Ejemplo n.º 1
0
 // Use this for initialization
 void Start()
 {
     HeyzapAds.Start("f62dff4e4bbf49a67e29252338b6d0d7", HeyzapAds.FLAG_NO_OPTIONS);
     HZIncentivizedAd.Fetch();
     fpsPlayerRef.GetComponent <FPSPlayer>();
     fpsPlayerTransform = fpsPlayerRef.GetComponent <Transform>();
     originalPosition   = fpsPlayerTransform.position;
     originalRotation   = fpsPlayerTransform.rotation;
     weapons.GetComponent <PlayerWeapons> ();
 }
Ejemplo n.º 2
0
    // Use this for initialization
    void Start()
    {
        fpsController        = player.GetComponent <FirstPersonController> ();
        remainingZombies     = 0;
        wave                 = 0;
        spawnLocations       = new List <SpawnLocation>(spawnLocationsContainer.GetComponentsInChildren <SpawnLocation> ());
        ammoSpawnLocations   = new List <ItemSpawnLocation>(ammoSpawnLocationsContainer.GetComponentsInChildren <ItemSpawnLocation> ());
        healthSpawnLocations = new List <ItemSpawnLocation>(healthSpawnLocationsContainer.GetComponentsInChildren <ItemSpawnLocation> ());

        spawnTimer = new CounterTimer(0.5f);
        waveTimer  = new CounterTimer(wavesInterval);
        Status     = Spo2GameStatus.Playing;
    }
Ejemplo n.º 3
0
    // • • • • • • • • • • • • • • • • • • • • //

    //
    // U s e r
    //

    public void SetEnemies()
    {
#if UNITY_EDITOR
        if (!player)
        {
            player = FindObjectOfType <FPSPlayer>();
        }
        if (!player)
        {
            Debug.LogError("Could not find the player in this level");
            return;
        }
#else
        // Get the player from the service locator
        if (!player)
        {
            player = Locator.Get <FPSPlayer>();
        }
#endif
        // E x i t
        if (null == enemies || 0 == enemies.Length)
        {
            return;
        }
        // Get the player collider
        Collider playerCollider = player ? player.GetComponent <Collider>() : null;

        foreach (Enemy enemy in enemies)
        {
            // C o n t i n u e
            if (enemy.set)
            {
                continue;
            }
            // Set the manager
            enemy.manager = this;
            // Set the target
            enemy.target = player.transform;
            // Set the target bounds
            enemy.targetBounds = (null != playerCollider) ? playerCollider.bounds : default(Bounds);
            // Debug
            DebugEnemy(enemy);
#if UNITY_EDITOR
            EditorSceneManagement.MarkSceneDirty(SceneManagement.Active);
            EditorUtility.SetDirty(enemy);
#endif
        }
    }