void Awake() { thisTransform = transform; thisRigidbody = rigidbody; GOsoundEmitt = Instantiate(Resources.Load("Prefabs/04Gameplay/SoundWavesPeeble")) as GameObject; soundEmitt = GOsoundEmitt.GetComponent<WaveCreator>(); soundEmitt.gameObject.name = "_pebbleWave"; soundEmitt.gameObject.transform.parent = GameObject.Find("Level/Waves/").transform; //soundEmitt = Instantiate(instWave) as WaveCreator; soundEmitt.createCircle(thisTransform); soundEmitt.setParent(thisTransform); _CollisionSound = GameObject.Find("Player/SFX_Pebble").GetComponent<FESound>(); if (_CollisionSound == null) { Debug.LogError ("Error to find player, plz fix"); } }
// Use this for initialization void Start() { GOinstFootWave = Instantiate(Resources.Load("Prefabs/04Gameplay/SoundWavesDrop")) as GameObject; soundEmitt1 = GOinstFootWave.GetComponent<WaveCreator>();soundEmitt1.gameObject.name = "_dropWave1"+ID;//footsteps wave 1 soundEmitt1.gameObject.transform.parent = GameObject.Find("Level/Waves/").transform; soundEmitt1.createCircle(transform);soundEmitt1.setParent(transform); GOinstFootWave = Instantiate(Resources.Load("Prefabs/04Gameplay/SoundWavesDrop")) as GameObject; soundEmitt2 = GOinstFootWave.GetComponent<WaveCreator>();soundEmitt2.gameObject.name = "_dropWave2"+ID;//footsteps wave 2 soundEmitt2.gameObject.transform.parent = GameObject.Find("Level/Waves/").transform; soundEmitt2.createCircle(transform);soundEmitt2.setParent(transform); DropMask = gameObject.transform.FindChild("SoundWaveEltMask").gameObject as GameObject; spawnPos = transform.position; vectorMove = new Vector2(0f, -fallSpeed); DropEmitter.renderer.enabled = DropMask.renderer.enabled = false; StartCoroutine("waitB4Start"); }
// Use this for initialization public override void Start() { base.Start(); GameEventManager.GameStart += GameStart; GameEventManager.GameOver += GameOver; GameEventManager.GamePause += GamePause; GameEventManager.GameUnpause += GameUnpause; spawnPos = transform.position; GOinstFootWave = Instantiate(Resources.Load("Prefabs/04Gameplay/SoundWavesEmitter")) as GameObject; soundEmitt1 = GOinstFootWave.GetComponent<WaveCreator>();soundEmitt1.gameObject.name = "_footWaveWalker1";//footsteps wave 1 GOinstFootWave = Instantiate(Resources.Load("Prefabs/04Gameplay/SoundWavesEmitter")) as GameObject; soundEmitt2 = GOinstFootWave.GetComponent<WaveCreator>();soundEmitt2.gameObject.name = "_footWaveWalker2";//footsteps wave 2 GOinstInstruWave = Instantiate(Resources.Load("Prefabs/04Gameplay/SoundWavesInstru")) as GameObject; soundInstru1 = GOinstInstruWave.GetComponent<WaveCreator>();soundInstru1.gameObject.name = "_instruWaveWalker1"; //intru wave 1 soundEmitt1.gameObject.transform.parent = soundEmitt2.gameObject.transform.parent = soundInstru1.gameObject.transform.parent = GameObject.Find("Level/Waves/").transform; if (WalkSound != null) { InvokeRepeating("playFootstep",0f,WalkSound.RepeatRate); } // soundEmitt1 = Instantiate(instFootWave) as WaveCreator; // soundEmitt2 = Instantiate(instFootWave) as WaveCreator; // soundInstru1 = Instantiate(instInstruWave) as WaveCreator; soundEmitt1.createCircle(thisTransform);soundEmitt1.setParent(thisTransform); soundEmitt2.createCircle(thisTransform);soundEmitt2.setParent(thisTransform); soundInstru1.createCircle(thisTransform);soundInstru1.specialCircle();soundInstru1.setParent(thisTransform); //pebble1.setCallerObject(thisTransform); //enabled = false; runSpeed = 0.5f; bxTail = gameObject.AddComponent<BoxCollider>(); bxTail.center = new Vector3(0f,0f,0f); bxTail.size = new Vector3(0.5f,0.5f, 30f); setTarget(transform); //target patroling = true; waypointDetectionWidth = thisTransform.gameObject.GetComponentInChildren<Transform>().GetComponentInChildren<OTSprite>().transform.localScale.x/4;//transform.localScale.x; StartCoroutine("goToWaypoint",waypointId); }
// Use this for initialization public override void Start() { base.Start(); GameEventManager.GameStart += GameStart; GameEventManager.GameOver += GameOver; GameEventManager.GamePause += GamePause; GameEventManager.GameUnpause += GameUnpause; spawnPos = thisTransform.position; if (WalkSound != null) { InvokeRepeating("playFootstepLeft",0f,WalkSound.RepeatRate); InvokeRepeating("playFootstepRight",WalkSound.Delay,WalkSound.RepeatRate); InvokeRepeating("playRunstepLeft",0f,RunSound.RepeatRate); InvokeRepeating("playRunstepRight",WalkSound.Delay,RunSound.RepeatRate); } //Creating waves game objects GOinstFootWave = Instantiate(Resources.Load("Prefabs/04Gameplay/SoundWavesEmitter")) as GameObject; //footsteps wave 1 soundEmitt1 = GOinstFootWave.GetComponent<WaveCreator>();soundEmitt1.gameObject.name = "_footWavePlayer1"; GOinstFootWave = Instantiate(Resources.Load("Prefabs/04Gameplay/SoundWavesEmitter")) as GameObject; //footsteps wave 2 soundEmitt2 = GOinstFootWave.GetComponent<WaveCreator>();soundEmitt2.gameObject.name = "_footWavePlayer2"; GOinstFootWave = Instantiate(Resources.Load("Prefabs/04Gameplay/SoundWavesEmitter")) as GameObject; //footsteps wave 3 soundEmitt3 = GOinstFootWave.GetComponent<WaveCreator>();soundEmitt3.gameObject.name = "_footWavePlayer3"; GOinstInstruWave = Instantiate(Resources.Load("Prefabs/04Gameplay/SoundWavesInstru")) as GameObject; //intru wave 1 soundInstru1 = GOinstInstruWave.GetComponent<WaveCreator>();soundInstru1.gameObject.name = "_instruWavePlayer1"; GOinstInstruWave = Instantiate(Resources.Load("Prefabs/04Gameplay/SoundWavesInstru")) as GameObject; //instru wave 2 soundInstru2 = GOinstInstruWave.GetComponent<WaveCreator>();soundInstru2.gameObject.name = "_instruWavePlayer2"; soundEmitt1.gameObject.transform.parent = soundEmitt2.gameObject.transform.parent = soundEmitt3.gameObject.transform.parent = soundInstru1.gameObject.transform.parent = soundInstru2.gameObject.transform.parent = GameObject.Find("Level/Waves/").transform; soundEmitt1.createCircle(thisTransform);soundEmitt1.setParent(thisTransform); //creating wave elements of FOOT wave 1 soundEmitt2.createCircle(thisTransform);soundEmitt2.setParent(thisTransform); //creating wave elements of FOOT wave 2 soundEmitt3.createCircle(thisTransform);soundEmitt3.setParent(thisTransform); //creating wave elements of FOOT wave 3 soundInstru1.createCircle(thisTransform);soundInstru1.specialCircle();soundInstru1.setParent(thisTransform); //creating wave elements of INSTRU wave 1 & setting waves params to INSTRU soundInstru2.createCircle(thisTransform);soundInstru2.specialCircle();soundInstru2.setParent(thisTransform); //creating wave elements of INSTRU wave 2 & setting waves params to INSTRU pebbleBar = Instantiate(Resources.Load("Prefabs/04Gameplay/PebbleBar")) as GameObject; //Create UI power bar footStepDelayINI = footStepDelay; }
// Use this for initialization public override void Start() { base.Start(); GameEventManager.GameStart += GameStart; GameEventManager.GameOver += GameOver; GameEventManager.GamePause += GamePause; GameEventManager.GameUnpause += GameUnpause; spawnPos = transform.position; GOinstFootWave = Instantiate(Resources.Load("Prefabs/04Gameplay/SoundWavesEmitter")) as GameObject; soundEmitt1 = GOinstFootWave.GetComponent<WaveCreator>();soundEmitt1.gameObject.name = "_footWaveRusher1";//footsteps wave 1 GOinstFootWave = Instantiate(Resources.Load("Prefabs/04Gameplay/SoundWavesEmitter")) as GameObject; soundEmitt2 = GOinstFootWave.GetComponent<WaveCreator>();soundEmitt2.gameObject.name = "_footWaveRusher2";//footsteps wave 2 GOinstInstruWave = Instantiate(Resources.Load("Prefabs/04Gameplay/SoundWavesInstru")) as GameObject; soundInstru1 = GOinstInstruWave.GetComponent<WaveCreator>();soundInstru1.gameObject.name = "_instruWaveRusher1"; //intru wave 1 soundEmitt1.gameObject.transform.parent = soundEmitt2.gameObject.transform.parent = soundInstru1.gameObject.transform.parent = GameObject.Find("Level/Waves/").transform; // soundEmitt1 = Instantiate(instFootWave) as WaveCreator; // soundEmitt2 = Instantiate(instFootWave) as WaveCreator; // soundInstru1 = Instantiate(instInstruWave) as WaveCreator; soundEmitt1.createCircle(thisTransform);soundEmitt1.setParent(thisTransform); soundEmitt2.createCircle(thisTransform);soundEmitt2.setParent(thisTransform); soundInstru1.createCircle(thisTransform);soundInstru1.specialCircle();soundInstru1.setParent(thisTransform); //enabled = false; runSpeed = 0.5f; IdleSound.playDistancedSound("idle"); setTarget(transform); //target reset patroling = true; waypointDetectionWidth = thisTransform.gameObject.GetComponentInChildren<Transform>().GetComponentInChildren<OTSprite>().transform.localScale.x/4;//transform.localScale.x/4; }
IEnumerator specialCirclePlay(WaveCreator soundInstru) { soundInstru.resetCircle(); yield return new WaitForSeconds(0.5f); StartCoroutine("specialCirclePlay",soundInstru); }
IEnumerator queueWaveState(string state, WaveCreator soundEmitt) { yield return new WaitForSeconds(0.01f); //soundEmitt.setAlpha(); //print(state+" "+soundEmitt.getAlpha()+" "+soundEmitt.name); if(soundEmitt.isActive()==false) { switch (state) { case "ToWalk": soundEmitt.circleSprintToWalk(); break; case "ToSprint": soundEmitt.circleWalkToSprint(); break; case "ToFall": soundEmitt.circleGroundedToFall(); break; case "ToGround": soundEmitt.circleFallToGrounded(); break; } } else { StartCoroutine(queueWaveState(state,soundEmitt)); } }
// Use this for initialization void Start() { //set up references to other objects GameObject go = (GameObject)GameObject.FindGameObjectWithTag("WaveGen"); myEnemyEmitter=(EnemyEmitter)go.GetComponent ("EnemyEmitter"); myWaveCreator=(WaveCreator)go.GetComponent ("WaveCreator"); //initialize WaveCreator myWaveCreator.setDifficulty(Difficulty.difficulty);//default difficulty go = (GameObject)GameObject.FindGameObjectWithTag("ObjectManager"); myEnemyManager = (EnemyManager)go.GetComponent("EnemyManager"); //initialize enemies myEnemyManager.initEnemies (); go = (GameObject)GameObject.FindGameObjectWithTag("Player"); PI = (PlayerInfo)go.GetComponent ("PlayerInfo"); //initialize local variables wavenum = 0; killStreak = 0; liveStreak = 0; activeEnemies=0; delay = 0.0f; nextWave = true; WAVETYPE = -1; //WAVETYPE = myWaveCreator.createWave (Random.Range (0,0));//change to (1,3) }
// Use this for initialization void Start() { //For test purposes, create a list if (XmlFileName != null && XmlFileName != "") { WaveCreator wc = new WaveCreator (); waveList = wc.DeserializeXml ("Assets/Resources/" + XmlFileName + ".xml"); } if (waveList != null && waveList.Count > 0) { // GameObject enemyPrefab = (GameObject)Resources.Load ("Prefabs/Enemy"); // GameObject bigEnemy = (GameObject)Resources.Load ("Prefabs/SlowEnemy"); // List<GameObject> enemies = new List<GameObject> (); // // for (int a = 0; a < enemiesInWave; a++) { // float random = Random.Range(0.0f, 1.0f); // if(random >= 1 - GameController.chanceForBigGuySpawn_) // enemies.Add(bigEnemy); // else // enemies.Add (enemyPrefab); // } mainWave = waveList[0]; waveList.RemoveAt(0); firstSpawn = Time.time + timeAtBegin; numberOfWaves--; } }