Inheritance: MonoBehaviour
    public int waveIndex    = 0;   // TODO make it PRIVATE


    // Use this for initialization
    void Start()
    {
        Instance     = this;
        normalSkybox = RenderSettings.skybox;
        audioManager = FindObjectOfType <AudioManager>();
        audioManager.Play("mainMusic");
    }
    // Use this for initialization
    void Start()
    {
        Lives = startLives;
        GameObject waveSpawnController = GameObject.Find("WaveSpawnController");

        waveSpawner = waveSpawnController.GetComponent <WaveSpawner>();
    }
 private void Awake()
 {
     playerBehaviour = FindObjectOfType <PlayerBehaviour>();
     waveSpawner     = FindObjectOfType <WaveSpawner>();
     preSpawnHandler = FindObjectOfType <PreSpawnHandler>();
     GM = FindObjectOfType <GameManager>();
 }
 public EnemyPassiveStrategy(GameObject context)
 {
     this.context = context;
     agent        = context.GetComponent <NavMeshAgent>();
     spawner      = Object.FindObjectOfType <WaveSpawner>();
     target       = spawner.endPoint;
 }
Beispiel #5
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    private void Awake()
    {
        if (Instance != null)
        {
            Debug.LogError("Error: More than one wave spawner in scene!");
            return;
        }
        Instance = this;

        shop = FindObjectOfType <Shop>();
        if (commands == null)
        {
            commands = FindObjectOfType <LocalPlayerCommands>();
        }
        if (NetworkServer.connections.Count != 0)
        {
            waitForPlayersCount = NetworkServer.connections.Count;
        }

        if (cleanUpScene)
        {
            CleanUpEnemies();
        }
        InvokeRepeating("UpdateGhostPositions", 0f, UpdateGhostPositionInterval);
        GenerateAllWaves();
    }
Beispiel #6
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 void Start()
 {
     WaveSpawnerClass = GameObject.Find("wavespawner");
     ws                 = WaveSpawnerClass.GetComponent <WaveSpawner>();
     amountWaves        = ws.GetAmountOfWaves;
     amountOfWaves.text = amountWaves.ToString();
 }
Beispiel #7
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    public override async void _Ready()
    {
        _crystal        = GetNode <Character>("Crystal");
        _waveSpawner    = GetNode <WaveSpawner>("WaveSpawner");
        _enemyContainer = _waveSpawner.GetEnemyContainer();
        _moneyNode      = GetNode <MoneyNode>("Hud/Money");
        _global         = GetTree().Root.GetNode <Global>("Global");
        _sceneChanger   = GetTree().Root.GetNode <SceneChanger>("SceneChanger");
        _jumpScreen     = GetNode <JumpScreen>("JumpScreen");
        _fireworks      = GetNode <Fireworks>("Fireworks");
        _deathScreen    = GetNode <DeathScreen>("DeathScreen");
        _musicPlayer    = GetNode <BattleGroundMusicPlayer>("BattleGroundMusicPlayer");

        _enemyContainer.Connect(nameof(EnemyContainer.Updated), this, nameof(_OnEnemyContainerUpdated));
        _enemyContainer.Connect(nameof(EnemyContainer.EnemyDeath), this, nameof(_OnEnemyDeath));

        _stateMachine     = new StateMachine();
        PauseState        = new PauseState(this, _stateMachine);
        PlayerAttackState = new PlayerAttackState(this, _stateMachine);

        _stateMachine.Initialize(PlayerAttackState);

        _jumpScreen.EnterAnimation();
        await ToSignal(_jumpScreen, nameof(JumpScreen.AnimationFinished));

        foreach (var effect in GetNode <HBoxContainer>("Hud/Effects").GetChildren())
        {
            (effect as Effect).Init(this);
        }

        Start(3, _global.Level);
    }
    private void Awake()
    {
        if (instance == null)
        {
            instance = this;
        }
        else
        {
            Destroy(gameObject);
            return;
        }
        uniqued  = new List <int>();
        finished = new List <int>();

        difficulty.ResetMultipliers();

        armorRestorePercent = 0;
        hpRestorePercent    = 0;
        atkEnemyPercent     = 0;
        atkPlayerPercent    = 0;
        hpEnemyPercent      = 0;

        SetText();

        FillList();
    }
Beispiel #9
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    // Changed to reflect overall health per CombatZone (WaveSpawner area)
    public void SetOverhead(WaveSpawner spawner, int numWaves)
    {
        enemyPerWave = 0;
        count        = 0;
        if (spawner.waves[0] == null || numWaves < 1)
        {
            Debug.Log("Oops. No wave here.");
            return;
        } // if there are no waves for whatever reason

        for (int i = 0; i < spawner.waves.Length; i++)
        {
            // The number of enemies per wave = Wave.count * number of SpawnPoints
            enemyPerWave = spawner.waves[i].count * spawner.spawnPoints.Length;
            // Add value of enemyPerWave to total count value
            count += enemyPerWave;
            Debug.Log("There are " + enemyPerWave + " enemies in wave " + (i + 1) + ".");
        } // for iterating through each wave's info in the given WaveSpawner

        Debug.Log("Count is " + count);
        totalPool    = count * 100;
        changingPool = totalPool;

        Debug.Log("Total enemy health is: " + totalPool);
        healthBar.SetMaxHealth(totalPool);
        waveInfo.SetBool("OverheadUp", true);
        //healthCanvas.SetActive(true);
        readyToDecrease = true;
    }
Beispiel #10
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    // Update is called once per frame
    void Update()
    {
        if (steps == 0 && SteamVR_Input._default.inActions.GrabGrip.GetStateDown(SteamVR_Input_Sources.Any))
        {
            PopupMessage.text = "Let's get you learning the basics: Press \"Left Trigger\" to use your fireball Press \"grip button on either side\" to continue";
        }
        if (steps == 1 && SteamVR_Input._default.inActions.GrabGrip.GetStateDown(SteamVR_Input_Sources.Any))
        {
            PopupMessage.text = "Good! Now press \"Right Trigger\" to use your iceball Press \"grip button on either side\" to continue";
        }
        if (steps == 2 && SteamVR_Input._default.inActions.GrabGrip.GetStateDown(SteamVR_Input_Sources.Any))
        {
            PopupMessage.text = "Good, now press the \"touchpad\" until you teleport back to the base Press \"grip button on either side\" to continue";
        }
        if (steps == 3 && SteamVR_Input._default.inActions.GrabGrip.GetStateDown(SteamVR_Input_Sources.Any))
        {
            PopupMessage.text = "That was all, you should be good to go now! Press \"grip button to close and\" to continue";
        }
        if (steps == 4 && SteamVR_Input._default.inActions.GrabGrip.GetStateDown(SteamVR_Input_Sources.Any))
        {
            PopupMessage.text = "";
            WaveSpawner wave        = new WaveSpawner();
            WaveSpawner waveStarter = wave.GetComponent <WaveSpawner>();
            waveStarter.startCount = true;
        }

        if (SteamVR_Input._default.inActions.GrabGrip.GetStateUp(SteamVR_Input_Sources.Any))
        {
            steps++;
        }
    }
    private IEnumerator OnGameStartRoutine()
    {
        Timer newTimer            = GameUtilities.CreateNewTimer();
        float animationFinishTime = waveSpawnerUI.ShowWaveSpawnerUI();

        yield return(new WaitForSeconds(animationFinishTime + 0.5f));

        newTimer.StartTimer(gameStartTime);

        while (newTimer != null)
        {
            waveSpawnerUI.SetCountdownText(newTimer.TimeLeft);

            yield return(null);
        }

        waveSpawnerUI.SetCountdownText("Round Started!");
        yield return(new WaitForSeconds(0.5f));

        waveSpawnerUI.HideWaveSpawnerUI();

        GameObject  waveSpawnerPrefab = Resources.Load <GameObject>("Prefabs/Components/prefab_WaveSpawner");
        WaveSpawner newWaveSpawner    = Instantiate(waveSpawnerPrefab).GetComponent <WaveSpawner>();

        currentWaveSpawner = newWaveSpawner;
        newWaveSpawner.StartFirstRound(waveSpawnerUI);

        yield break;
    }
Beispiel #12
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 private void Awake()
 {
     rb2d         = GetComponent <Rigidbody2D>();
     waveSpawner  = GetComponent <WaveSpawner>();
     anim         = GetComponent <Animator>();
     healthPlayer = GetComponent <HealthPlayer>();
 }
Beispiel #13
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 void Start()
 {
     waveSpawner = GameObject.Find("WaveSpawner").GetComponent <WaveSpawner>();
     player      = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>();
     weapon      = GameObject.Find("Weapon").GetComponent <Weapon>();
     animator    = GetComponent <Animator>();
 }
Beispiel #14
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    public void OpenMap()
    {
        waveSpawners = player.GetClosestRoom().GetComponentInChildren <WaveSpawner>();

        if (waveSpawners != null)
        {
            if (waveSpawners.canSpawn == true)
            {
                spawnersCanSpawn = true;
            }
            waveSpawners.canSpawn = false;
        }
        enemies = FindObjectsOfType <EnemyAI>();
        for (int i = 0; i < enemies.Length; i++)
        {
            enemies[i].TogglePause();
        }

        hearts = FindObjectsOfType <Heart>();
        for (int i = 0; i < hearts.Length; i++)
        {
            hearts[i].TogglePause();
        }
        player.TogglePause();
        mapScreen.SetActive(true);
    }
Beispiel #15
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    // Start is called before the first frame update
    void Start()
    {
        enemyPath = path.GetComponentsInChildren <Transform>();

        ws = FindObjectOfType <WaveSpawner>();
        NewWave();
    }
    public List <int> GetActiveSpawnersForWave()
    {
        Debug.Log("Getting Active Spawners");
        List <int> roundSpawners = new List <int>();

        while (roundSpawners.Count < 2)
        {
            for (int i = 0; i < waveSpawners.Count; i++)
            {
                float randomRoll = Random.Range(0f, 1f);
                if (randomRoll < waveSpawners[i].GetComponent <WaveSpawner>().activtyChance)
                {
                    roundSpawners.Add(i);
                }
            }
        }

        for (int i = 0; i < waveSpawners.Count; i++)
        {
            WaveSpawner waveSpawner = waveSpawners[i].GetComponent <WaveSpawner>();
            waveSpawner.activtyChance = Mathf.Min(0.8f, waveSpawner.activtyChance + waveSpawner.activtyChanceGrowth);
        }
        Debug.Log(roundSpawners.Count);
        return(roundSpawners);
    }
    void Winner()
    {
        WaveSpawner  w  = GameObject.FindObjectOfType <WaveSpawner>();
        WaveSpawner1 w1 = GameObject.FindObjectOfType <WaveSpawner1>();
        WaveSpawner2 w2 = GameObject.FindObjectOfType <WaveSpawner2>();
        PlayerStats  p  = GameObject.FindObjectOfType <PlayerStats>();

        if (stage == 1 && p.Lives > 0 && w.Wavenumber == 6 && w.EnemiesAlive1 <= 0 && w.EnemiesAlive2 <= 0 && w.BossAlive <= 0 && w.BossAlive2 <= 0)
        {
            WinWin.SetActive(true);
            w.enabled            = false;
            WinDisplayScore.text = "Score " + Score;
            Unlocker Un = GameObject.FindObjectOfType <Unlocker>();
            Un.unlockerlevel2();
            LevelManager.score1 = Score;
        }
        else if (stage == 2 && p.Lives > 0 && w.Wavenumber == 6 && w.EnemiesAlive1 <= 0 && w.EnemiesAlive2 <= 0 && w.BossAlive <= 0 && w.BossAlive2 <= 0)
        {
            WinWin.SetActive(true);
            w.enabled            = false;
            WinDisplayScore.text = "Score " + Score;
            Unlocker Un = GameObject.FindObjectOfType <Unlocker>();

            Un.unlockerlevel3();
            LevelManager.score2 = Score;
        }
        else if (stage == 3 && p.Lives > 0 && w.Wavenumber == 6 && w.EnemiesAlive1 <= 0 && w.EnemiesAlive2 <= 0 && w.BossAlive <= 0 && w.BossAlive2 <= 0)
        {
            WinWin.SetActive(true);
            w.enabled            = false;
            WinDisplayScore.text = "Score " + Score;
            Unlocker Un = GameObject.FindObjectOfType <Unlocker>();
            Un.unlockerlevel4();
            LevelManager.score3 = Score;
        }
        else if (stage == 4 && p.Lives > 0 && w.Wavenumber == 6 && w.EnemiesAlive1 <= 0 && w.EnemiesAlive2 <= 0 && w.BossAlive <= 0 && w.BossAlive2 <= 0)
        {
            WinWin.SetActive(true);
            w.enabled            = false;
            WinDisplayScore.text = "Score " + Score;
            Unlocker Un = GameObject.FindObjectOfType <Unlocker>();
            Un.unlockerlevel5();
            LevelManager.score4 = Score;
        }
        else if (stage == 5 && p.Lives > 0 && w1.Wavenumber == 6 && w1.EnemiesAlive1 <= 0 && w1.EnemiesAlive2 <= 0 && w1.EnemiesAlive3 <= 0 && w1.BossAlive <= 0 && w1.BossAlive2 <= 0 && w1.BossAlive3 <= 0)
        {
            WinWin.SetActive(true);
            w1.enabled           = false;
            WinDisplayScore.text = "Score " + Score;
            Unlocker Un = GameObject.FindObjectOfType <Unlocker>();
            Un.unlockerlevel6();
            LevelManager.score5 = Score;
        }
        else if (stage == 6 && p.Lives > 0 && w2.Wavenumber == 6 && w2.EnemiesAlive1 <= 0 && w2.EnemiesAlive2 <= 0 && w2.EnemiesAlive3 <= 0 && w2.EnemiesAlive4 <= 0 && w2.BossAlive <= 0 && w2.BossAlive2 <= 0 && w2.BossAlive3 <= 0 && w2.BossAlive4 <= 0)
        {
            WinWin.SetActive(true);
            w2.enabled          = false;
            LevelManager.score6 = Score;
        }
    }
Beispiel #18
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    // Update is called once per frame
    void Update()
    {
        //get mic volume
        int dec = 128;

        float[] waveData    = new float[dec];
        int     micPosition = (Microphone.GetPosition(null)) - (dec + 1); // null means the first microphone

        Debug.Log("waveData: " + waveData.ToString());
        aud.GetData(waveData, micPosition);

        // Getting a peak on the last 128 samples
        float levelMax = 0;

        for (int i = 0; i < dec; i++)
        {
            float wavePeak = waveData[i] * waveData[i];
            if (levelMax < wavePeak)
            {
                levelMax = wavePeak;
            }
        }
        float level = Mathf.Sqrt(Mathf.Sqrt(levelMax));

        Debug.Log("Current input level: " + level);
        if (level > 0.6f)
        {
            activeScream = true;                                                   //is screaming
            WaveSpawner spawn = gameObject.GetComponentInChildren <WaveSpawner>(); //references the spawn script to start spawning
            spawn.generateRings();
            //Instantiate(soundwave, transform.position, transform.rotation);
            //Debug.Log("AAAAAAAAAAA");
        }
    }
    void Start()
    {
        myWaveSpawner = gameObject.GetComponent <WaveSpawner>();

        SpawnCounterAmount = (myWaveSpawner.GetAmountOfEnemies()) - (myEnemyManager.GetEnemiesKilled());
        SpawnCounter.text  = "Enemies left:" + SpawnCounterAmount.ToString();
    }
Beispiel #20
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    void Start()
    {
        if (debug)
        {
            Debug.Log("Starting map generation...");
        }

        waveSpawner = hostileSpawner.GetComponent <WaveSpawner> ();
        chunkHolder.transform.position = new Vector3(-chunkDiameter / 2, 0, -chunkDiameter / 2);
        seedGen = new System.Random();

        biomeNoiseInterval = 1 / biomeList.Count;
        biomeNoiseTopRange = new float[biomeList.Count];

        for (int i = 0; i < biomeList.Count; i++)
        {
            biomeNoiseTopRange [i] = biomeNoiseInterval + biomeNoiseInterval * i;
        }

        biomePrefabs = biomeList [seedGen.Next(0, biomeList.Count)];

        if (biomePrefabs != null)
        {
            GenerateMap();
            perlinSeed = seedGen.Next(arrDimensions);
            GenerateChunk(0, 0);
            chunkHolder.GetComponent <ChunkHolder> ().UpdateChunksAroundPlayer(2);
        }
    }
    void Awake()
    {
        if (instance)
        {
            Debug.LogError("more than 1 wavespawner, deleting current");
            Destroy(this);
            return;
        }
        instance = this;

        gameManager = GetComponent <GameManager>();
        foreach (var s in FindObjectsOfType <Button>(true))
        {
            if (s.CompareTag("StartButton"))
            {
                startButton = s;
                break;
            }
        }
        foreach (var s in FindObjectsOfType <Button>(true))
        {
            if (s.CompareTag("FF"))
            {
                FFButton = s;
                break;
            }
        }
    }
Beispiel #22
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    //non built in init function
    void Start()
    {
        Debug.Log("start ran");

        this.path_nodes_root         = GameObject.Find("Path Nodes");
        this.wave_spawner_gameobject = GameObject.Find("Wave Spanwer").GetComponent <WaveSpawner>();
    }
Beispiel #23
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 // Use this for initialization
 public void StartDialog()
 {
     done = false;
     if (SceneManager.GetActiveScene().buildIndex != 4 && SceneManager.GetActiveScene().buildIndex != 5)
     {
         enemyAI         = FindObjectOfType <EnemyAI>();
         enemyAI.enabled = false;
     }
     Timer            = FindObjectOfType <Timer>();
     playerController = FindObjectOfType <PlayerController>();
     waveSpawner      = GetComponent <WaveSpawner>();
     if (waveUI != null)
     {
         waveUI.SetActive(false);
     }
     textTyper = GetComponent <TextTyper>();
     dialogBox.SetActive(true);
     if (sprite2 != null)
     {
         sprite2.gameObject.SetActive(false);
     }
     if (sprite1 != null)
     {
         sprite1.gameObject.SetActive(true);
     }
     playerController.enabled = false;
     StartingDialog();
 }
Beispiel #24
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 void Start()
 {
     playerRigidBody = GetComponent <Rigidbody2D>();
     gameSession     = FindObjectOfType <GameSession>();
     waveSpawner     = FindObjectOfType <WaveSpawner>();
     diskInstance    = 0;
     jumping         = true;
 }
 private void Awake()
 {
     if (instance != null && instance != this)
     {
         Destroy(this);
     }
     instance = this;
 }
    private void Start()
    {
        playerStatsReference = PlayerStats.GetInstance();
        waveSpawnerReference = WaveSpawner.GetInstance();

        speed  = startSpeed;
        health = startHealth;
    }
 // Use this for initialization
 void Start()
 {
     waveS  = FindObjectOfType <WaveSpawner>();
     wSound = GetComponent <AudioSource>();
     //ZombieMask = LayerMask.GetMask ("Zombie");
     ZombieMask     = (1 << 12) | (1 << 9);
     ZombieDeadMask = 13;
 }
 private void Awake()
 {
     // Needs this inorder for proper working of singleton
     if (Instance == null)
     {
         _instance = this;
     }
 }
 public void Setup()
 {
     //Load Demo Scene
     SceneManager.LoadScene("Demo", LoadSceneMode.Additive);
     //Create Spawner in the Scene
     //game = MonoBehaviour.Instantiate(Resources.Load<GameObject>("Prefabs/Game"));
     ws = MonoBehaviour.Instantiate(Resources.Load <WaveSpawner>("Prefabs/Spawner"));
 }
Beispiel #30
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 public virtual void Init()
 {
     anim        = GetComponentInChildren <Animator>();
     sprite      = GetComponentInChildren <SpriteRenderer>();
     uiManager   = FindObjectOfType <UIManager>();
     player      = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>();
     wavespawner = FindObjectOfType <WaveSpawner>();
 }
Beispiel #31
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    // Use this for initialization
    void Start()
    {
        S = this;

        curLevel= Application.loadedLevelName;

        if(enemies.Length != delay.Length){
            Debug.Log("Wave spawner does not have equal lengths of arrays ");
        }

        StartCoroutine (swawnWaves());
    }
Beispiel #32
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	void OnTriggerStay2D(Collider2D other)
	{
		if (other.gameObject.tag == "Player" && Input.GetKey(KeyCode.Space))
		{
			splatSound = GameObject.FindGameObjectWithTag ("SplatSound").GetComponentInParent<AudioSource>();
			splatSound.Play ();
			Debug.Log("punchable");
			die();
			if (this.gameObject.tag == "Boss") {
				threatSound = GameObject.FindGameObjectWithTag ("ThreatSound").GetComponentInParent<AudioSource>();
				threatSound.Play ();
				wave = GameObject.FindGameObjectWithTag ("WaveSpawner").GetComponent<WaveSpawner>();
				wave.setWin (true);
			}
		}
	}
 // Use this for initialization
 void Start()
 {
     //savedTime = Time.time;
     gameManager = GameObject.FindObjectOfType<GameManager>();
     waveSpawner = gameObject.GetComponent<WaveSpawner>();
 }
Beispiel #34
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    void Start()
    {
        waveSpawner = GetComponentInChildren<WaveSpawner>();
        playerController = GetComponentInChildren<PlayerController>();
        Time.timeScale = startTimeScale;

        Invoke("RespawnPlayers", introPause);
        Invoke("NewWave", introPause + wavePause);
    }
    // Use this for initialization
    void Start()
    {
        lineZPostion =  Camera.main.transform.position.z + Camera.main.nearClipPlane;

        Application.targetFrameRate = frameRate;
        Input.multiTouchEnabled = false;

        waveSpawner = GetComponent<WaveSpawner>();
        miniBossSpawner = GetComponent<MiniBossSpawner>();
    }