Example #1
0
    public static EnemyWaves Create()
    {
        EnemyWaves asset = ScriptableObject.CreateInstance <EnemyWaves> ();

        AssetDatabase.CreateAsset(asset, "Assets/Levels/Level 0.asset");
        AssetDatabase.SaveAssets();
        return(asset);
    }
Example #2
0
    void Start()
    {
        pauseMenuUI.SetActive(false);
        gameplayControllerUI.SetActive(true);
        Time.timeScale = 1f;

        ew = GameController.FindObjectOfType <EnemyWaves>();

        ps = GameController.FindObjectOfType <PlayerStats>();
    }
Example #3
0
 private void Awake()
 {
     m_EnemyPool = new GameObjectPool(25, m_Prefab, 1, new GameObject("Enemy Parent").transform);
     m_Vec3Start = new Vector3(mapManager.start.x * 2.0f, 0.8f, mapManager.start.y * 2.0f);
     if (enemyWaves == null)
     {
         enemyWaves = GetComponent <EnemyWaves>();
     }
     enemyWaves.PrepareWaves();
     StartCoroutine("SpawnTypes");
 }
Example #4
0
    private IEnumerator StartNewGameInternal()
    {
        Utilities.Scene.findExactlyOne <EnemySpawnerController>().Reset();
        GameObject.FindWithTag("Player").GetComponentInChildren <PlayerController>().Reset();
        menuEvents.ToggleMenuHide();
        EnemyWaves enemyWaves = Utilities.Scene.findExactlyOne <EnemyWaves>();

        enemyWaves.Reset();
        enemyWaves.ForceNextWave();
        Utilities.Scene.findExactlyOne <ScoreManager>().Reset();
        TogglePause(false);
        yield break;
    }
    private void Shuffle(EnemyWaves[] array)
    {
        int n = array.Length;

        while (n > 1)
        {
            n--;
            int        k     = Random.Range(0, n + 1);
            EnemyWaves value = array[k];
            array[k] = array[n];
            array[n] = value;
        }
    }
 private void Start()
 {
     GameController = GameObject.Find("GAME CONTROLLER");
     wavesCode      = GameController.GetComponent <EnemyWaves>();
 }
Example #7
0
 void Start()
 {
     enemyWaves  = EnemyWaves.Instance;
     nextWave    = GameObject.Find("nextWave").GetComponent <TextMeshProUGUI>();
     currentTime = timeUntilFirstWave;
 }