public void LoadnextLevel() { int currentSceneIndex = SceneManager.GetActiveScene().buildIndex; int nextSceneIndex = currentSceneIndex + 1; SceneManager.LoadScene(nextSceneIndex); ship = shipStatus.started; }
public void spawnActiveShip() { GameObject test = GameObject.Find("ShipSelector"); GameObject spawnPoint = GameObject.Find("SpawnPoint"); Ship = test.GetComponent <ShipSelector>().activeShip; Instantiate(Ship, spawnPoint.transform); ship = shipStatus.notStarted; }
private void Start() { _sm = GameObject.Find("SessionManager").GetComponent <SessionManager>(); currentShipStatus = shipStatus.Waiting; StartCoroutine(RandomTimeArrival()); red = Resources.Load("LedRed", typeof(Material)) as Material; blue = Resources.Load("LedBlue", typeof(Material)) as Material; yellow = Resources.Load("LedYellow", typeof(Material)) as Material; black = Resources.Load("LedBlack", typeof(Material)) as Material; }
// Update is called once per frame void Update() { //checkShipsOut = shipSpawn.shipsOut; RaycastHit hit; //Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.up * -1) * 50, Color.red); //if (Physics.Raycast(this.transform.position, this.transform.up * -1, out hit, .5f) && currentShipStatus != shipStatus.headHome) if (Physics.SphereCast(this.transform.position, 0.3f, this.transform.up * -1, out hit, .3f) && currentShipStatus != shipStatus.headHome) { //Debug.Log(this.gameObject.name + " DETECT WALL"); if (hit.collider.gameObject.tag == "Wall" ^ hit.collider.gameObject.tag == "WallScript") { //DO THIS ONCE ON WALL HIT if (!hasDocked) { createShipNeeds(); currentShipStatus = shipStatus.waitingOnLoad; isGoingHome = false; hasDocked = true; } } } else { if (currentShipStatus == shipStatus.goingToStation) { transform.position = Vector3.MoveTowards(transform.position, center, shipSpeed); } } if (currentShipStatus == shipStatus.headHome) { isGoingHome = true; if (transform.position != startPosition) { transform.position = Vector3.MoveTowards(transform.position, startPosition, 0.5f); //Debug.Log("Going Home"); } else { // shipSpawn.degrementValue(); //currentShipStatus = shipStatus.goingToStation; } } //!!! DON'T FORGET TO CHANGE FROM || to && if (isFoodLoaded == true && isWaterLoaded == true && isFluidLoaded == true && hasDocked == true) { currentShipStatus = shipStatus.headHome; StartCoroutine(ReturnForLoad()); isFluidLoaded = false; isWaterLoaded = false; isFoodLoaded = false; _localscore += (50 * scoreMultiplier); _sm.IncreaseScore(_localscore); scoreMultiplier = 0; isGoingHome = true; hasDocked = false; } /* * if (checkShipsOut < 1) * { * shipSpawn.waveLaunch(); * } */ }
IEnumerator RandomTimeArrival() { yield return(new WaitForSeconds(Random.Range(0f, 10f))); currentShipStatus = shipStatus.goingToStation; }
IEnumerator ReturnForLoad() { yield return(new WaitForSeconds(Random.Range(20f, 50f))); currentShipStatus = shipStatus.goingToStation; }
public void goingHome() { currentShipStatus = shipStatus.headHome; //Debug.Log("going home"); isGoingHome = true; }