void Awake() { /* * int width = Screen.width; * int height = Screen.width * 10 / 16; * Application.targetFrameRate = 60; * Screen.SetResolution(width, height, true); */ _CSV = new CSVParser(); _Json = new JsonParser(); GDB = GameDataBase.getDBinstance; //isTutoSystem = GDB.getUserDB.getPlayerIntData("gameCount") == 1; //isTutoSystem = getUserIntData("gameCount") == 1; // Scene Init if (SceneManager.GetActiveScene().name.Equals("Game")) { TempStaticMemory.isOpenPopUp = false; //TempStaticMemory.playCount = PlayerPrefs.GetInt("GameCount", 0); TempStaticMemory.playCount = getUserIntData("gameCount"); if (TempStaticMemory.playCount == 0) { //SendToUI("ShowTrophyDisplayPopUp", 0); } GameObject scripts = transform.FindChild("ScriptCollect").gameObject; Attack_Control = scripts.GetComponent <AttackerController>(); Player_Control = scripts.GetComponent <PlayerController>(); Obstacle_Control = scripts.GetComponent <ObstacleController> (); } }
void OnTriggerEnter2D(Collider2D col) { AttackerController attacker = col.gameObject.GetComponent <AttackerController> (); if (attacker != null) { Application.LoadLevel("03b Lose"); } }
private static float RangeScore(GameObject obj) { AttackerController atc = obj.GetComponent <AttackerController>(); SentryController sc = obj.GetComponent <SentryController>(); if (atc) { return(atc.HoldRange); } else if (sc) { return(sc.AttackRange / 4f); // Since they can't move, they effectively have sagnificantly reduced range. Number is magic LOL } return(0f); }
//isTimeToSpawn function to check in this frame, shall we need to instantiate a new attacker bool isTimeToSpawn(GameObject attackerSpawn) { AttackerController thisAttacer = attackerSpawn.GetComponent <AttackerController> (); //Get the AttackerController of the specific instantiate attacker float spawnRate = thisAttacer.spawnRate; //Get the spawnRate of the specific attacker float spawnPerSecond = 1 / spawnRate; //Calculate how many of this type of accakcer will be instantiated per second float temp = spawnPerSecond * Time.deltaTime / 10; float check = Random.value; if (check < temp) { return(true); } else { return(false); } }
private float lizardHP; //Define the HP of lizard // Use this for initialization void Start() { anim = GetComponent <Animator> (); //Get the Animator variable attacker = GetComponent <AttackerController> (); //Get the AttackerController viriable }
private AttackerController attacker; //Define the AttackerController variable // Use this for initialization void Start() { anim = GetComponent <Animator>(); //Get the Animator of the gameobject attacker = GetComponent <AttackerController> (); //Get the AttackerController of the gameobject }