public void StartGame() { splashScreen.SetActive(false); startButton.SetActive(false); hatController.ToggleControl(true); StartCoroutine(Spawn()); }
public void Starter() { startButton.SetActive(false); playing = true; BallBombInstanter.instanter.InstanterSwitch(true); hatController.ToggleControl(true); hatSplash.SetActive(false); }
// Starting spawn, game over events public IEnumerator Spawn(float timeSpawn) { yield return(new WaitForSeconds(4)); hatController.ToggleControl(true); playing = true; while (timeLeft > 0 && scoreClass.score >= 0) { Vector3 spawnPosition = new Vector3(Random.Range(-maxWidth, maxWidth), transform.position.y, 0.0f); Quaternion spawnRotation = Quaternion.identity; // Spawn management WasItScull(); Instantiate(bunnyRabbits[getRand], spawnPosition, spawnRotation); if (getRand > 0) { scull = true; } else { scull = false; } // Speedup if (scoreClass.score % 5 == 0 && scoreClass.score > 0 && scoreClass.score < 50) { addTime = addTime + 0.2f; } yield return(new WaitForSeconds(timeSpawn / addTime)); } // Game over // Mb this will work that way StartCoroutine(GameOver()); /*timeLeft = 0.0f; * yield return new WaitForSeconds(0.5f); * hatController.ToggleControl(false); * yield return new WaitForSeconds(0.5f); * gameOverText.SetActive(true); * // Score management * GetComponent<Leaderboard>().CheckScores(scoreClass.score); * yield return new WaitForSeconds(0.5f); * leaderBoard.SetActive(true); * GetComponent<Leaderboard>().DrawScores(); * if (GetComponent<Leaderboard>().isScore) * { * playerInputField.SetActive(true); * submitButton.SetActive(true); * } * else * { * yield return new WaitForSeconds(0.5f); * restartButton.SetActive(true); * menuButton.SetActive(true); * }*/ }
public void StartGame() { spashScreenImage.SetActive(false); startBtn.SetActive(false); StartCoroutine(Spawn()); hatController.ToggleControl(true); playing = true; }
public void StartGame() { splashScreen.SetActive(false); startButton.SetActive(false); startOne.SetActive(true); StartCoroutine(Change()); hatController.ToggleControl(true); //to start our function our game StartCoroutine(Spawn()); }
// Use this for initialization void Start() { if (cam == null) { cam = Camera.main; } playing = true; Vector3 upperCorner = new Vector3(Screen.width, Screen.height, 0.0f); Vector3 targetWidth = cam.ScreenToWorldPoint(upperCorner); float ballWidth = balls[0].GetComponent <Renderer>().bounds.extents.x; maxWidth = targetWidth.x - ballWidth; UpdateText(); btnPause.gameObject.SetActive(false); pausePanel.gameObject.SetActive(false); btnResume.gameObject.SetActive(false); btnMenu.gameObject.SetActive(false); btnRestart.gameObject.SetActive(false); Button pause = btnPause.GetComponent <Button>(); pause.onClick.AddListener(PauseOnClick); Button resume = btnResume.GetComponent <Button>(); resume.onClick.AddListener(ResumeOnClick); Button menu = btnMenu.GetComponent <Button> (); menu.onClick.AddListener(MenuOnClick); StartCoroutine(Spawn()); hatController1.ToggleControl(true); hatController2.ToggleControl(true); btnPause.gameObject.SetActive(true); //pause study Time.timeScale = 1; pauseObjects = GameObject.FindGameObjectsWithTag("ShowOnPause"); hidePaused(); }
// se crea la función para iniciar el juego desde la splash scene // se quiere desactivar la SplashScreen y el startButton // asi como iniciar la corrutina Spawn // se necesita tener referencias a esas variables (que son GameObjects) y que sean públicas -se hace arriba public void StartGame() { hatController.ToggleControl(true); playing = true; }