Example #1
0
 void StartFirstFloor()
 {
     cutScene = true;
     playerControl.levelGenerationDone = false;
     firstFloorStart.TriggerDialogue();
     gameDialogState = GameDialogState.FIRST_FLOOR_START;
 }
Example #2
0
 void StartSecondFloor()
 {
     cutScene = true;
     playerControl.levelGenerationDone = false;
     secondFloorStart.TriggerDialogue();
     gameDialogState = GameDialogState.SECOND_FLOOR_START;
 }
Example #3
0
    public virtual void CotinueEvent()
    {
        switch (gameDialogState)
        {
        case GameDialogState.FIRST_FLOOR_START:
            playerControl.levelGenerationDone = true;
            gameDialogState = GameDialogState.FIRST_FLOOR_END;
            cutScene        = false;
            break;

        case GameDialogState.SECOND_FLOOR_START:
            playerControl.levelGenerationDone = true;
            gameDialogState = GameDialogState.SECOND_FLOOR_END;
            cutScene        = false;
            break;

        default:
        case GameDialogState.NONE:
            break;
        }
    }
Example #4
0
    void Start()
    {
        gameState.gameController = gameObject.GetComponent <GameController>();
        audioSource = gameObject.GetComponent <AudioSource>();
        gameState.playerLocation = playerControl.transform;
        gameFloor       = gameState.gameFloor;
        floor.text      = "Floor " + gameState.gameFloor.ToString();
        maxNumEnemies   = gameState.maxNumEnemies;
        currNumEnemies  = 0;
        cutScene        = false;
        gameDialogState = GameDialogState.NONE;

        // Update player here
        playerControl.playerWeapon.damage += gameState.attackIncreased;
        playerControl.fireRate            += gameState.firerateIncreased;
        playerControl.player.maxHealth    += gameState.healthIncreased;
        playerControl.playerWeapon.UpgradeBulk(gameState.playerWeaponUpgrades);
        if (gameState.currHealth != 0)
        {
            playerControl.player.health = gameState.currHealth;
            playerControl.player.HandleHealthBar();
        }

        if (gameFloor == gameState.maxGameFloor - 1)
        {
            StartFirstFloor();
        }

        if (gameFloor == gameState.maxGameFloor - 2)
        {
            StartSecondFloor();
        }

        Invoke("UpdateGraph", 5f);
        InvokeRepeating("SpawnEnemiesConstant", 7f, 2f);
    }