Beispiel #1
0
 public void SetSpawner(Spawner2 spawner )
 {
     current_node = spawner.startNode;
     agent.Warp (spawner.startNode.real_transform.position);
     agent.ResetPath ();
     agent.SetDestination (spawner.startNode.real_transform.position);
 }
Beispiel #2
0
    public MoveDown2(Grid2 gd, Block2 bc, Spawner2 sp, float _fallTime)
    {
        this.gd = gd;

        if (Time.time - bc.previosTime > _fallTime || bc.previosTime - Time.time > _fallTime)
        {
            //repeat:
            bc.transform.position += new Vector3(0, -1, 0);
            Debug.Log("carol");
            if (!ValidMove(bc.transform))
            {
                bc.transform.position -= new Vector3(0, -1, 0);
                gd.AddToGrid(bc.transform);
                gd.CheckForLines();
                bc.enabled = false;
                sp.CreateNewBlock(true);

                if (Time.timeScale == 0)
                {
                    return;
                }
                GamePlayManager.instance.PlaySound(3);
            }

            bc.previosTime = Time.time;
        }
    }
Beispiel #3
0
    public void DukeGameWin()
    {
        DukeGame.SetActive(false);
        Won = true;
        Spawner2 Ceiling = MainGameScript.GetComponent <Spawner2>();

        Ceiling.MiniGame(Won);
    }
Beispiel #4
0
    //   private int? prev = null;
    //   private int? curr = null;

    //   private int prevCount = 0;
    //   private object prevBlock;

    //   private bool Finished;



    private void Awake()
    {
        if (Instance == null)
        {
            Instance = this;
        }
        else
        {
            Destroy(this);
        }
    }
Beispiel #5
0
    // Update is called once per frame
    void Update()
    {
        if (canSpawn0)
        {
            Spawner0.GetComponent <EnemySpawner>().ChooseEnemyToSpawn();
        }

        if (canSpawn1)
        {
            Spawner1.GetComponent <EnemySpawner>().ChooseEnemyToSpawn();
        }

        if (canSpawn2)
        {
            Spawner2.GetComponent <EnemySpawner>().ChooseEnemyToSpawn();
        }
    }
Beispiel #6
0
    // Update is called once per frame
    void Update()
    {
        WaveTimeCounter += Time.deltaTime;
        //print("WaveTime " + WaveTimeCounter);
        if (WaveTimeCounter >= 10 && WaveTimeCounter < 15)
        {
            print("Wave 2");
            Spawner1.SetActive(true);
        }

        if (WaveTimeCounter >= 30 && WaveTimeCounter < 50)
        {
            print("Wave 3");
            Spawner2.SetActive(true);
        }

        if (WaveTimeCounter >= 53 && WaveTimeCounter < 80)
        {
            print("Wave 4");
            Spawner3.SetActive(true);
        }
        if (WaveTimeCounter >= 83 && WaveTimeCounter < 110)
        {
            print("Wave 5");
            Spawner4.SetActive(true);
        }
        if (WaveTimeCounter >= 112 && WaveTimeCounter < 200)
        {
            print("Wave 6");
            Spawner5.SetActive(true);
        }
        if (WaveTimeCounter > 200)
        {
            print("Wave 7");
            Spawner6.SetActive(true);
        }
    }
Beispiel #7
0
    /* #region Singleton
     * public static MoveFactory instance;
     *
     * public MoveFactory () {
     *  instance = this;
     * }
     #endregion */

    public Move2 PerformMove(string type, Block2 bc, Grid2 gd, Spawner2 sp, float fall = 0)
    {
        if (type == "Left")
        {
            return(new MoveLeft2(gd, bc));
        }
        else if (type == "Right")
        {
            return(new MoveRight2(gd, bc));
        }
        else if (type == "Up")
        {
            return(new MoveUp2(gd, bc));
        }
        else if (type == "Down")
        {
            if (gd == null)
            {
                Debug.Log("philip");
            }
            return(new MoveDown2(gd, bc, sp, fall));
        }
        return(null);
    }
Beispiel #8
0
 public void SetSpawner(Spawner2 spawner, Vector3 offset )
 {
     transform.position = spawner.transform.position + offset;
     current_node = spawner.startNode;
     SetDestination (spawner.startNode.real_transform.position);
 }