Example #1
0
 private void CreateLifeUp()
 {
     if (!FindObjectOfType <PowerUp>() && !usedPowerup)
     {
         SpawnPowerup(1);
     }
     if (lives.GetLives() > initialLives)
     {
         usedPowerup = true;
         curStage    = TutorialState.SPEEDUP;
         StartCoroutine(SwapStages(4f));
     }
 }
Example #2
0
    //Will load back to menu screen and grab all data from the current scene before transitioning if not tutorial
    public void LoadMenu(MenuState state)
    {
        float wait = 6f;

        if (isGame)
        {
            currentLevel += 1;
            ScoreController score = FindObjectOfType <ScoreController>();
            LivesController lives = FindObjectOfType <LivesController>();
            currentScore = score.GetScore();
            currentLives = lives.GetLives();
            wait         = 3f;
        }
        isGame      = false;
        sceneLoader = FindObjectOfType <SceneLoader>();
        currentMenu = state;
        sceneLoader.LoadMenu(wait);
    }
Example #3
0
    // Start is called before the first frame update
    void Start()
    {
        curStage   = TutorialState.START;
        enemies    = FindObjectsOfType <EnemyController>();
        barriers   = FindObjectsOfType <DestructibleBarrier>();
        enemyGroup = FindObjectOfType <EnemyGroupController>();
        player     = FindObjectOfType <PlayerControl>();
        lives      = FindObjectOfType <LivesController>();
        session    = FindObjectOfType <GameSession>();

        session.SetGame(false);
        initialLives           = lives.GetLives();
        initialSpeed           = player.moveSpeed;
        initialProjectileSpeed = player.projectileSpeed;
        totalEnemies           = enemies.Length;
        totalBarriers          = barriers.Length;

        DeactivateObjects();
        DeactivateStages();
    }