Beispiel #1
0
    private void Start()
    {
        if (Hub == null)
        {
            if (HubShip.S)
            {
                Hub = HubShip.S.gameObject;
            }
            else if (transform.root.gameObject.scene.buildIndex == 1)
            {
                Transform spawn = transform;
                Vector3   pos   = spawn.position;
                spawn.position = new Vector3(pos.x, pos.y, 0);
                Hub            = Instantiate <GameObject>(hubPrefab, spawn.position, Quaternion.identity);
                Hub.transform.SetParent(PLAYERS, true);
                HubShip hubScript = Hub.GetComponent <HubShip>();
                hubScript.ResetWeapons();
                for (int i = 0; i < hubScript.weapons.Length; i++)
                {
                    hubScript.weapons[i].type = WeaponType.blaster;
                }
            }
        }
        if (Hero == null)
        {
            if (HeroShip.S)
            {
                Hero = HeroShip.S.gameObject;
            }
            else if (transform.root.gameObject.scene.buildIndex == 1)
            {
                Transform spawn = transform;
                Vector3   pos   = spawn.position;
                spawn.position = new Vector3(pos.x, pos.y, 0);
                Hero           = Instantiate <GameObject>(heroPrefab, spawn.position, Quaternion.identity);
                Hero.transform.SetParent(PLAYERS, true);
                HeroShip heroScript = Hero.GetComponent <HeroShip>();
                heroScript.ResetWeapons();
                heroScript.weapons[0].type = WeaponType.spread;

                /*for (int i = 0; i < heroScript.weapons.Length; i++)
                 * {
                 *  heroScript.weapons[i].type = WeaponType.blaster;
                 * }*/
            }
        }

        //Spawn Asteroids
        for (int point = 0; point < Spawner.spawnPoints.Length; point++)
        {
            Instantiate(prefabAsteroid, Spawner.spawnPoints[point].position, Quaternion.identity);
        }
        //Invoke("SpawnEnemy", 1f / enemySpawnPerSecond);
    }
    void Start()
    {
        heroAge = Time.time;

        heroShip     = gameObject.GetComponent <HeroShip> ();
        heroMovement = gameObject.GetComponent <HeroMovement> ();

        system = MasterScript.RefreshCurrentSystem(heroLocation);

        movementSpeed = 1;
        currentHealth = 100;
    }
Beispiel #3
0
        protected override void LoadContent()
        {
            ///Singleton
            _assetHandler = AssetHandler.GetInstance();

            ///Monogame Loading Content
            _spriteBatch = new SpriteBatch(GraphicsDevice);

            ///Game Assets
            _background = new Background(this, "Images/back", 800, 480);
            _heroShip   = new HeroShip(this, "Images/white_ship", 50, 50, 400, 400, 100, 100, 8); //créer une fabrique
            _enemyShip  = new EnemyShip(this, "Images/enemy_ship", 50, 50, 400, 50, 50, 0, 5);
        }
Beispiel #4
0
    void Start()
    {
        S   = this;
        Hub = Main.S.Hub;
        if (transform.root.gameObject.scene.name == "_Scene_0")
        {
            ResetWeapons();
        }

        rb = GetComponent <Rigidbody>();
        if (Hub)
        {
            transform.position = Hub.transform.position + transform.right * distFromHub;
        }
    }
    public void HeroEndTurnFunctions(TurnInfo thisPlayer)
    {
        heroShip = gameObject.GetComponent <HeroShip> ();
        heroShip.ShipAbilities(thisPlayer);

        if (thisPlayer.isPlayer == false)
        {
            AIHeroFunctions();
        }

        if (thisPlayer == MasterScript.playerTurnScript)
        {
            if (isInvading == true)
            {
                MasterScript.systemInvasion.hero = this;

                if (currentHealth < 0f)
                {
                    currentHealth = 0f;
                }
                if (currentHealth > maxHealth)
                {
                    currentHealth = maxHealth;
                }
            }

            if (isInvading == false && currentHealth != maxHealth)
            {
                currentHealth += maxHealth * 0.02f;

                if (currentHealth > maxHealth)
                {
                    currentHealth = maxHealth;
                }
            }
        }
    }