// Start is called before the first frame update void Start() { healthComp = gameObject.GetComponent <EnemyHealth>(); transform.localScale = new Vector3(healthComp.currentHealth * SIZEOVERHEALTH, healthComp.currentHealth * SIZEOVERHEALTH, healthComp.currentHealth * SIZEOVERHEALTH); maxHealth = healthComp.currentHealth; GC = GameObject.Find("InGameController").GetComponent <InGameController>(); }
private void Awake() { if (InGame == null) { InGame = this; } }
// Start is called before the first frame update void Start() { _uniqueInstance = this; _curGameState = eGameState.READY; //SoundManager._uniqueInstance.PlayBGMSound(SoundManager.eBGMType.INGAME); }
IEnumerator DelayBOTAttack(float wait) { yield return(new WaitForSeconds(wait)); InGameController controller = GameObject.FindGameObjectWithTag(Tags.SCENE_CONTROLLER).GetComponent <InGameController>(); controller.BOTAttack(); }
void normalScore() { ScoreManager.killValue = 100; InGameController inGameController = GameObject.Find("InGameController").GetComponent <InGameController>(); inGameController.multiplier = false; }
// Start is called before the first frame update void Start() { // Find the InGame Controller GameObject controller = GameObject.Find("InGameController"); GC = controller.GetComponent <InGameController>(); animate = true; }
public override void InitControllers() { InGameController = new InGameController(); InGameController.Init(_inGameMenuConfig); MainMenuController = new MainMenuController(InGameController); MainMenuController.Init(_mainMenuConfig); MainMenuController.OpenWindow(); }
void applyRandomPowerUp() { float randomNum = Random.value; Vector3 position; if (randomNum <= 0.1) { // Damage all enemies power up GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy"); foreach (GameObject enemy in enemies) { HealthManager healthManager = enemy.GetComponent <HealthManager>(); healthManager.ApplyDamage(200); } } else if (randomNum <= 0.4 && randomNum > 0.1) { // Infinite Ammo Power Up PlayerReload playerReload = GetComponent <PlayerReload>(); playerReload.maxAmmo = 300; playerReload.ReloadAction(300); fireRate = 1000000f; ParticleSystem infAmmoParticleSystem = this.transform.Find("InfAmmo").GetComponent <ParticleSystem>(); infAmmoParticleSystem.enableEmission = true; Invoke("normalReload", 5); } else if (randomNum <= 0.7 && randomNum > 0.4) { // Health Buff Power Up PlayerHealth playerHealth = this.gameObject.GetComponent <PlayerHealth>(); playerHealth.maxHealth = 10000; HealthManager healthManager = GetComponentInParent <HealthManager>(); healthManager.currentHealth = 10000; playerHealth.OnEnable(); playerHealth.ModifyHealth(0); GameObject forceField = this.transform.Find("ForceField").gameObject; forceField.SetActive(true); Invoke("normalHealth", 5); } else { // Score Multiplier Power Up ScoreManager.killValue *= 2; InGameController inGameController = GameObject.Find("InGameController").GetComponent <InGameController>(); inGameController.multiplier = true; Invoke("normalScore", 20); } }
// Handle collisions void OnTriggerEnter(Collider col) { if (col.gameObject.tag == "Exit") { Cursor.lockState = CursorLockMode.None; InGameController.PlayerWon(); } if (col.gameObject.tag == "River") { Cursor.lockState = CursorLockMode.None; InGameController.GameOver(); } }
// Start is called before the first frame update public void UpdatePanel() { InGameController igc = FindObjectOfType <InGameController>(); CardController cC = FindObjectOfType <CardController>(); igc.inGameAnim.SetBool("ShowCanvas", false); if (PlayerPrefs.GetInt("GameMode", 1) == 1) { timeText.text = "Time Used: " + igc.currentTime.ToString() + " s."; recordTimeText.text = "Record Time: " + PlayerPrefs.GetInt("RecordTime", 0).ToString() + " s."; attemptText.text = "Attempt Used: " + cC.attempt.ToString(); recordAttemtText.text = "Record Attempt: " + PlayerPrefs.GetInt("RecordAttempt", 0).ToString(); modeName.SetActive(false); } else { modeName.SetActive(true); timeText.text = "Time Used: " + igc.currentTime.ToString() + " s."; recordTimeText.text = "Record Time: " + PlayerPrefs.GetInt("BlindRecordTime", 0).ToString() + " s."; attemptText.text = "Attempt Used: " + cC.attempt.ToString(); recordAttemtText.text = "Record Attempt: " + PlayerPrefs.GetInt("BlindRecordAttempt", 0).ToString(); } if (igc.timeRecord) { timeRecordHeader.SetActive(true); recordTimeText.text = "Previous Record Time: " + PlayerPrefs.GetInt("PreviousRecordTime", 0).ToString() + " s."; igc.timeRecord = false; } else { timeRecordHeader.SetActive(false); } if (cC.attemptRecord) { attemtRecordHeader.SetActive(true); recordAttemtText.text = "Previous Record Attempt: " + PlayerPrefs.GetInt("PreviousRecordAttempt", 0).ToString(); cC.attemptRecord = false; } else { attemtRecordHeader.SetActive(false); } }
// Start is called before the first frame update void Start() { GC = GameObject.Find("InGameController").GetComponent <InGameController>(); mainForestMusic = mainForest.clip; bossMusic = boss.clip; boss.enabled = false; chickenSounds = chicken.clip; windSounds = wind.clip; throwSound = throwAction.clip; explodeSound = explosion.clip; pickUpSound = pickUp.clip; powerUpSound = powerUp.clip; healingSound = heal.clip; windSoundDelay = 10.0f; chickenSoundDelay = 15.0f; StartCoroutine(PlayWind()); StartCoroutine(PlayChicken()); }
// Start is called before the first frame update public void StartGameMode() { /* * for each image index i will choose 2 random card index from available card: * so when player tap on cards the image acociated with it gets repleced with the existing card image */ cardMemory = new int[cards.Length]; iconStatus = new int [icons.Length]; // value defines number of times it is used cardsChild = new GameObject [cards.Length]; //i have made 2 radomizing method, I dont wanna delete any of those so will use any of those randomly //update 2nd randomizing methods seems to randomize it better so only gonna use this now //AssignIcons(); //Debug.Log("Assigning method"); //Debug.Log("Random method method"); igc = FindObjectOfType <InGameController>(); if (PlayerPrefs.GetInt("GameMode", 1) == 1) { RandomizeIcons(); ShowAllCards(); HideCardChild(); countDownTimeCount = countDownTime; igc.UpdateCountDown(countDownTime); igc.UpdateInGameUI(); attempt = 0; FindObjectOfType <InGameController>().UpdateAttempt(attempt); igc.gameFinished = true; startCountDown = true; timer = 0; //FindObjectOfType<SFXManager>().Play("buttonClick"); } else { RandomizeIcons(); GamePlayStarts(); igc.UpdateInGameUI();//works just like start igc.gameFinished = false; } igc.inGameAnim.SetBool("ShowCanvas", true); }
private void AfterChange(GameState oldState) { if (IsFieldUpdated(oldState, CurrentState, "CurrentState")) { switch (CurrentState.CurrentState) { case State.ARRANGE_SHIPS: { Logger.Log("GameManager: ARRANGE_SHIPS"); if (Connection.Instance.OpId == null) { Logger.Log("GameManager: retrieve OpId from CurrentState"); Connection.Instance.OpId = isHost ? CurrentState.GuestPlayerId : CurrentState.HostPlayerId; } SceneManager.LoadSceneAsync(Constants.SCENE_INDEX_PREGAME); break; } case State.BEGIN_BATTLE: { Logger.Log("GameManager: BEGIN_BATTLE"); SceneManager.LoadSceneAsync(Constants.SCENE_INDEX_INGAME); break; } case State.PICK_CELL: { Logger.Log("GameManager: PICK_CELL"); InGameController controller = GameObject.FindGameObjectWithTag(Tags.SCENE_CONTROLLER).GetComponent <InGameController>(); controller.StartTurn(IsMyTurn()); break; } case State.FIRE: { Logger.Log("GameManager: FIRE"); InGameController controller = GameObject.FindGameObjectWithTag(Tags.SCENE_CONTROLLER).GetComponent <InGameController>(); TargetModel target = JsonUtility.FromJson <TargetModel>(CurrentState.Target); controller.DisplayAttack(target); break; } case State.CHECK_WIN: { Logger.Log("GameManager: CHECK_WIN"); InGameController controller = GameObject.FindGameObjectWithTag(Tags.SCENE_CONTROLLER).GetComponent <InGameController>(); int MyHp = isHost ? CurrentState.HostPlayerHealth : CurrentState.GuestPlayerHealth; int OpHp = isHost ? CurrentState.GuestPlayerHealth : CurrentState.HostPlayerHealth; controller.UpdateHPAndCheckWin(MyHp, OpHp); break; } case State.CHANGE_TURN: { Logger.Log("GameManager: CHANGE_TURN"); // Short delay before starting new turn StartCoroutine(DelayBeginTurn(1)); break; } case State.END_GAME: { Logger.Log("GameManager: END_GAME"); bool isWin = CurrentState.PlayerWin == Connection.Instance.MyId; InGameController controller = GameObject.FindGameObjectWithTag(Tags.SCENE_CONTROLLER).GetComponent <InGameController>(); controller.HandleWinner(isWin); break; } default: break; } } if ( IsFieldUpdated(oldState, CurrentState, "HostPlayerShips") || IsFieldUpdated(oldState, CurrentState, "GuestPlayerShips") ) { if (isHost) { if (!CurrentState.HostPlayerShips.Equals("") && !CurrentState.GuestPlayerShips.Equals("")) { Logger.Log("GameManager: All player are ready"); BeginBattle(); } } } }
public void SetIngameController(InGameController controller) { mController = controller; }
public void Lose() { Cursor.lockState = CursorLockMode.None; InGameController.GameOver(); }
void Start() { GameObject controller = GameObject.Find("InGameController"); GC = controller.GetComponent <InGameController>(); }
private void Awake() { // Get the health of the enemy and InGame Controller at start enemyHealth = GetComponent <EnemyHealth>(); GC = GameObject.Find("InGameController").GetComponent <InGameController>(); }
public MainMenuController(InGameController inGame) { _inGameController = inGame; }
private void Awake() { GameObject levelsHolder = GameObject.Find("LevelZones"); int currentLevel = PlayerPrefs.GetInt("GameLevel"); LevelDataController.LevelData currentLevelData = LevelDataController.GetLevelData(currentLevel); for (int i = 0; i < levelsHolder.transform.childCount; i++) { levelsHolder.transform.GetChild(i).gameObject.SetActive(false); } levelsHolder.transform.GetChild(currentLevel).gameObject.SetActive(true); GameObject currentLevelHolder = levelsHolder.transform.GetChild(currentLevel).gameObject; PlayableLevel currentPlayableLevel = currentLevelHolder.GetComponent <PlayableLevel>(); currentPlayableLevel.Initialize(); LineRendererPool lineRendererPool = FindObjectOfType <LineRendererPool>(); PlayerController playerController = FindObjectOfType <PlayerController>(); playerController.SetPlayerPath(currentLevelHolder.transform.GetChild(1).GetComponent <BezierSpline>()); playerController.Orient(); Weapon currentWeapon = Instantiate(Resources.Load <GameObject>("Prefabs/Weapons/" + currentLevelData._primaryWeaponCategory.ToString()), playerController.GetWeaponPivot()).GetComponent <Weapon>(); currentWeapon.SetLineRendererPool(lineRendererPool); WeaponProjectilesRetriever weaponProjectilesRetriever = FindObjectOfType <WeaponProjectilesRetriever>(); weaponProjectilesRetriever.SetWeapon(currentWeapon); playerController.SetWeapon(currentWeapon); playerController.gameObject.SetActive(false); InGameController _inGameController = FindObjectOfType <InGameController>(); FindObjectOfType <HPBarBehaviour>().SetPlayerController(playerController); _inGameController._player = playerController.gameObject; FindObjectOfType <ShootButtonBehaviour>().SetPlayer(playerController); currentPlayableLevel.SetPlayerController(playerController); //Añado la recarga al botón de recarga GameObject.Find("ReloadButton").GetComponent <Button>().onClick.AddListener(() => playerController.Reload()); currentWeapon.SetVfxBloodPool(GameObject.Find("VFXBloodPool").GetComponent <VFXPool>()); //Asigno valores a la camara BezierSpline cameraPath = currentLevelHolder.transform.GetChild(2).GetComponent <BezierSpline>(); CinematicCameraController cinematicCameraController = FindObjectOfType <CinematicCameraController>(); cinematicCameraController.SetPath(cameraPath); //Creo los enemigos EnemySpawner[] enemySpawners = currentLevelHolder.GetComponentsInChildren <EnemySpawner>(); foreach (EnemySpawner e in enemySpawners) { EnemyController enemyController = null; GameObject instantiatedEnemy = null; switch (e.GetEnemyType()) { case EnemyType.Zombie: instantiatedEnemy = Instantiate(Resources.Load <GameObject>("Prefabs/Enemies/Enemy_Zombie"), e.transform.position, Quaternion.identity); break; case EnemyType.WalkingNightmare: instantiatedEnemy = Instantiate(Resources.Load <GameObject>("Prefabs/Enemies/Enemy_WalkingNightmare"), e.transform.position, Quaternion.identity); break; case EnemyType.CrawlingNightmare: instantiatedEnemy = Instantiate(Resources.Load <GameObject>("Prefabs/Enemies/Enemy_CrawlingNightmare"), e.transform.position, Quaternion.identity); break; case EnemyType.Troll: instantiatedEnemy = Instantiate(Resources.Load <GameObject>("Prefabs/Enemies/Enemy_Troll"), e.transform.position, Quaternion.identity); break; case EnemyType.Explosive: instantiatedEnemy = Instantiate(Resources.Load <GameObject>("Prefabs/Enemies/Enemy_Explosive"), e.transform.position, Quaternion.identity); break; case EnemyType.Spitter: instantiatedEnemy = Instantiate(Resources.Load <GameObject>("Prefabs/Enemies/Enemy_Spitter"), e.transform.position, Quaternion.identity); break; case EnemyType.Bat: instantiatedEnemy = Instantiate(Resources.Load <GameObject>("Prefabs/Enemies/Enemy_Bat"), e.transform.position, Quaternion.identity); break; case EnemyType.SkeletonZombie: instantiatedEnemy = Instantiate(Resources.Load <GameObject>("Prefabs/Enemies/Enemy_SkeletonZombie"), e.transform.position, Quaternion.identity); break; } enemyController = instantiatedEnemy.GetComponent <EnemyController>(); enemyController.SetPath(e.GetComponent <BezierSpline>()); enemyController.SetMaxHp(e._maxHP); enemyController.SetCurrentHP(e._maxHP); enemyController.SetDamage(e._damage); enemyController.SetChaseIndex(e._chaseIndex); enemyController.SetChaseSpeed(e._speed * (1 + e.animationSpeedOffset)); enemyController.SetChaseAnimationSpeedOffset(1 + e.animationSpeedOffset); enemyController.SetSkin(e._skin); enemyController.Orient(); enemyController.SetPlayerController(playerController); if (!e._preInstantiate) { instantiatedEnemy.SetActive(false); } currentPlayableLevel._enemyControllers.Add(enemyController); } }
public InGameState() { Controller = new InGameController(this); }