Ejemplo n.º 1
0
    public void Menu()
    {
        m_State = ABGameState.Menu;

        m_Title.SetActive(false);
        m_Menu.SetActive(true);
        m_TimeCount = 0f;
    }
Ejemplo n.º 2
0
 void ResetBall()
 {
     if (m_State == ABGameState.Start)
     {
         CreatePlayer();
         m_State = ABGameState.Start;
     }
 }
Ejemplo n.º 3
0
    public void StageEnd()
    {
        m_State         = ABGameState.StageEnd;
        m_TimeText.text = "Stage Over";

        foreach (var item in m_LevelObjects)
        {
            item.SetActive(false);
        }

        Destroy(m_CurLevel);

        Menu();
    }
Ejemplo n.º 4
0
    // Start is called before the first frame update
    public void BeforeStart()
    {
        m_Menu.SetActive(false);

        foreach (var item in m_LevelObjects)
        {
            item.SetActive(true);
        }

        m_CurLevel = Instantiate(m_LevelPrefabs[m_CurLevelNum - 1]);


        m_LevelText.text = m_LevelData.levels[m_CurLevelNum - 1].LevelName;

        m_BGMSource.clip = m_LevelData.levels[m_CurLevelNum - 1].LevelBGM;
        m_BGMSource.loop = true;
        m_BGMSource.Play();

        m_State = ABGameState.Start;
        Invoke("DelayAction", 2);  //this will happen after 2 seconds
    }
Ejemplo n.º 5
0
    void CreatePlayer()
    {
        if (m_Players != null)
        {
            if (m_Players.Length > m_PlayerIdx)
            {
                GameObject ball = Instantiate(m_Players[m_PlayerIdx].gameObject,
                                              new Vector3(-6.5f, -0.1f, 0), Quaternion.identity);

                ball.GetComponent <SpringJoint2D>().connectedBody = m_SlingshotPos.GetComponent <Rigidbody2D>();

                ball.GetComponent <Projectile>().m_DeactiveFunc += ResetBall;

                m_State = ABGameState.Start;

                m_PlayerIdx++;
            }
            else
            {
                m_State = ABGameState.StageEnd;
            }
        }
    }
Ejemplo n.º 6
0
 public void Title()
 {
     m_State = ABGameState.Title;
     m_Title.SetActive(true);
 }