private void DownWaveButton_OnClick(object sender, RoutedEventArgs e) { if (SelectedWave != null) { WaveList = WaveList.MoveDown(SelectedWave); } }
void Start() { waveList = Resources.Load <WaveList>("WaveList"); enemyList = Resources.Load <EnemyList>("EnemyList"); UpdateEnemiesThisWave(); InitWave(); }
private void DuplicateButton_OnClick(object sender, RoutedEventArgs e) { var toDupe = ((Enemy)WavesEdit.SelectedItem); var wave = WaveList.First(x => x.EnemyList.Contains(toDupe)); wave.EnemyList.Add(toDupe.Clone()); ReorderWaves(); }
public void Clear() { SelectedWave = null; SelectedEnemy = null; WavePanel.DataContext = SelectedWave; EnemyPanel.DataContext = SelectedEnemy; WaveList.Clear(); }
public override void OnInspectorGUI() { serializedObject.Update(); snap = EditorGUILayout.Toggle("Snap", snap); snapTo = EditorGUILayout.FloatField("Snap To", snapTo); WaveList.Show(serializedObject.FindProperty("spawnables")); serializedObject.ApplyModifiedProperties(); }
private void AddButton_OnClick(object sender, RoutedEventArgs e) { var w = new Wave { EnemyList = new ObservableCollection <Enemy>() }; WaveList.Add(w); WavesEdit.ItemsSource = WaveList; }
/// <summary> /// Helps to prepare the level. /// </summary> protected override void PrepareLevel() { EnemyList.Add(new Enemy.EvilEel2(this, 200)); EnemyList.Add(new Enemy.EvilEel2(this, 500)); WaveList.Enqueue(Wave1); WaveList.Enqueue(Wave2); WaveList.Enqueue(Wave3); WaveList.Enqueue(Wave4); WaveList.Enqueue(Wave5); WaveList.Enqueue(Wave6); WaveList.Enqueue(Wave7); }
// Use this for initialization void Start() { room.hideSpots(); tutorial.SetActive(true); this.blocksDinheiro = 4; this.vidas = 20; this.actualTurn = 0; this.turnActive = false; this.activeWeapon = 2; Time.timeScale = 1; //spawn.spawnEnemy(); WaveList wl = new WaveList(); JsonUtility.FromJsonOverwrite(jsonFile.text, wl); waveList = wl.waves.ToArray(); }
/// <summary> /// Helps to restart the level. /// </summary> protected override void PrepareLevel() { EnemyList.Add(new Enemy.Seahorse(this, 100, 700)); EnemyList.Add(new Enemy.Seahorse(this, 400, 600)); EnemyList.Add(new Enemy.Seahorse(this, 300, 800)); EnemyList.Add(new Enemy.Seahorse(this, 1000, 850)); EnemyList.Add(new Enemy.TrackingShooterFish3(this, 1200, 100)); EnemyList.Add(new Enemy.TrackingShooterFish3(this, 1200, 200)); EnemyList.Add(new Enemy.TrackingShooterFish3(this, 1200, 500)); EnemyList.Add(new Enemy.Cloud(this, new Vector2(1100, 200))); EnemyList.Add(new Enemy.Cloud(this, new Vector2(1100, 210))); EnemyList.Add(new Enemy.Cloud(this, new Vector2(1140, 190))); EnemyList.Add(new Enemy.Cloud(this, new Vector2(1400, 250))); EnemyList.Add(new Enemy.Cloud(this, new Vector2(1350, 200))); EnemyList.Add(new Enemy.Cloud(this, new Vector2(1200, 190))); EnemyList.Add(new Enemy.Smiley(this, 1300, 325)); EnemyList.Add(new Enemy.Smiley(this, 1650, 325)); EnemyList.Add(new Enemy.Cloud(this, new Vector2(2000, 250))); EnemyList.Add(new Enemy.Cloud(this, new Vector2(2150, 200))); EnemyList.Add(new Enemy.Cloud(this, new Vector2(2250, 230))); EnemyList.Add(new Enemy.Seahorse(this, 100, 2000)); EnemyList.Add(new Enemy.Seahorse(this, 400, 2100)); EnemyList.Add(new Enemy.Seahorse(this, 300, 2200)); EnemyList.Add(new Enemy.Seahorse(this, 1000, 2150)); WaveList.Enqueue(Wave1); WaveList.Enqueue(Wave2); WaveList.Enqueue(Wave3); WaveList.Enqueue(Wave4); WaveList.Enqueue(Wave5); WaveList.Enqueue(Wave6); WaveList.Enqueue(Wave7); WaveList.Enqueue(Wave8); WaveList.Enqueue(Wave9); WaveList.Enqueue(Wave10); WaveList.Enqueue(Wave11); }
void Start() { theList = WaveList.waveList; int numWaves = 4; WaveList waveList = new WaveList(numWaves); GameObject[] waveOneInt = { null }; GameObject[] waveTwoInt = { zombieObject }; GameObject[] waveThreeInt = { zombieObject, zombieObject, zombieObject }; GameObject[] waveFourInt = { zombieObject, zombieObject, zombieObject, zombieObject, zombieObject }; Wave waveOne = new Wave(waveOneInt); Wave waveTwo = new Wave(waveTwoInt); Wave waveThree = new Wave(waveThreeInt); Wave waveFour = new Wave(waveFourInt); waveList.addWave(waveOne); waveList.addWave(waveTwo); waveList.addWave(waveThree); waveList.addWave(waveFour); }
/// <summary> /// Helps to restart the level. /// </summary> protected override void PrepareLevel() { EnemyList.Add(new Enemy.ShooterFish(this, 100)); EnemyList.Add(new Enemy.ShooterFish(this, 300)); EnemyList.Add(new Enemy.ShooterFish(this, 400)); WaveList.Enqueue(Wave1); WaveList.Enqueue(Wave2); WaveList.Enqueue(Wave3); WaveList.Enqueue(Wave4); WaveList.Enqueue(Wave5); WaveList.Enqueue(Wave6); WaveList.Enqueue(Wave7); WaveList.Enqueue(Wave8); WaveList.Enqueue(Wave9); WaveList.Enqueue(Wave10); WaveList.Enqueue(Wave11); WaveList.Enqueue(Wave12); WaveList.Enqueue(Wave13); WaveList.Enqueue(Wave14); WaveList.Enqueue(Wave15); }
/// <summary> /// Helps to restart the level. /// </summary> protected override void PrepareLevel() { EnemyList.Add(new Enemy.Bella(this)); WaveList.Enqueue(Wave1); }
/// <summary> /// Helps to restart the level. /// </summary> protected override void PrepareLevel() { EnemyList.Add(new Enemy.MikePeterson(this)); WaveList.Enqueue(Wave1); }