public void ChangeBehaviour()
 {
     isGraphRefreshed = false;
     Debug.Log(GameManagerStateMachine.ReturnCurrentState());
     if (counter == phases.Length)
     {
         phases[lagCounter].enabled = false;
         return;
     }
     phases[lagCounter].enabled = false;
     lagCounter = counter;
     phases[counter].enabled = true;
     GameManagerStateMachine.ChangeState(phases[counter]);
     counter++;
     currentPhase = GameManagerStateMachine.ReturnCurrentState();
     if (currentPhase == PhaseBuilder.PhaseType.Build)
     {
         round += 1;
     }
 }
    // Use this for initialization
    void Awake()
    {
        //UI initialization
        displayParent  = GameObject.Find("Round Info");
        roundDisplay   = Instantiate(textBoxPrefab, displayParent.transform).GetComponent <TextMeshProUGUI>();
        enemiesDisplay = Instantiate(textBoxPrefab, displayParent.transform).GetComponent <TextMeshProUGUI>();
        phaseDisplay   = Instantiate(textBoxPrefab, displayParent.transform).GetComponent <TextMeshProUGUI>();
        healthDisplay  = Instantiate(textBoxPrefab, displayParent.transform).GetComponent <TextMeshProUGUI>();

        phases = GetComponentsInChildren <Phase>();
        this.GameManagerStateMachine = GetComponent <StateMachine>();
        foreach (Phase phase in phases)
        {
            phase.enabled = false;
        }
        phases[0].enabled = true;
        GameManagerStateMachine.ChangeState(phases[0]);
        currentPhase = GameManagerStateMachine.ReturnCurrentState();
        Debug.Log(GameManagerStateMachine.ReturnCurrentState());
    }
Beispiel #3
0
 protected void SetParamaters()
 {
     //thePlayer = FindObjectOfType<PlayerControllerTutorial4>();
     //thePlayer = FindObjectOfType<PlayerControllerScript>();
     thePlayer             = FindObjectOfType <CameraController>();
     this.gameManager      = FindObjectOfType <GameManager>();
     phaseName             = phase.PhaseName;
     numberOfEnemies       = phase.NumberOfEnemies;
     numberOfWaves         = phase.NumberOfWaves;
     timeBetweenEnemySpawn = phase.TimeBetweenEnemySpawn;
     timeBetweenWaves      = phase.TimeBetweenWaves;
     phaseType             = phase.phaseType;
     this.enemyToSpawn     = this.phase.EnemyToSpawn;
     enemyCounter          = numberOfEnemies;
     waveCounter           = numberOfWaves;
     waveTimer             = timeBetweenWaves;
     if (!thePlayer)
     {
         Debug.Log("There is no player!");
     }
 }