//button for highscore void Awake() { lives = 3; health = 100; score = 0; gameOverText.text = ""; winText.text = ""; healthText.text = ""; scoreText.text = ""; livesText.text = ""; rofText.text = ""; bombText.text = ""; restartButton.SetActive(false); pauseButton.SetActive(false); mainMenuButton.SetActive(false); highScoreButton.SetActive(false); GameObject playerController = GameObject.FindWithTag("Player"); if (playerController != null) { playRen = GetComponent <MeshRenderer> (); } playerCol = playerObject.GetComponent <Collider> (); wS = GetComponent <WaveSystem> (); }
private void Awake() { gui = FindObjectOfType <GUIOverlay>(); buttonFunctionUI = FindObjectOfType <UIButtonFunctions>(); inst = this; TurretTemplate.amplitude = 3; gameStateS = GameStates.started; gameState = gameStateS; currentMana = startingMana; gridSystem = GetComponent <GridSystem> (); waveSystem = GetComponent <WaveSystem>(); eventsManager = GetComponent <EventsManager>(); audioLibrary = GetComponent <AudioManager>(); worldSpaceCanvas = GameObject.Find("World Space Canvas").transform; townHall = GameObject.Find("Townhall").transform; projector = FindObjectOfType <OwnProjector>(); if (SceneManager.GetActiveScene().name == "Level 1") { tutorial = FindObjectOfType <TutorialManager>(); tutorialCanvasRC = tutorial.GetComponentInParent <GraphicRaycaster>(); } else { tutorial = null; tutorialCanvasRC = null; } }
void Start() { agent = GetComponent <NavMeshAgent>(); agent.speed = speed; anim = GetComponent <Animator>(); target = FindObjectOfType <Player>().transform; health = GetComponent <IHealth>(); sedat = GetComponent <SedatPoint>(); audioSource = GetComponent <AudioSource>(); ws = FindObjectOfType <WaveSystem>(); GetInfo(); if (health.HealthPoint <= 0) { isDied = true; health.OnDead(); anim.Play("Died"); anim.SetBool("isIdling", true); anim.SetBool("isRunning", false); anim.SetBool("isDead", false); anim.Play("Died"); } else if (sedat.SedatPoints <= 0) { isDied = true; anim.Play("Died"); anim.SetBool("isIdling", true); anim.SetBool("isRunning", false); anim.SetBool("isDead", false); anim.Play("Died"); } }
private void Start() { radius = transform.GetChild(1).GetComponent <EnemySpawnerRadius>(); enemyProperties = enemyTemplate.GetComponent <Enemy>(); SetRandomSpawnTime(); WaveSystem.Get().spawners.Add(this); }
void OnEnable() { if (EditorPrefs.HasKey(EP_LastWaveList)) { string objectPath = EditorPrefs.GetString(EP_LastWaveList); waveList = AssetDatabase.LoadAssetAtPath(objectPath, typeof(WaveSystem)) as WaveSystem; } }
public static WaveSystem Create() { WaveSystem asset = ScriptableObject.CreateInstance <WaveSystem> (); AssetDatabase.CreateAsset(asset, "Assets/WaveSystem.asset"); AssetDatabase.SaveAssets(); return(asset); }
void Start() { //if (spawnRate <= 0) { spawnRate = 1; } cLock = false; waveSys = FindObjectOfType <WaveSystem>(); prepPhase = FindObjectOfType <PreparationPhase>(); indexOfEnemy = -1; }
public void ForcedChangeScene() { if (SceneManager.GetActiveScene().name == "Gameplay") { Destroy(GameManager.Get().gameObject); Destroy(WaveSystem.Get().gameObject); Destroy(TurretSpawner.Get().gameObject); Destroy(Highscore.Get().gameObject); Destroy(MilestoneManager.Get().gameObject); UpgradeSystem upgrades = UpgradeSystem.Get(); if (upgrades) { upgrades.CleanList(); } } else if (SceneManager.GetActiveScene().name == "Upgrade Screen") { AkSoundEngine.StopAll(); } if (sceneName == "Gameplay") { AkSoundEngine.StopAll(); UpgradeSystem upgrades = UpgradeSystem.Get(); if (upgrades) { upgrades.CleanList(); } LoaderManager.Get().LoadScene(sceneName); UILoadingScreen.Get().SetVisible(true); } else if (sceneName == "Upgrade Screen") { AkSoundEngine.StopAll(); UpgradeSystem upgrades = UpgradeSystem.Get(); if (upgrades) { upgrades.CleanList(); } SceneManager.LoadScene(sceneName); } else { SceneManager.LoadScene(sceneName); } Time.timeScale = 1; }
void Start() { GameObject gameControllerObject = GameObject.FindWithTag("GameController"); if (gameControllerObject != null) { waveSystem = gameControllerObject.GetComponent <WaveSystem> (); } }
void Start() { addedScore = 10; manager = GameObject.FindGameObjectWithTag("Manager"); gun = GameObject.FindGameObjectWithTag("Gun"); _targets = manager.GetComponent<WaveSystem>(); }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(this.gameObject); } }
//amount of time void Start() { timer = 3; waveSystem = GetComponent <WaveSystem> (); gameController = GetComponent <GameController> (); tutorialText.text = ""; tutorialCount = 0; StartCoroutine(TutorialWait()); }
// TODO rename if exists void CreateNewWaveList() { // No overwrite protection !!! viewIndex = 1; waveList = Create(); if (waveList) { string relPath = AssetDatabase.GetAssetPath(waveList); EditorPrefs.SetString(EP_LastWaveList, relPath); } }
void Start() { //Reference to parent - Wave Enemy System parentSystem = GetComponentInParent <WaveSystem>(); foreach (Transform t in enemyPool) { this.gameObject.SetActive(false); // t.gameObject.GetComponent<EnemyWaveHandler>().OnEnemyDestroy += OnEnemyDestroyEvent; } }
void Awake() { if (singleton != null) { Destroy(gameObject); return; } singleton = this; scoreSystem = GetComponent <ScoreSystem>(); waveSystem = GetComponent <WaveSystem>(); }
void Awake() { objectiveHealth = GetComponent <ObjectiveHealthSystem>(); playerHealth = GetComponent <PlayerHealthSystem>(); stateSystem = GetComponent <StateSystem>(); waveSystem = GetComponent <WaveSystem>(); playerAction = player1.GetComponent <PlayerActionSystem>(); enemies = new List <GameObject>(); deadBodies = new List <GameObject>(); }
private void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(this.gameObject); } wavesystem = GetComponent <WaveSystem>(); MaxWaveCount = wavesystem.waves.Length;//최대웨이브 추가 //DontDestroyOnLoad(this.gameObject); }
void OpenWaveList() { string absPath = EditorUtility.OpenFilePanel("Select Wave List", "", ""); if (absPath.StartsWith(Application.dataPath)) { string relPath = absPath.Substring(Application.dataPath.Length - "Assets".Length); waveList = AssetDatabase.LoadAssetAtPath(relPath, typeof(WaveSystem)) as WaveSystem; if (waveList) { // wenn waveList asset erfolgreich geladen, speichere Einstellung in EditorPrefs EditorPrefs.SetString(EP_LastWaveList, relPath); } } }
void Awake() { //Enfore singleton if (singleton != null) { Destroy(gameObject); return; } //Initialize singleton singleton = this; //Initialize systems scoreSystem = GetComponent <ScoreSystem>(); waveSystem = GetComponent <WaveSystem>(); }
public void RepeatScene() { if (SceneManager.GetActiveScene().name == "Gameplay") { Destroy(GameManager.Get().gameObject); Destroy(WaveSystem.Get().gameObject); Destroy(TurretSpawner.Get().gameObject); Destroy(Highscore.Get().gameObject); Destroy(MilestoneManager.Get().gameObject); } SceneManager.LoadScene(SceneManager.GetActiveScene().name); Time.timeScale = 1; UpgradeSystem upgrades = UpgradeSystem.Get(); if (upgrades) { upgrades.CleanList(); } }
void Awake() { //Enfore singleton if (singleton != null) { Destroy(gameObject); return; } //Initialize singleton singleton = this; //Initialize systems scoreSystem = GetComponent <ScoreSystem>(); waveSystem = GetComponent <WaveSystem>(); playerSpawnSystem = GetComponent <PlayerSpawnSystem>(); spectatorSystem = GetComponent <SpectatorSystem>(); IsReady = true; }
// Use this for initialization void Start() { inputHandler = new InputHandler (); waveSystem = new WaveSystem (this, player); SpawnWave = false; timeUntilSpawnWaveTimer = timeUntilSpawnWave; }
//if true spawn the power ups void Awake() { wS = GetComponent <WaveSystem> (); }
// Use this for initialization void Start() { _waveSystemObject = GameObject.FindWithTag("WaveSystem"); waveSystem = _waveSystemObject.GetComponent <WaveSystem>(); }
private void Awake() { instance = this; }
public void LoadAAFile(string filename, JAIVersion version) { WSYS = new WaveSystem[0xFF]; // None over 256 please :). IBNK = new InstrumentBank[0xFF]; // These either. var aafdata = File.ReadAllBytes(filename); // We're just going to load a whole copy into memory because we're lame -- having this buffer in memory makes it easy to pass as a ref to stream readers later. var aafRead = new BeBinaryReader(new MemoryStream(aafdata)); bool done = false; while (!done) { var ChunkID = aafRead.ReadUInt32(); long anchor; var name = convertChunkName(ChunkID); Console.WriteLine("[AAF] Found chunk: {0}", name); switch (ChunkID) { case 0: done = true; // either we're misalligned or done, so just stopo here. break; case 1: // Don't know case 5: case 4: case 6: case 7: aafRead.ReadUInt32(); aafRead.ReadUInt32(); aafRead.ReadUInt32(); break; case 2: // INST case 3: // WSYS { while (true) { var offset = aafRead.ReadUInt32(); if (offset == 0) { break; // 0 means we reached the end. } var size = aafRead.ReadUInt32(); var type = aafRead.ReadUInt32(); anchor = aafRead.BaseStream.Position; // Store our return position. aafRead.BaseStream.Position = offset; // Seek to the offset pos. if (ChunkID == 3) { var b = new WaveSystem(); // Load the wavesystem b.LoadWSYS(aafRead); WSYS[b.id] = b; // store it Console.WriteLine("\t WSYS at 0x{0:X}", offset); } else if (ChunkID == 2) { var x = new InstrumentBank(); x.LoadInstrumentBank(aafRead, version); Console.WriteLine("\t IBNK at 0x{0:X}", offset); IBNK[x.id] = x; // Store it } aafRead.BaseStream.Position = anchor; // Return back to our original pos after loading. } break; } } } }
public void ChangeScene() { if (SceneManager.GetActiveScene().name == "Gameplay") { Destroy(GameManager.Get().gameObject); Destroy(WaveSystem.Get().gameObject); Destroy(TurretSpawner.Get().gameObject); Destroy(Highscore.Get().gameObject); Destroy(MilestoneManager.Get().gameObject); UpgradeSystem upgrades = UpgradeSystem.Get(); if (upgrades) { upgrades.CleanList(); } AkSoundEngine.StopAll(); } else if (SceneManager.GetActiveScene().name == "Upgrade Screen") { AkSoundEngine.StopAll(); } if (sceneName == "Upgrade Screen") { AkSoundEngine.StopAll(); UpgradeSystem upgrades = UpgradeSystem.Get(); if (upgrades) { upgrades.CleanList(); } int goToTutorial = PlayerPrefs.GetInt("isFirstTimePlaying", 1); if (goToTutorial == 1) { SceneManager.LoadScene("Tutorial"); } else if (goToTutorial == 0) { SceneManager.LoadScene(sceneName); } } else if (sceneName == "Gameplay") { AkSoundEngine.StopAll(); UpgradeSystem upgrades = UpgradeSystem.Get(); if (upgrades) { upgrades.CleanList(); } int goToTutorial = PlayerPrefs.GetInt("isFirstTimePlaying", 1); if (goToTutorial == 1) { SceneManager.LoadScene("Tutorial"); } else if (goToTutorial == 0) { LoaderManager.Get().LoadScene(sceneName); UILoadingScreen.Get().SetVisible(true); } } else { SceneManager.LoadScene(sceneName); } Time.timeScale = 1; }
protected override void OnStartState() { WaveSystem.StartWaveSystem(); TurretModel.FocusOnTarget(EntityTracker.Instance.GetAnEntity <EnemyModel>()); //TODO: Replace Test with real targeting code }
public IEnumerator SpawnEnemy() { int w = 0; while (_spawnDone == false && w < _waves.Count) { WaveSystem wave = _waves[w]; int enemiesToSpawn = 0; if (wave.bossWave == false) { enemiesStillAlive = wave.numberOfEnemiesToSpawn; enemiesToSpawn = wave.numberOfEnemiesToSpawn; } else { _boss.SetActive(true); enemiesStillAlive = 1; } UIManager.Instance.UpdateWaveUIText(w + 1); int sheildedEnem = 0; _canDodge = wave.VerticaleEnemiesDodge; while (enemiesStillAlive != 0) { if (wave.bossWave == false) { if (enemiesToSpawn > 0) { foreach (var e in _enemies) { if (e.activeInHierarchy == false && e != null) { Enemy en = e.GetComponent <Enemy>(); int can = Random.Range(0, 2); if (en != null) { if (sheildedEnem < wave.sheildedEnemies) { en.ActiveSheild(true); sheildedEnem++; } if (wave.canEnemiesZigzag == true) { if (can == 1) { en._activeZigZag = true; } else { en._activeZigZag = false; } } en.canFireFromBehind = wave.enemiesCanShootFromBehind; en.canShoot = wave.enemiesCanShoot; en.ChooseRandomMouvementType(); EnemyMouvementType(en); } e.SetActive(true); enemiesToSpawn--; break; } } yield return(new WaitForSeconds(_enemySpawnTime)); } if (enemiesStillAlive == -1) { enemiesStillAlive = 0; // bug fix } } yield return(null); } UIManager.Instance.UpdateCountDownUI(wave.cooldownToStartNextWave); yield return(new WaitForSeconds(wave.cooldownToStartNextWave)); w++; } if (_spawnDone == false) { UIManager.Instance.UpdateWaveUIText(-1); } }
public WaveSystem(SpawnScript spawnScript, PlayerScript playerScript) { //if (instance == null) //{ instance = this; //misc wave system init RoundNumber = 1; WaveNumber = 0; this.spawnScript = spawnScript; this.playerScript = playerScript; EnemiesRemaining = 0; ForceSpawnWave = false; WaveFinished = true; WaveCountdownOccuring = false; spawnWaveTimer = TimeUntilWaveSpawn; //initialize enemy data ChaserUpgrade = new EnemyUpgrade(ChaserHealthInitial, ChaserVelocityInitial, ChaserDamageInitial, ChaserAttackRateInitial); BouncerUpgrade = new EnemyUpgrade(BouncerHealthInitial, BouncerVelocityInitial, BouncerDamageInitial, BouncerAttackRateInitial); ChargerUpgrade = new EnemyUpgrade(ChargerHealthInitial, ChargerVelocityInitial, ChargerDamageInitial, ChargerAttackRateInitial); SniperUpgrade = new EnemyUpgrade(SniperHealthInitial, SniperVelocityInitial, SniperDamageInitial, SniperAttackRateInitial); HealerUpgrade = new EnemyUpgrade(HealerHealthInitial, HealerVelocityInitial, HealerDamageInitial, HealerAttackRateInitial); SpawnerUpgrade = new EnemyUpgrade(SpawnerHealthInitial, SpawnerVelocityInitial, SpawnerDamageInitial, SpawnerAttackRateInitial); BossUpgrade = new EnemyUpgrade(BossHealthInitial, BossVelocityInitial, BossDamageInitial, BossAttackRateInitial); //} }
private void OnEnable() { waveSystem = serializedObject.targetObject as WaveSystem; }
public void LoadBAAFile(string filename, JAIVersion version) { WSYS = new WaveSystem[0xFF]; // None over 256 please :). IBNK = new InstrumentBank[0xFF]; // These either. var aafdata = File.ReadAllBytes(filename); // We're just going to load a whole copy into memory because we're lame -- having this buffer in memory makes it easy to pass as a ref to stream readers later. var aafRead = new BeBinaryReader(new MemoryStream(aafdata)); bool done = false; while (!done) { var ChunkID = aafRead.ReadUInt32(); long anchor; var name = convertChunkName(ChunkID); Console.WriteLine("[BAA] Found chunk: {0}", name); switch (ChunkID) { case 1046430017: // >_AA done = true; // either we're misalligned or done, so just stopo here. break; case 1094803260: // AA_< break; case 1651733536: // BST { var offset_sta = aafRead.ReadUInt32(); var offset_end = aafRead.ReadUInt32(); break; } case 1651733614: // BSTN { var offset_sta = aafRead.ReadUInt32(); var offset_end = aafRead.ReadUInt32(); break; } case 1651729184: // BSC { var offset_sta = aafRead.ReadUInt32(); var offset_end = aafRead.ReadUInt32(); break; } case 1651403552: // BNK { var id = aafRead.ReadUInt32(); var offset = aafRead.ReadUInt32(); anchor = aafRead.BaseStream.Position; // Store our return position. aafRead.BaseStream.Position = offset; // Seek to the offset pos. var b = new InstrumentBank(); b.LoadInstrumentBank(aafRead, version); // Load it up IBNK[id] = b; aafRead.BaseStream.Position = anchor; // Return back to our original pos after loading. break; } case 2004033568: // WSYS { var id = aafRead.ReadUInt32(); var offset = aafRead.ReadUInt32(); var flags = aafRead.ReadUInt32(); anchor = aafRead.BaseStream.Position; // Store our return position. aafRead.BaseStream.Position = offset; // Seek to the offset pos. var b = new WaveSystem(); b.LoadWSYS(aafRead); WSYS[id] = b; aafRead.BaseStream.Position = anchor; // Return back to our original pos after loading. break; } } } }
private void Start() { _waveSystem = GameObject.FindGameObjectWithTag("Pooler").GetComponent <WaveSystem>(); EnemyDeath = _waveSystem.DeathCount; _counter = 0; }