void Start () {
		//sets the starting time
		timeRemaining = GlobalVars.COLLECT_TIME+timerOffset;
		timeTextmesh.text  ="" + (timeRemaining - timerOffset);
		GlobalVars.PAUSED = true;
		//reference to game controller script
		generationScript = transform.GetComponent<GenerationScript>();

		
#if DEBUG
		//Debug.Log(generationScript.elementMovementSpeed);
		         #endif


		//sets the base speed and creation frequency
	//	baseElementMovementSpeed = generationScript.elementMovementSpeed;
	//	baseCreationFrequency = generationScript.creationFrequency;
	//	rateOfSpeedChange = (maxElementMovementSpeed - baseElementMovementSpeed)/ (float)GlobalVars.COLLECT_TIME;
	//	rateOfFrequencyChange = (maxCreationFrequency - baseCreationFrequency)/ (float)GlobalVars.COLLECT_TIME;
	}
Beispiel #8
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    void Start()
    {
        //sets the starting time
        timeRemaining     = GlobalVars.COLLECT_TIME + timerOffset;
        timeTextmesh.text = "" + (timeRemaining - timerOffset);
        GlobalVars.PAUSED = true;
        //reference to game controller script
        generationScript = transform.GetComponent <GenerationScript>();


#if DEBUG
        //Debug.Log(generationScript.elementMovementSpeed);
                         #endif


        //sets the base speed and creation frequency
        //	baseElementMovementSpeed = generationScript.elementMovementSpeed;
        //	baseCreationFrequency = generationScript.creationFrequency;
        //	rateOfSpeedChange = (maxElementMovementSpeed - baseElementMovementSpeed)/ (float)GlobalVars.COLLECT_TIME;
        //	rateOfFrequencyChange = (maxCreationFrequency - baseCreationFrequency)/ (float)GlobalVars.COLLECT_TIME;
    }
    void Start()
    {
        //sets the starting score an element
        pointsForElement = basePointsForElement;

        //finds the controller and script references
        controller = GameObject.FindGameObjectWithTag ("Controller");
        // Assigning the generation script.
        generationScript = controller.GetComponent<GenerationScript>();
    }
 // Use this for initialization
 void Start()
 {
     //creates reference to controller
     generationScript = GlobalVars.GATHERING_CONTROLLER;
 }
Beispiel #11
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 // Use this for initialization
 void Start()
 {
     //creates reference to controller
     generationScript = GlobalVars.GATHERING_CONTROLLER;
 }