Beispiel #1
0
    public void UpdateCamModeText()
    {
        bool on = ImmortalGameManager.ToggleCamMode();

        camModeText.text = on ? "Cam Mode: Cockpit" : "Cam Mode: Topdown";
        audioManager.PlayButtonClicked();
    }
Beispiel #2
0
    public void UpdateTutorialText()
    {
        bool on = ImmortalGameManager.ToggleTutorial();

        tutorialText.text = on ? "Tutorial: ON" : "Tutorial: OFF";
        audioManager.PlayButtonClicked();
    }
Beispiel #3
0
    public void UpdateModeText()
    {
        bool on = ImmortalGameManager.ToggleMode();

        modeText.text = on ? "Mode: Normal Mode" : "Mode: Testing Mode";
        audioManager.PlayButtonClicked();
    }
Beispiel #4
0
    // Use this for initialization
    void Start()
    {
        explosions = GameObject.FindGameObjectsWithTag("Explosion");

        GameObject.FindGameObjectWithTag("BackgroundTile").GetComponent <BackgroundTiles>().movementSpeedY = Random.Range(0.4f, 0.7f);

        pointsTextObj       = GameObject.Find("PointsText");
        healthTextObj       = GameObject.Find("HealthText");
        gameOverTextObj     = GameObject.Find("GameOver");
        controlTextObj      = GameObject.Find("ControlsText");
        finisheLevelTextObj = GameObject.Find("FinisheLevel");
        startMenuObj        = GameObject.Find("StartMenu");
        continueButton      = GameObject.Find("ContinueButton").GetComponent <Button>();

        p1       = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>();
        levelBar = GameObject.FindGameObjectWithTag("EndLevel").GetComponent <EndLevel>();

        gameOverTextObj.SetActive(false);
        finisheLevelTextObj.SetActive(false);
        continueButton.gameObject.SetActive(false);
        startMenuObj.SetActive(false);

        init     = true;
        isPaused = false;
        StartCoroutine(turnOffContol(controlDisplayTimer));
        ImmortalGameManager.LoadGameLevel();
    }
Beispiel #5
0
 public void LoadWorld()
 {
     if (levelBar.endLevel)
     {
         ImmortalGameManager.SavePlayerInfo();
         ImmortalGameManager.CompleteGameLevel();
     }
     Time.timeScale = 1.0f;
     SceneManager.LoadScene(sceneNum);
 }
Beispiel #6
0
    // Update is called once per frame
    void Update()
    {
        transform.Rotate(new Vector3(0.0f, rotSpeed * Time.deltaTime, 0.0f));

        if (playerColliding)
        {
            if (Input.GetButtonDown("Submit"))
            {
                ImmortalGameManager.SavePlayerPos();
                ImmortalGameManager.SavePlayerInfo();
                SceneManager.LoadScene(sceneNum);
            }
        }
    }
    void Awake()
    {
        //Debug.Log("Is Awake");
        if (GM != null)
        {
            // Debug.Log("Destory GM");
            GameObject.Destroy(GM.gameObject);
        }

        else
        {
            GM = this;
            if (GM.firstStartedUp)
            {
                //Debug.Log("FirstStartUp");
                p1Copy       = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>();
                allWorlds    = new List <Worlds>();
                allSubLevels = new List <SubLevelScript> [numOfWorlds];
                for (int i = 0; i < numOfWorlds; i++)
                {
                    allSubLevels[i] = new List <SubLevelScript>();
                }
                levelInfo    = new SubLevelScript();
                levelSpawner = new SpawnerManagerExtended();
                if (!tutorialOn)
                {
                    GM.gameObject.GetComponent <TutorialManager>().enabled = false;
                }
                if (!normalModeOn)
                {
                    startOffMoney = 5000;
                }

                GM.firstStartedUp = false;
                GM.lastLevelPos   = Vector3.zero;
                GM.lastWorldPos   = Vector3.zero;

                SetCamMode(0);
            }
        }


        //GameObject.FindGameObjectWithTag("Player").GetComponent<Player>(). = player;
        DontDestroyOnLoad(this);
    }
Beispiel #8
0
    // Update is called once per frame
    void Update()
    {
        if (reverseRot)
        {
            transform.Rotate(new Vector3(0.0f, -rotSpeed * Time.deltaTime, 0.0f));
        }
        else
        {
            transform.Rotate(new Vector3(0.0f, rotSpeed * Time.deltaTime, 0.0f));
        }

        if (playerColliding && !levelLocked)
        {
            if (Input.GetButtonDown("Submit"))
            {
                ImmortalGameManager.SavePlayerInfo();
                if (isALevel)
                {
                    ImmortalGameManager.SaveGameLevelInfo(this, GetComponent <SpawnerManagerExtended>());
                }
                SceneManager.LoadScene(sceneNum);
            }
        }
    }
 // Use this for initialization
 void Start()
 {
     ImmortalGameManager.LoadWorldLevels();
 }
Beispiel #10
0
    // Use this for initialization
    void Start()
    {
        myAudio         = GetComponent <AudioSource>();
        bulletPool      = GameObject.FindGameObjectWithTag("FrontBulletPool");
        leftBulletPool  = GameObject.FindGameObjectWithTag("LeftBulletPool");
        rightBulletPool = GameObject.FindGameObjectWithTag("RightBulletPool");

        guidedMisslePool = GameObject.FindGameObjectWithTag("GuidedMisslePool");

        for (int i = 0; i < bulletPool.transform.childCount; i++)
        {
            bulletPool.transform.GetChild(i).gameObject.SetActive(false);
        }
        for (int i = 0; i < leftBulletPool.transform.childCount; i++)
        {
            leftBulletPool.transform.GetChild(i).gameObject.SetActive(false);
        }
        for (int i = 0; i < rightBulletPool.transform.childCount; i++)
        {
            rightBulletPool.transform.GetChild(i).gameObject.SetActive(false);
        }

        currentTurnState   = TurnState.STRAIGHT;
        previousTurnState  = TurnState.LEFT;
        staticCurTurnState = TurnState.LEFT;

        mainCam   = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <GameCamera>();
        rigidBody = GetComponent <Rigidbody>();

        //guidedMissleBought = true;

        guidedMissleCanShoot = true;
        frontCanShoot        = true;
        leftCanShoot         = true;
        rightCanShoot        = true;
        canStrafe            = false;
        canTilt      = true;
        isDead       = false;
        strafeImmune = false;
        damageImmune = false;

        canStrafeImmuneTimer = false;
        canDamageImmuneTimer = false;

        sheildComponentBought = false;

        leftSideBlasterBought = false;
        LeftSideBlasterBroken = false;

        rightSideBlasterBought = false;
        rightSideBlasterBroken = false;

        repairingSheild = false;
        canRepairSheild = true;
        controlsOn      = true;
        godMode         = false;

        health  = maxHealth;
        defense = 0.0f;

        sheild = 0.0f;

        sheildRechargeRate = 0.01f;
        sheildTimer        = 0.0f;

        strafeImmuneCD = 1.0f;
        damageImmuneCD = 0.01f;

        strafeImmuneTimer = strafeImmuneCD;
        damageImmuneTimer = damageImmuneCD;

        strafeRotSpeed = 1060.0f;
        currentRot     = 0.0f;

        tiltDegrees = 30.0f;
        tiltSpeed   = 200.0f;
        currentTilt = 0.0f;

        frontBlasterLvl = 0;

        frontAtkSpeed     = 0.2f;
        leftSideAtkSpeed  = 0.2f;
        rightSideAtkSpeed = 0.2f;
        guidedMissleCD    = 1.0f;

        frontDamage        = 1;
        leftDamage         = 1;
        rightDamage        = 1;
        guidedMissleDamage = 10;

        if (!inHUBWorld)
        {
            originalZPos = transform.position.z;
        }
        else
        {
            originalZPos = 0.0f;
        }

        bulletSpawnPoint       = transform.GetChild(0).gameObject;
        leftBulletSpawnPoint   = transform.GetChild(1).gameObject;
        rightBulletSpawnPoint  = transform.GetChild(2).gameObject;
        guidedMissleSpawnPoint = transform.GetChild(3).gameObject;

        if (!sandBoxMode)
        {
            ImmortalGameManager.LoadPlayerInfo();
        }
    }
 // Use this for initialization
 void Start()
 {
     ImmortalGameManager.LoadSubLevels(worldNum);
 }