Example #1
0
    //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> ();
    }
Example #2
0
    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");
        }
    }
Example #4
0
 private void Start()
 {
     radius          = transform.GetChild(1).GetComponent <EnemySpawnerRadius>();
     enemyProperties = enemyTemplate.GetComponent <Enemy>();
     SetRandomSpawnTime();
     WaveSystem.Get().spawners.Add(this);
 }
Example #5
0
 void OnEnable()
 {
     if (EditorPrefs.HasKey(EP_LastWaveList))
     {
         string objectPath = EditorPrefs.GetString(EP_LastWaveList);
         waveList = AssetDatabase.LoadAssetAtPath(objectPath, typeof(WaveSystem)) as WaveSystem;
     }
 }
Example #6
0
    public static WaveSystem Create()
    {
        WaveSystem asset = ScriptableObject.CreateInstance <WaveSystem> ();

        AssetDatabase.CreateAsset(asset, "Assets/WaveSystem.asset");
        AssetDatabase.SaveAssets();
        return(asset);
    }
Example #7
0
 void Start()
 {
     //if (spawnRate <= 0) { spawnRate = 1; }
     cLock        = false;
     waveSys      = FindObjectOfType <WaveSystem>();
     prepPhase    = FindObjectOfType <PreparationPhase>();
     indexOfEnemy = -1;
 }
Example #8
0
    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;
    }
Example #9
0
    void Start()
    {
        GameObject gameControllerObject = GameObject.FindWithTag("GameController");

        if (gameControllerObject != null)
        {
            waveSystem = gameControllerObject.GetComponent <WaveSystem> ();
        }
    }
Example #10
0
    void Start()
    {
        addedScore = 10;

        manager = GameObject.FindGameObjectWithTag("Manager");
        gun = GameObject.FindGameObjectWithTag("Gun");

        _targets = manager.GetComponent<WaveSystem>();
    }
Example #11
0
 void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else if (instance != this)
     {
         Destroy(this.gameObject);
     }
 }
Example #12
0
    //amount of time

    void Start()
    {
        timer = 3;

        waveSystem     = GetComponent <WaveSystem> ();
        gameController = GetComponent <GameController> ();

        tutorialText.text = "";
        tutorialCount     = 0;
        StartCoroutine(TutorialWait());
    }
Example #13
0
 // 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);
     }
 }
Example #14
0
    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;
        }
    }
Example #15
0
    void Awake()
    {
        if (singleton != null)
        {
            Destroy(gameObject);
            return;
        }
        singleton = this;

        scoreSystem = GetComponent <ScoreSystem>();
        waveSystem  = GetComponent <WaveSystem>();
    }
Example #16
0
    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>();
    }
Example #17
0
 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);
 }
Example #18
0
    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>();
    }
Example #20
0
    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;
    }
Example #22
0
    // Use this for initialization
    void Start()
    {
        inputHandler = new InputHandler ();
        waveSystem = new WaveSystem (this, player);

        SpawnWave = false;
        timeUntilSpawnWaveTimer = timeUntilSpawnWave;
    }
Example #23
0
    //if true spawn the power ups

    void Awake()
    {
        wS = GetComponent <WaveSystem> ();
    }
Example #24
0
 // Use this for initialization
 void Start()
 {
     _waveSystemObject = GameObject.FindWithTag("WaveSystem");
     waveSystem        = _waveSystemObject.GetComponent <WaveSystem>();
 }
Example #25
0
 private void Awake()
 {
     instance = this;
 }
Example #26
0
        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;
                }
                }
            }
        }
Example #27
0
    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;
    }
Example #28
0
 protected override void OnStartState()
 {
     WaveSystem.StartWaveSystem();
     TurretModel.FocusOnTarget(EntityTracker.Instance.GetAnEntity <EnemyModel>()); //TODO: Replace Test with real targeting code
 }
Example #29
0
    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);
        }
    }
Example #30
0
    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);
        //}
    }
Example #31
0
 private void OnEnable()
 {
     waveSystem = serializedObject.targetObject as WaveSystem;
 }
Example #32
0
        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;
                }
                }
            }
        }
Example #33
0
 private void Start()
 {
     _waveSystem = GameObject.FindGameObjectWithTag("Pooler").GetComponent <WaveSystem>();
     EnemyDeath  = _waveSystem.DeathCount;
     _counter    = 0;
 }