void UpdateTuto() { if (Time.time - _timeInTuto >= _timeInTuto) { _enumStateGame = Enum_StateGame.Shoot; } }
void RestartGame() { _enumStateGame = Enum_StateGame.Shoot; _StartShootCalled = false; _playerManager.Initialize(); _ennemiManager.Initialize(); }
void UpdateShoot() { if (!_StartShootCalled) { StartShoot(); return; } if (!ConstantesManager.IS_TURRET_INITIALIZE) { return; } if (IsPlayerDead()) { _enumStateGame = Enum_StateGame.Dead; DisplayDead(); return; } if (IsPlayerWin()) { DisplayConstruction(); StartConstruction(); } _ennemiManager.UpdateShoot(); _playerManager.UpdateShoot(); }
public void StartShoot() { //Debug.Log ("STARTSHOOT GAMEMAIN"); _GameOverLabel.SetActive(false); _ConstructionPhaseLabel.SetActive(false); _TutoLabel.SetActive(false); _enumStateGame = Enum_StateGame.Shoot; _ennemiManager.StartShoot(); _playerManager.StartShoot(); _StartShootCalled = true; }
public void StartConstruction() { //Debug.Log ("STARTCONSTRUCTION GAMEMAIN"); _GameOverLabel.SetActive(false); _ConstructionPhaseLabel.SetActive(true); _ConstructionPhaseLabel.GetComponent <UILabel> ().text = "Wave " + _playerManager._nbVague + " Clear"; _TutoLabel.SetActive(false); _enumStateGame = Enum_StateGame.Construction; _ennemiManager.StartConstruction(); _playerManager.StartConstruction(); _StartShootCalled = false; }
public float _timeInTuto = 8; //sec // Use this for initialization void Start() { _ennemiManager = new EnnemiManager(); _playerManager = new PlayerManager(); _enumStateGame = Enum_StateGame.Tuto; StartTuto(); _playerManager = ((GameObject)Instantiate(_playerPrefab, _BottomLeftAnchorPrefab.transform.position, Quaternion.identity)).GetComponent <PlayerManager>(); _playerManager.transform.parent = _BottomLeftAnchorPrefab.transform; _ennemiManager = ((GameObject)Instantiate(_ennemiPrefab, this.transform.position, Quaternion.identity)).GetComponent <EnnemiManager>(); _ennemiManager.transform.parent = this.transform; //StartShoot (); }