Ejemplo n.º 1
0
    // Update is called once per frame
    void FixedUpdate()
    {
        if (gameIsOver)
        {
            if (Input.GetKeyDown("space"))
            {
                SceneManager.LoadScene(SceneManager.GetActiveScene().name);
            }
            else if (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.KeypadEnter))
            {
                SceneManager.LoadScene("SubWeaponMenu");
            }
        }


        if (!playerFired)
        {
            //timeLeft = timeLeft - Time.fixedDeltaTime;
        }
        else
        {
            P1Aim.SetActive(false);
            P2Aim.SetActive(false);
        }

        if (!Boat1.activeInHierarchy)
        {
            gameover.GetComponent <Text> ().text = "STOP KILLING YOURSELF";
            gameover.SetActive(true);
            gameIsOver = true;
        }
        else if (!Boat2.activeInHierarchy)
        {
            gameover.GetComponent <Text> ().text = "TARGET ELIMINATED";
            gameover.SetActive(true);
            gameIsOver = true;
        }


        //Switch players every so often
        if (timeLeft <= 0 || cannonCounter >= 2)
        {
            timeLeft      = timeSwitch;
            cannonCounter = 0;
            playerFired   = false;

            P1Ind.enabled = true;
            P2Ind.enabled = false;
            Boat1.GetComponent <PracticeController> ().enabled = (true);
            P2Aim.SetActive(false);
            P1Aim.SetActive(true);
        }

        timer.GetComponent <Text> ().text = "TIME LEFT: Infinite";
    }
    // Use this for initialization
    void Start()
    {
        timeSwitch   = 20;
        timeLeft     = timeSwitch;
        activePlayer = 1;
        P2Aim.SetActive(false);
        P1Aim.SetActive(true);
        cannonCounter = 0;

        pc1 = Boat1.GetComponent <PlayerController>();
        pc2 = Boat2.GetComponent <PlayerController>();
    }
Ejemplo n.º 3
0
 // Use this for initialization
 void Awake()
 {
     timeSwitch   = 20;
     timeLeft     = timeSwitch;
     activePlayer = 1;
     P2Aim.SetActive(false);
     P1Aim.SetActive(true);
     cannonCounter = 0;
     if (!PlayerPrefs.HasKey("firstTime"))
     {
         PlayerPrefs.SetInt("firstTime", 0);
     }
     if (PlayerPrefs.GetInt("firstTime") == 1)
     {
         DestroyImmediate(wall.gameObject);
     }
     PlayerPrefs.SetInt("firstTime", 1);
     PlayerPrefs.Save();
 }
    // Update is called once per frame
    void FixedUpdate()
    {
        if (gameIsOver)
        {
            if (Input.GetKeyDown("space"))
            {
                SceneManager.LoadScene(SceneManager.GetActiveScene().name);
            }
            else if (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.KeypadEnter))
            {
                SceneManager.LoadScene("SubWeaponMenu");
            }
        }


        if (playerFired && timeLeft > 0)
        {
            timeLeft = timeLeft - Time.fixedDeltaTime;
            P1Aim.SetActive(false);
            P2Aim.SetActive(false);
        }


        if (Boat1.activeInHierarchy == false)
        {
            gameover.GetComponent <Text>().text = "P2 WINS";
            gameover.SetActive(true);
            gameIsOver = true;
        }
        else if (Boat2.activeInHierarchy == false)
        {
            gameover.GetComponent <Text>().text = "P1 WINS";
            gameover.SetActive(true);
            gameIsOver = true;
        }


        //Switch players every so often
        if (timeLeft <= 0) //||cannonCounter>=2)
        {
            timeLeft      = timeSwitch;
            cannonCounter = 0;
            playerFired   = false;

            if (activePlayer == 1)
            {
                P1Ind.enabled = false;
                P2Ind.enabled = true;
                Boat1.GetComponent <PlayerController>().enabled = false;
                Boat2.GetComponent <PlayerController>().enabled = true;
                P2Aim.SetActive(true);
                P1Aim.SetActive(false);

                //Any walls stickied by 2 become unsticked at the start of their next turn?
                GameObject[] sticklist = GameObject.FindGameObjectsWithTag("StickyTwo");

                foreach (GameObject g in sticklist)
                {
                    g.tag = "Wall";
                }

                pc1.moveSpeed = 90f;

                activePlayer = 2;
            }
            else
            {
                P1Ind.enabled = true;
                P2Ind.enabled = false;
                Boat2.GetComponent <PlayerController>().enabled = (false);
                Boat1.GetComponent <PlayerController>().enabled = (true);
                P2Aim.SetActive(false);
                P1Aim.SetActive(true);

                //Any walls stickied by 1 become unsticked at the start of their next turn?
                GameObject[] sticklist = GameObject.FindGameObjectsWithTag("StickyOne");

                foreach (GameObject g in sticklist)
                {
                    g.tag = "Wall";
                    Renderer rend = g.GetComponent <Renderer>();
                    Material mat;

                    //if boundary wall
                    if (g.GetComponent <MeshCollider>() != null)
                    {
                        mat = Resources.Load("BoundaryWalls", typeof(Material)) as Material;
                    }
                    //if not breakable anyway
                    else if (g.GetComponent <DestructBehavior>() == null || !(g.GetComponent <DestructBehavior>().isActiveAndEnabled))
                    {
                        mat = Resources.Load("Unbreakable", typeof(Material)) as Material;
                    }
                    //if breakable
                    else
                    {
                        mat = Resources.Load("Breakable", typeof(Material)) as Material;
                    }

                    rend.material = mat;
                }

                pc2.moveSpeed = 90f;

                activePlayer = 1;
            }
        }

        timer.GetComponent <Text>().text = "TIME LEFT: " + timeLeft.ToString("F2");
    }