void LoadLevel(string levelName) { CleanupLevel(); LevelDesc = LevelLoader.GetLevel(levelName); LevelLoader.LoadAndValidateLevel(LevelDesc); GameObjectFactory.Initialize(LevelDesc); Waves = new WaveManager(LevelDesc); Turrets = new TurretManager(LevelDesc); Projectiles = new ProjectileManager(LevelDesc); Utilities.Log("Creating road objects"); GameObjectFactory.CreateMapObjects(LevelDesc); InitializeGameplayUISettings(); Coin = LevelDesc.StartingCoins; LivesRemaining = LevelDesc.Lives; GameTime = 0.0F; LastMissileTime = 0.0F; CountdownStartTime = GameTime; State = LevelState.WaveCountdown; Waves.AdvanceToNextWave(GameTime); ShowHUDUI(); ShowCountdownUI(); }
private void OnTriggerStay(Collider other) { if (other.gameObject.layer == 11) { if (Input.GetMouseButtonDown(0)) { PooledObject pooledObject = other.GetComponentInParent <PooledObject>(); TurretManager turret = other.GetComponentInParent <TurretManager>(); MineTurretScript mineTurret = other.GetComponentInParent <MineTurretScript>(); if (pooledObject != null) { foreach (Transform child in other.transform.parent.transform) { MaterialManager childMaterial = child.GetComponent <MaterialManager>(); if (childMaterial != null) { childMaterial.DefaultMaterial(); } } pooledObject.returnToPool(); if (turret != null) { money.MoneyChange(turret.value / 2); } if (mineTurret != null) { money.MoneyChange(mineTurret.value / 2); } } } } }
void Start() { rend = GetComponent <Renderer>(); startColor = rend.material.color; turretManager = TurretManager.instance; }
public TurretNavigationMesh(Transform pMyTransform, NavMeshAgent pNavigationAgent) { this._myTransform = pMyTransform; this._navigationAgent = pNavigationAgent; this._walkSound = (AudioClip)Resources.Load("Sounds/Enemies/Turret/Walk"); this._turretManagerScript = this._myTransform.GetComponent<TurretManager>(); }
// Start is called before the first frame update void Start() { GameObject turret = GameObject.Find("Manager"); TurretManager tm = turret.GetComponent <TurretManager>(); remainingFriendly = tm.FriendlySaveToWin; }
// Start is called before the first frame update void Start() { theTurretMnager = FindObjectOfType <TurretManager>(); costToUpgrade = (int)GetComponent <TowerLevel>().upgradeCost; costWhenSold = (int)GetComponent <TowerLevel>().sell; costToReposition = (int)GetComponent <TowerLevel>().repoCost; }
/* Thoughts about method for choosing turret placement: * Create a new script to place on buttons. It holds a cost and a prefab. * Have a function that takes that script as an argument. * Put that function in the button OnClick() and drag the button gameobject itself in. * The function gets the cost and prefab that way--from the script given as an argument. * void SelectTurretToBuild (TurretInfo turretInfo) { * cost = turretInfo.cost; * turret = turretInfo.turretPrefab; * } * * public class TurretInfo : MonoBehaviour { * public int cost; * public GameObject turretPrefab; * } */ //Please use GameManager._instance.turretManager to reference this script void Start() { player = ReInput.players.GetPlayer(0); instance = this; turretBtnPressed = false; canPlace = false; }
// Update is called once per frame void Update() { GameObject turret = GameObject.Find("Turret(Clone)"); if (turret == null) { turret = GameObject.Find("Turret Hard(Clone)"); } if (turret == null) { GameObject manager = GameObject.Find("Manager"); TurretManager tm = manager.GetComponent <TurretManager>(); rfText.text = "Friend Left to Save: 0"; fsText.text = "Friendly Killed: 0"; if (tm.gameEndState == "You Won") { gameEndText.color = Color.blue; } else { gameEndText.color = Color.red; } gameEndText.text = tm.gameEndState; } else { Turret t = turret.GetComponent <Turret>(); rfText.text = "Friend Left to Save: " + (remainingFriendly - t.friendlySaved); fsText.text = "Friendly Killed: " + t.friendlyKilled; gameEndText.text = ""; } }
public void Move() { GameObject manager = GameObject.Find("Manager"); TurretManager tm = manager.GetComponent <TurretManager>(); Vector3 moveVect = transform.forward * tm.FriendlySpeed * Time.deltaTime; mRigidbody.MovePosition(mRigidbody.position + moveVect); GameObject turret = GameObject.Find("Turret(Clone)"); if (turret == null) { turret = GameObject.Find("Turret Hard(Clone)"); } float distance = Vector3.Distance(this.transform.position, turret.transform.position); // -1.5 for the turret size if (distance - 1.5 <= tm.reachDistance) { Turret t = turret.GetComponent <Turret>(); t.FriendlySaved(); GameObject unitAnimation = Instantiate(_unitEntered, transform.position, transform.rotation); Destroy(unitAnimation, 1); Destroy(gameObject); } }
private void Start() { monsterManager = FindObjectOfType <MonsterManager>(); correspondingTurret = transform.parent.GetComponentInParent <Turret>(); turretManager = FindObjectOfType <TurretManager>(); camera = FindObjectOfType <Camera>(); }
void Start() { InitializeLists(); turretManager = TurretManager.singleton; turretDisplayRenderTexture = turretDisplayRenderTextureImage.texture as RenderTexture; turretInfoPanel.SetActive(false); HideAllTurretDisplays(); }
// Start is called before the first frame update void Start() { mRigidbody = GetComponent <Rigidbody>(); GameObject manager = GameObject.Find("Manager"); TurretManager tm = manager.GetComponent <TurretManager>(); health = tm.customHealth; }
void Start() { //InvokeRepeating("CheckEnemy", 0, 0.5f); turretManager = FindObjectOfType <TurretManager>(); agent = GetComponent <NavMeshAgent>(); anim = GetComponentInChildren <Animator>(); agent.updateRotation = true; //agent.speed = moveSpeed; }
// Start is called before the first frame update void Start() { radialMenu = GameObject.Find("Turret Placement UI"); radialMenu.SetActive(true); manager = FindObjectOfType <TurretManager>(); buildButtonText = GameObject.FindGameObjectWithTag("BuildCost").GetComponent <Text>(); radialMenu.SetActive(false); mm = FindObjectOfType <MoneyManager>(); }
public WaveSimulatorDamageStats SimulateDamageToEnemies( EnemyDescription enemy, WaveSolution solution, float HandMissileFreqency, float HandMissileDamantPctAverage, int enemyCount, bool invincible) { DamageStats = new WaveSimulatorDamageStats(); InvincibleEnemies = invincible; float waveTime = 0.0F; float timeDelta = 1.0F / 72.0F; float previousHandMissileTime = 0.0f; EnemyWave waveDesc = new EnemyWave(); waveDesc.Count = enemyCount; waveDesc.Enemy = enemy.Name; waveDesc.DifficultyMultiplier = 1.0F; ResetLevelDescState(LevelDesc); TurretManager turrets = new TurretManager(LevelDesc); ProjectileManager projectiles = new ProjectileManager(LevelDesc, LevelManager.LookupProjectile); WaveInstance wave = new WaveInstance(LevelDesc, waveDesc, enemy, 0.0F, SimulatorDamageCallback); for (int i = 0; i < solution.Turrets.Count; i++) { turrets.AddTurret(LevelManager.LookupTurret(solution.Turrets[i].Name), solution.Turrets[i].pos, projectiles); } Debug.Log("----------------------------------------"); Debug.Log(" Wave of " + enemyCount + " " + enemy.Name + "s"); Debug.Log("----------------------------------------"); do { wave.Advance(waveTime); projectiles.AdvanceAll(waveTime); turrets.Fire(waveTime); float timeSinceLastHandMissile = waveTime - previousHandMissileTime; if (timeSinceLastHandMissile >= HandMissileFreqency) { // Real projectiles have to incur flight time but we'll simulate // the damage as instanntaneous to keep it simple. Also real projectiles // have blast radius that should hit multiple enemies. We'll just hit one. } waveTime += timeDelta; } while (!wave.IsCompleted); DamageStats.DamagePerEnemy = DamageStats.DamageDealt / enemyCount; return(DamageStats); }
void Awake() { if (instance != null) { Debug.LogError("More than one BuildManager in scene!"); return; } instance = this; }
void Awake() { if (singleton != null) { Debug.LogError("Multiple TurretManagers"); return; } singleton = this; }
// Use this for initialization protected override void Start() { _turretManager = TurretManager.Instance; _turretManagerRpc = TurretManagerRpcClient.Instance; GameObject cameraGo; RTS_Camera.CameraDictionary.TryGetValue(CameraName, out cameraGo); _camera = cameraGo.GetComponent <Camera>(); SetButton("ButtonBack", Button_Back, ""); }
/*[Header("Tray")] * public Vector3 basicTraySpawnPoint; * public Vector3 slowTraySpawnPoint; * public Vector3 rocketTraySpawnPoint;*/ void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } }
private void Update() { if (Input.GetKeyDown(KeyCode.Alpha3)) { TurretManager.UnlockAt(2); } else if (Input.GetKeyDown(KeyCode.Alpha4)) { TurretManager.UnlockAt(3); } }
void Awake() { if (singleton == null) { singleton = this; } else { Destroy(gameObject); } }
void Start() { GameEvents.current.onIncreaseMoney += (int money) => this.playerMoney += money; GameEvents.current.onDecreaseMoney += (int money) => { this.playerMoney -= money; this.decreaseMoneyPS.Play(); }; this.turretManager = GetComponent <TurretManager>(); this.timeOfPreviousBasicIncome = 0; }
public void MountTurret(Vector3 position, TurretManager _turret) { MovementSpeed = 0; transform.position = position; GameManager.singleton.OnMountingTurret(); _mountTurret = _turret; _mountTurret.ActivateTurret(); }
// Start is called before the first frame update void Start() { tm = this; path = GameObject.Find("Path").GetComponent <Path>(); CannonTurret = Resources.Load <GameObject>("Prefabs/CannonTurret");//(GameObject)Resources.Load("Assets /Prefabs/CannonTurret.prefab", typeof(GameObject)); RocketTurret = Resources.Load <GameObject>("Prefabs/RocketTurret"); FlameTurret = Resources.Load <GameObject>("Prefabs/FlameTurret"); BananaTurret = Resources.Load <GameObject>("Prefabs/BananaTurret"); CSharpTurret = Resources.Load <GameObject>("Prefabs/CSharpTurret"); //selectedTurret = RocketTurret; }
private void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); return; } //DontDestroyOnLoad(gameObject); }
private void Init() { permission.RegisterPermission(PermUse, this); permission.RegisterPermission(PermUseRadius, this); permission.RegisterPermission(PermUseSamRadius, this); cmd.AddChatCommand(_config.ToggleCommand, this, nameof(TurretCommand)); cmd.AddChatCommand(_config.ToggleTcCommand, this, nameof(ToggleTurretsInTc)); cmd.AddChatCommand(_config.ToggleSamTcCommand, this, nameof(ToggleSamsInTc)); _instance = this; _stored = Interface.Oxide.DataFileSystem.ReadObject <PluginData>(Name); _turretManager = new TurretManager(); }
protected void Start() { position = new Vector2Int((int)Mathf.Floor(transform.position.x), (int)Mathf.Floor(transform.position.y)); transform.position = new Vector2(position.x + .5f, position.y + .5f); monsterManager = FindObjectOfType <MonsterManager>(); turretManager = FindObjectOfType <TurretManager>(); cameraManager = FindObjectOfType <CameraManager>(); upgradeButton = turretMenu.transform.Find("UpgradeButton").GetComponent <UpgradeButton>(); upgradeCostText = upgradeButton.transform.Find("UpgradeCost").GetComponent <Text>(); sellButton = turretMenu.transform.Find("SellButton").GetComponent <SellButton>(); sellPriceText = sellButton.transform.Find("SellPrice").GetComponent <Text>(); UpdateButtons(); }
// Update is called once per frame protected override void Update() { #region Find the Managers. if (!_turretManagerRpc) { _turretManagerRpc = TurretManagerRpcClient.Instance; return; } if (!_turretManager) { _turretManager = TurretManager.Instance; } #endregion RaycastHit hit; var ray = _camera.ScreenPointToRay(Input.mousePosition); if (Input.GetKeyDown("1")) { Button_Back(""); return; } if (!Physics.Raycast(ray, out hit, Mathf.Infinity)) { return; } if (hit.transform.tag != "Platform") { return; } _turretManager.ShowTurretShadow(CurrentSpawningTurret, TeamGroup, hit.point); if (Input.GetMouseButtonDown(0)) { if (hit.transform.tag == "Platform") { int turretNumber; if (!TurretDictionary.Instance.TurretNameToId.TryGetValue(CurrentSpawningTurret, out turretNumber)) { return; } _turretManagerRpc.TurretSpawnSendRpc((int)turretNumber, TeamGroup, hit.point); } } }
private void Init() { config = Config.ReadObject <Configuration>(); data = Interface.Oxide.DataFileSystem.ReadObject <Data>(Name); turretManager = new TurretManager(); Instance = this; permission.RegisterPermission(permUse, this); permission.RegisterPermission(permUseRadius, this); permission.RegisterPermission(permUseSamRadius, this); cmd.AddChatCommand(config.ToggleCommand, this, "TurretCommand"); cmd.AddChatCommand(config.ToggleTCCommand, this, "ToggleTurretsInTc"); cmd.AddChatCommand(config.ToggleSamTcCommand, this, "ToggleSamsInTc"); }
public void FriendlyKilled() { if (mState != State.INACTIVE || mState != State.DEATH || mState != State.WON) { friendlyKilled++; mTurretAgent.AddReward(-1.0f); GameObject manager = GameObject.Find("Manager"); TurretManager tm = manager.GetComponent <TurretManager>(); if (friendlyKilled >= tm.FriendlyKilledToLose) { tm.gameEndState = "You Lost"; state = State.DEATH; } } }
// Start is called before the first frame update void Start() { TurretManager turrets = Instantiate(turretManager, transform); turrets.name = "TurretManager"; hordes = Instantiate(hordeManager, transform); hordes.name = "HordeManager"; GridManager grid = Instantiate(gridManager, transform); grid.name = "GridManager"; WallManager walls = Instantiate(wallManager, transform); walls.name = "WallManager"; SpawnWave(waveCount); }
/// <summary> /// Load all initial game logic. /// </summary> private void InitializeGame() { this.gameState = GameState.Start; player = TurretManager.spawnTurret(TurretType.Basic, Vector3.Empty, Vector3.Empty, new Vector3(1f, 1f, 1f), keyboard); this.camera = new ThirdPersonCamera(player, new Vector3(0f, 10f, -15f)); player.Head.addChild(camera); List<Wave> waves = new List<Wave>(); for (int i = 1; i <= 10; i++) { Wave wave = new Wave(); wave.waveNumber = i; wave.enemiesPerSpawn = i; wave.planeSpeed = 5f + i * 2; wave.planeTurnSpeed = (float)(Math.PI / 8); wave.tankSpeed = 5f + i; wave.tankTurnSpeed = (float)(Math.PI / 8); wave.planesToSpawn = (int)(i / 2); wave.tanksToSpawn = (int)(i / 2) + (i % 2); wave.spawnDelay = 1f + i; wave.minimumSpawnDistance = 150f; wave.maximumSpawnDistance = 200f; waves.Add(wave); } managers = new List<Manager>(); BulletManager bulletManager = new BulletManager(); managers.Add(bulletManager); TurretManager turretManager = new TurretManager(); managers.Add(turretManager); EnemyManager enemyManager = new EnemyManager(waves, 0); managers.Add(enemyManager); ParticleEmitterManager particleEmitterManager = new ParticleEmitterManager(camera); managers.Add(particleEmitterManager); world = new WorldBox( ContentLoader.WorldBoxTop, ContentLoader.WorldBoxBottom, ContentLoader.WorldBoxLeft, ContentLoader.WorldBoxRight, ContentLoader.WorldBoxFront, ContentLoader.WorldBoxBack); // TODO: make the gui redraw based on the window size gui = new GUI(player, new Rectangle(this.Width - (int)(this.Width * 0.0625), (int)(this.Height * 0.0052), (int)(this.Width * 0.0521), (int)(this.Height * 0.0104)), new Point(this.Width - (int)(this.Width * 0.183), 0), device, this.Width, this.Height); }