Beispiel #1
0
 // Use this for initialization
 void Start()
 {
     anim             = GetComponent <Animator>();
     levelScaleToDays = gameController.getLevelScale();
     levelStartRatio  = gameController.getLevelStartRatio();
     day          = sundial.getDayCount();
     hungerFactor = (maxHungerFactor * levelStartRatio) + ((maxHungerFactor * (1 - levelStartRatio)) / levelScaleToDays) * sundial.getDayCount();
 }
Beispiel #2
0
    // Use this for initialization
    void Start()
    {
        anim                = GetComponent <Animator>();
        SF_throwSpearObj    = GameObject.Find("SF_ThrowSpear");
        SF_throwSpear       = SF_throwSpearObj.GetComponent <AudioSource>();
        SF_hunterRunawayObj = GameObject.Find("SF_HunterRunaway");
        SF_hunterRunaway    = SF_hunterRunawayObj.GetComponent <AudioSource>();
        SF_hunterChaseObj   = GameObject.Find("SF_HunterChase");
        SF_hunterChase      = SF_hunterChaseObj.GetComponent <AudioSource>();
        alertBox            = this.transform.FindChild("Alert").gameObject;
        ahhhBox             = this.transform.FindChild("Ahhh").gameObject;
        levelScaleToDays    = gameController.getLevelScale();
        levelStartRatio     = gameController.getLevelStartRatio();
        dayCount            = sundial.getDayCount();
        walkSpeed           = (maxWalkSpeed * levelStartRatio) + ((maxWalkSpeed * (1 - levelStartRatio)) / levelScaleToDays) * sundial.getDayCount();
        runSpeed            = (maxRunSpeed * levelStartRatio) + ((maxRunSpeed * (1 - levelStartRatio)) / levelScaleToDays) * sundial.getDayCount();

        screenHeight = Camera.main.orthographicSize;
        screenWidth  = Camera.main.aspect * screenHeight;
    }
Beispiel #3
0
    // Update is called once per frame
    void Update()
    {
        dayCount = sundial.getDayCount();
        float moveSpeed = 0;

        moveSpeed = (maxMoveSpeed * levelStartRatio) + ((maxMoveSpeed * (1 - levelStartRatio)) / levelScaleToDays) * sundial.getDayCount();
        if (moveSpeed > maxMoveSpeed)
        {
            moveSpeed = maxMoveSpeed;
        }
        interpSpeed = moveSpeed / Vector3.Distance(originalPosition, target);
        lifeTime   += Time.deltaTime;
        u          += interpSpeed * Time.deltaTime;

        if (u >= 1.0f)
        {
            u        = 1.0f;
            finished = true;
        }
        else if (lifeTime >= maxLifeTime)
        {
            finished = true;
        }

        transform.position = Vector3.Lerp(originalPosition, target, u);

        /*
         * Original spear kill rabbit code, moving it to PlayerTrigger.cs
         * if(Vector3.Distance(player.transform.position, transform.position) < 0.1)
         * {
         *      if(!gameController.IsReviving()){
         *              player.SetActive(false);
         *              gameController.GameOverDisplay();
         *      }else{
         *              Debug.Log("resetting revival");
         *              StartCoroutine(gameController.Wait());
         *              gameController.Reviving(false);
         *      }
         *      // remove this spear
         *      Destroy(gameObject);
         * } else if(finished)
         * {
         *      Destroy(gameObject);
         * }
         */
        if (finished)
        {
            Destroy(gameObject);
        }
    }
Beispiel #4
0
    // Update is called once per frame
    void Update()
    {
        if (player.activeSelf)
        {
            spawnTimer -= Time.deltaTime;

            if (sundial.day > day)
            {
                day           = sundial.day;
                avgSpawnTime  = Mathf.Max(startingAverageSpawnTime * Mathf.Pow((1.0f / spawnDivisor), (sundial.day + 1) / 2), 0.5f);
                maxEnemyCount = maxEnemyCount + sundial.getDayCount() * maxEnemyByDayRatio;
            }

            if (spawnTimer <= 0)
            {
                GameObject[] getEnemyCount;
                int          currentEnemyCount;
                try {
                    getEnemyCount     = GameObject.FindGameObjectsWithTag("Enemy");
                    currentEnemyCount = getEnemyCount.Length;
                } catch (UnityException ex) {
                    currentEnemyCount = 0;
                }
                Debug.Log(currentEnemyCount + "/" + maxEnemyCount);


                if (currentEnemyCount < maxEnemyCount)
                {
                    float screenWidth, screenHeight;
                    float enemyWidth, enemyHeight;
                    float spawnWidth, spawnHeight;
                    screenHeight = Camera.main.orthographicSize;
                    screenWidth  = Camera.main.aspect * screenHeight;
                    enemyHeight  = enemyPrefab.renderer.bounds.extents.y;
                    enemyWidth   = enemyPrefab.renderer.bounds.extents.x;

                    spawnWidth = Random.Range(screenWidth, screenWidth + enemyWidth);
                    //returns 0 or 1, 0 = left side of screen, 1 = right side of screen
                    if (Random.Range(0, 2) < 1)
                    {
                        spawnWidth = 0 - spawnWidth;
                    }
                    spawnHeight = Random.Range(screenHeight, screenHeight + enemyHeight);
                    //returns 0 or 1, 0 = above screen, 1 = below screen
                    if (Random.Range(0, 2) < 1)
                    {
                        spawnHeight = 0 - spawnHeight;
                    }

                    Vector3 spawnPosition = new Vector3(spawnWidth, spawnHeight, 0);

                    Enemy instance;
                    instance                = Instantiate(enemyPrefab, spawnPosition, Quaternion.identity) as Enemy;
                    instance.player         = player;
                    instance.sundial        = sundial;
                    instance.gameController = gameController;
                    instance.goal           = spawnPosition;

                    spawnTimer = Random.Range(avgSpawnTime * 0.5f, avgSpawnTime * 1.5f);
                }
            }
        }
    }