Example #1
0
    IEnumerator EndGameCoroutine()
    {
        state = ROUND_STATE.END;
        OnGameOver();
        OnRoundOver();
        playerController.setPlayerSpeed(0.0f);

        if (roundNum >= roundMax)
        {
            guiController.addCenterText("FINISHED ALL " + roundMax + " ROUNDS!");
        }
        else
        {
            guiController.addCenterText("Time up!");
        }

        yield return(new WaitForSeconds(1.0f));

        leaderboardManager.StartCoroutine(leaderboardManager.StartEndGameLeaderboard(points));
    }
Example #2
0
    IEnumerator EndRoundCoroutine()
    {
        OnRoundOver();

        state = ROUND_STATE.END;
        //Stop player movement if end of round
        playerController.setPlayerSpeed(0.0f);
        guiController.addCenterText("ROUND OVER");

        isSpawnPowerups = false;
        yield return(new WaitForSeconds(1.0f));

        if (roundNum < roundMax)
        {
            startRound((roundNum + 1));
        }
        else
        {
            StartCoroutine("EndGameCoroutine");
        }
    }
Example #3
0
    IEnumerator StartRoundCoroutine()
    {
        state = ROUND_STATE.START;

        guiController.addCenterText("ROUND " + roundNum);
        guiController.addCenterText("START!");

        yield return(new WaitForSeconds(2.0f));

        // Spawn powerups, animals, and animals given round number
        // Set Time, Animals Saved, Animals Required
        isSpawnPowerups = true;
        spawnPowerups(3);
        spawnAliens(roundData[roundNum - 1].aliensSpawned);
        spawnAnimals(roundData[roundNum - 1].animalsSpawned);
        this.animalsNeeded     = roundData [roundNum - 1].animalsNeeded;
        this.animalsSaved      = 0;
        this.timeStarted       = Time.time;
        this.timeRoundDuration = roundData [roundNum - 1].roundDuration;
        this.timeEnding        = timeStarted + timeRoundDuration;

        StartCoroutine("PlayRoundCoroutine");
    }
Example #4
0
 IEnumerator PlayRoundCoroutine()
 {
     state = ROUND_STATE.PLAY;
     playerController.setPlayerSpeed(8.0f);
     yield break;
 }