Beispiel #1
0
    IEnumerator Start()
    {
        if (_Waves.Length == 0)
        {
            yield break;
        }

        _Manager = FindObjectOfType <UbhManager>();

        while (true)
        {
            while (_Manager.IsPlaying() == false)
            {
                yield return(0);
            }

            GameObject wave = (GameObject)Instantiate(_Waves[_CurrentWave], transform.position, Quaternion.identity);

            wave.transform.parent = transform;

            while (0 < wave.transform.childCount)
            {
                yield return(0);
            }

            Destroy(wave);

            _CurrentWave = (int)Mathf.Repeat(_CurrentWave + 1f, _Waves.Length);
        }
    }
Beispiel #2
0
    void Start()
    {
        UbhManager manager = FindObjectOfType <UbhManager>();

        if (manager != null && manager._ScaleToFit)
        {
            Vector2 max   = Camera.main.ViewportToWorldPoint(new Vector2(1f, 1f));
            Vector2 scale = max * 2f;
            transform.localScale = scale;
        }
    }
Beispiel #3
0
    IEnumerator Start()
    {
        _Spaceship           = GetComponent <UbhSpaceship>();
        _Manager             = FindObjectOfType <UbhManager>();
        _BackgroundTransform = FindObjectOfType <UbhBackground>().transform;
        _AudioShot           = GetComponent <AudioSource>();

        while (true)
        {
            Shot();

            yield return(new WaitForSeconds(_ShotDelay));
        }
    }
Beispiel #4
0
    void HitCheck(Transform colTrans)
    {
        // *It is compared with name in order to separate as Asset from project settings.
        //  However, it is recommended to use Layer or Tag.
        string goName = colTrans.name;

        if (goName.Contains(NAME_ENEMY_BULLET))
        {
            UbhObjectPool.Instance.ReleaseGameObject(colTrans.parent.gameObject);
        }

        if (goName.Contains(NAME_ENEMY))
        {
            UbhManager manager = FindObjectOfType <UbhManager>();
            if (manager != null)
            {
                manager.GameOver();
            }

            _Spaceship.Explosion();

            Destroy(gameObject);
        }
    }
Beispiel #5
0
    void Start()
    {
        if (_ColCenter == null || _ColTop == null || _ColBottom == null || _ColRight == null || _ColLeft == null)
        {
            return;
        }

        UbhManager manager = FindObjectOfType <UbhManager>();

        if (manager != null && manager._ScaleToFit)
        {
            Vector2 max  = Camera.main.ViewportToWorldPoint(new Vector2(1f, 1f));
            Vector2 size = max * 2f;
            size.x += 0.5f;
            size.y += 0.5f;
            Vector2 center = Vector2.zero;

            _ColCenter.size = size;

            _ColTop.size = size;
#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7
            center.x       = _ColTop.center.x;
            center.y       = size.y;
            _ColTop.center = center;
#else
            center.x       = _ColTop.offset.x;
            center.y       = size.y;
            _ColTop.offset = center;
#endif

            _ColBottom.size = size;
#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7
            center.x          = _ColBottom.center.x;
            center.y          = -size.y;
            _ColBottom.center = center;
#else
            center.x          = _ColBottom.offset.x;
            center.y          = -size.y;
            _ColBottom.offset = center;
#endif

            Vector2 horizontalSize = Vector2.zero;
            horizontalSize.x = size.y;
            horizontalSize.y = size.x;

            _ColRight.size = horizontalSize;
            center.x       = (size.x / 2f) + (horizontalSize.x / 2f);
#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7
            center.y         = _ColRight.center.y;
            _ColRight.center = center;
#else
            center.y         = _ColRight.offset.y;
            _ColRight.offset = center;
#endif

            _ColLeft.size = horizontalSize;
            center.x      = -(size.x / 2f) - (horizontalSize.x / 2f);
#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7
            center.y        = _ColLeft.center.y;
            _ColLeft.center = center;
#else
            center.y        = _ColLeft.offset.y;
            _ColLeft.offset = center;
#endif
        }

        _ColCenter.enabled = _UseCenterCollider;
        _ColTop.enabled    = !_UseCenterCollider;
        _ColBottom.enabled = !_UseCenterCollider;
        _ColRight.enabled  = !_UseCenterCollider;
        _ColLeft.enabled   = !_UseCenterCollider;
    }