Example #1
0
    private void OnGUI()
    {
        GUILayout.Label("Wave settings", EditorStyles.boldLabel);

        //
        // ## Allows input of key wave information (e.g. enemy numbers, wave timer, etc.)
        // #################################################################################################### //
        timeBetweenEnemies = EditorGUILayout.FloatField("Time between enemies spawning", timeBetweenEnemies);

        variant1 = EditorGUILayout.IntField("Number of variant 1 enemies", variant1);
        variant2 = EditorGUILayout.IntField("Number of variant 2 enemies", variant2);
        variant3 = EditorGUILayout.IntField("Number of variant 3 enemies", variant3);

        waveLength = EditorGUILayout.FloatField("Wave length in secoonds", waveLength);

        // #################################################################################################### //

        if (GUILayout.Button("Spawn Wave"))
        {
            //
            // ## ON BUTTON PRESS
            // ## locates all 'spawners' in the scene and starts a 'wave' according to input values above
            //

            spawner = GameObject.FindGameObjectsWithTag("Spawner");
            for (int i = 0; i < spawner.Length; i++)
            {
                spawner[i].GetComponent <spawnerScript>().startWave(timeBetweenEnemies, variant1, variant2, variant3);
            }

            waveData newWave = new waveData(0, timeBetweenEnemies, variant1, variant2, variant3, waveLength, 30);       //creates object newWave of type waveData based on input values

            GameObject.FindGameObjectWithTag("spawnerManager").GetComponent <playStateControl>().initiateWave(newWave); //calls initiateWave within spawnerManager to allow timer, win and lose conditions to function
        }
    }
Example #2
0
    public void initiateWave(waveData wave)
    {
        //
        // ## Calls spawn script from Spawners in scene
        // ## Sets current state to waveActive
        //

        waveLength = wave.waveLength;
        waveTimer  = 0;
        spawners   = GameObject.FindGameObjectsWithTag("Spawner");

        for (int i = 0; i < spawners.Length; i++)
        {
            spawners[i].GetComponent <spawnerScript>().startWave(waves[wavePointer]);
        }

        current = waveState.waveActive;
    }
Example #3
0
    public void startWave(waveData wave)
    {
        //
        // ## Initialises all variables needed each wave and calls coroutine (takes type waveData as a parameter)
        //

        numberSpawned = 0;
        var1Count     = 0;
        var2Count     = 0;
        var3Count     = 0;

        variant1Spawn = wave.enemy1Numbers;
        variant2Spawn = wave.enemy2Numbers;
        variant3Spawn = wave.enemy3Numbers;

        spawning = true;

        timeBetween = wave.timeBetweenEnemySpawns;

        enemyNumbers = variant1Spawn + variant2Spawn + variant3Spawn;

        StartCoroutine(waveSpawn());
    }
Example #4
0
    void setupLevel()
    {
        List<xmlWave> waves = xmldata.levels[findLevel(levelID)].waves;
        int wavesLength = waves.Count;

        wavedata = new List<waveData>();
        for(int i = 0; i < wavesLength; i++) {
            int enemiesLength = waves[i].enemies.Count;
            waveData wd = new waveData();

            for(int j = 0; j < enemiesLength; j++) {
                waveDataQueue wdq = new waveDataQueue();
                wdq.amount = waves[i].enemies[j].amount;
                wdq.name = waves[i].enemies[j].name;
                wdq.spawnpoint = waves[i].enemies[j].spawnpoint;
                wd.enemies.Add(wdq);

                if(wd.spawninglist.Count < 1) {
                    wd.spawninglist.Add(wdq.spawnpoint);
                } else {
                    for(int l = 0; l < wd.spawninglist.Count; l++) {
                        if(wd.spawninglist[l] == wdq.spawnpoint) {
                            break;
                        }

                        if(l == wd.spawninglist.Count - 1) {
                            wd.spawninglist.Add(wdq.spawnpoint);
                        }
                    }
                }

                wd.total += wdq.amount;
            }

            wd.left = wd.total;
            wd.floatleft = wd.total;
            wd.id = waves[i].id;
            wd.time = waves[i].time;
            wd.timeTotal = waves[i].time;
            wd.delay = waves[i].delay;
            wd.dead = waves[i].dead;
            wd.spawn = wd.total / wd.timeTotal;

            wavedata.Add(wd);
        }

        spawing = false;
        waiting = false;
        paused = true;

        waveMax = wavedata.Count;

        map.setBlinks(wavedata[0].spawninglist);

        nextText(true);
    }