Beispiel #1
0
 public void NewHighscore()
 {
     updating = true;
     DisableScripts();
     Time.timeScale = 0;
     UIPanelManager.ShowUIPanel(UIPanelManager.UIPanel.NewHighscore);
 }
Beispiel #2
0
 public void HighscorePanelYES()
 {
     SoundManager.PlaySoundEffect(SoundManager.SoundEffect.ButtonClick);
     nameKey = Nameinput.text;
     if (Nameinput.text == "")
     {
         nameKey = "Test";
     }
     updating = false;
     scoreKey = (int)(ScoreManager.CurrentScore);
     TextManager.Write(nameKey, scoreKey);
     UIPanelManager.DisableUIPanel(UIPanelManager.UIPanel.NewHighscore);
     UIPanelManager.ShowUIPanel(UIPanelManager.UIPanel.GameOver);
 }
Beispiel #3
0
    private void Dead()
    {
        //When Health drops below 50, start our smoke effect here
        //If Smoke effect is null, shows that this is the first time it has started
        if (health <= 50 && SmokeEffect == null)
        {
            SmokeEffect = VFXController.current.SpawnVFX(transform.position, Quaternion.identity, VFXController.VFX_TYPE.SMOKE_TYPE1);
        }
        //Else check if it is still active
        else if (health <= 50 && !SmokeEffect.activeInHierarchy)
        {
            SmokeEffect = VFXController.current.SpawnVFX(transform.position, Quaternion.identity, VFXController.VFX_TYPE.SMOKE_TYPE1);
        }

        //If enemy has 0 health, active will be set to false
        if (health == 0)
        {
            //Creating Explosion Effect
            VFXController.current.SpawnVFX(transform.position, Quaternion.identity, VFXController.VFX_TYPE.DEBRIS);
            VFXController.current.SpawnVFX(transform.position, Quaternion.identity, VFXController.VFX_TYPE.EXPLOSION_TYPE1);
            VFXController.current.SpawnVFX(transform.position, Quaternion.identity, VFXController.VFX_TYPE.EXPLOSIONSPARK_TYPE1);

            //Stop smoke effect if it is active
            if (SmokeEffect.activeInHierarchy)
            {
                SmokeEffect.SetActive(false);
            }
            ScoreManager.AddCurrentScore(ScoreManager.ScoreType.BossKill);
            //Disable the animations
            anim.enabled = false;
            aiming.SetActive(false);

            //Deactivate object
            gameObject.SetActive(false);

            if (shown == false)
            {
                if (ScoreManager.CurrentScore >= TextManager.Score[TextManager.Score.Count - 1])
                {
                    UIPanelManager.ShowUIPanel(UIPanelManager.UIPanel.NewHighscore);
                    shown = true;
                }
                else
                {
                    UIPanelManager.ShowUIPanel(UIPanelManager.UIPanel.GameOver);
                }
            }
        }
    }
Beispiel #4
0
    // Update is called once per frame
    private void Update()
    {
        if (Countdown == false)
        {
            //Timer will countdown using delta time
            TimerCountUp += Time.deltaTime;
            //Timer countdown is converted to string with 1 d.p
            text.text = TimerCountUp.ToString("F1");
        }
        else
        {
            //Timer will countdown using delta time
            CountingDownFrom -= Time.deltaTime;
            //Timer countdown is converted to string with 1 d.p
            text.text = CountingDownFrom.ToString("F1");

            if (CountingDownFrom <= 0)
            {
                CountingDownFrom = 0;
                if (shown == false)
                {
                    if (Wave == true)
                    {
                        if (ScoreManager.CurrentScore >= TextManager.Score[TextManager.Score.Count - 1])
                        {
                            UIPanelManager.ShowUIPanel(UIPanelManager.UIPanel.NewHighscore);
                            shown = true;
                        }
                        else
                        {
                            UIPanelManager.ShowUIPanel(UIPanelManager.UIPanel.GameOver);
                            shown = true;
                        }
                    }
                    else
                    {
                        UIPanelManager.ShowUIPanel(UIPanelManager.UIPanel.GameOver);
                        shown = true;
                    }
                }
                text.text = CountingDownFrom.ToString("F1");
            }
        }
    }
    // Update is called once per frame
    private void Update()
    {
        fireTimer += Time.deltaTime;

        int ret;

        if (ammosystem.bullet == 0)
        {
            Debug.Log("Reloading");

            if (reloadtimetracker == 0)
            {
                SoundManager.PlaySoundEffect(SoundManager.SoundEffect.Reload);
            }

            reloadtimetracker += Time.deltaTime;
            if (reloadtimetracker >= ReloadTime)
            {
                Debug.Log("Reloaded");
                ammosystem.Reload();
                reloadtimetracker = 0;
            }
        }

        //If wiimote is assigned
        if (wiimote != null)
        {
            //Read Data
            do
            {
                ret = wiimote.ReadWiimoteData();
            } while (ret > 0);

            if (wiimote.Button.a)
            {
                if (ammosystem.bullet != 0)
                {
                    if (fireTimer >= FireRate && overheat.overHeated == false)
                    {
                        if (player.IsAlive)
                        {
                            Fire();
                            //Update the Ammo Bar
                            ammosystem.AmmoUpdateUI();
                        }
                    }
                }
            }
            else if (wiimote.Button.home)
            {
                UIPanelManager.ShowUIPanel(UIPanelManager.UIPanel.ReturnToMainMenu);
            }
            else
            {
                //Decrease the heating guage every 0.5 second
                overheat.CoolDownHeating();

                //Decreasing bullet spread over time
                currentBulletSpread -= Time.deltaTime * SpreadIncreaseRate;
                if (currentBulletSpread <= defaultBulletSpread)
                {
                    currentBulletSpread = defaultBulletSpread;
                }
            }
        }
        //Fall back on Mouse Input
        else
        {
            //If Left Click
            if (Input.GetMouseButton(0))
            {
                if (ammosystem.bullet != 0)
                {
                    if (fireTimer >= FireRate && overheat.overHeated == false)
                    {
                        if (player.IsAlive)
                        {
                            Fire();
                            //Update the Ammo Bar
                            ammosystem.AmmoUpdateUI();
                        }
                    }
                }
            }
            else if (Input.GetKeyDown(KeyCode.Escape))
            {
                // Show the going back to main menu panel
                UIPanelManager.ShowUIPanel(UIPanelManager.UIPanel.ReturnToMainMenu);
            }
            else
            {
                //Decrease the heating guage every 0.5 second
                overheat.CoolDownHeating();

                //Decreasing bullet spread over time
                currentBulletSpread -= Time.deltaTime * SpreadIncreaseRate;
                if (currentBulletSpread <= defaultBulletSpread)
                {
                    currentBulletSpread = defaultBulletSpread;
                }
            }
        }

        overheat.CoolDownWhileShooting();

        //Wiimote detected and connected
        if (wiimote != null)
        {
            //Setting final position to IR's detected position
            float[] pointer = wiimote.Ir.GetPointingPosition();

            //Mapping the position to screen
            PointerPosition.x = pointer[0] * Screen.width;
            PointerPosition.y = pointer[1] * Screen.height;
        }
        else
        {
            PointerPosition = Input.mousePosition;
        }

        Crosshair.transform.position = PointerPosition;

        if (player.Health <= 0)
        {
            UIPanelManager.ShowUIPanel(UIPanelManager.UIPanel.GameOver);
        }
    }