Exemple #1
0
    // Start is called before the first frame update
    void Start()
    {
        rb2d          = GetComponent <Rigidbody2D>();
        currentHealth = startingHealth;
        GameObject gameManager = GameObject.Find("GameManager");

        gameManagerScript = gameManager.GetComponent <GameManagerScript>();
        GameObject enemySpawner = GameObject.Find("EnemySpawner");

        enemySpawnScript = enemySpawner.GetComponent <EnemySpawnScript>();
        isGameOver       = false;

        //auto run right
        direction     = Vector2.right;
        isFacingRight = true;
        canRun        = true;

        currentShootTime = 0.0f;

        canDashJumpUp   = false;
        canDashJumpDown = false;
        stageLevelMin   = 0;
        stageLevelMax   = 2;
        currStageLevel  = stageLevelMin;

        prevScoreForAbility = 0.0f;
        currAbilityAmount   = gameManagerScript.score - prevScoreForAbility;
        canUseAbilityTime   = useAbilityDuration;
        canUseAbility       = false;
    }
    void Start()
    {
        fusionManager       = FindObjectOfType <FusionManager>();
        enemyBuildingScript = GetComponent <EnemyBuildingScript>();
        enemySpawnScript    = GetComponent <EnemySpawnScript>();
        audi = GetComponent <AudioSource>();

        spawnPosition = enemySpawnScript.GetSpawnPosition();
    }
Exemple #3
0
 private void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else if (instance != this)
     {
         Destroy(gameObject);
     }
 }
Exemple #4
0
    // Start is called before the first frame update
    void Start()
    {
        rb2d = GetComponent <Rigidbody2D>();
        GameObject enemySpawner = GameObject.Find("EnemySpawner");

        enemySpawnScript = enemySpawner.GetComponent <EnemySpawnScript>();
        InitDirection();
        patrolSpeed    = UnityEngine.Random.Range(patrolSpeedMin, patrolSpeedMax);
        patrolDuration = UnityEngine.Random.Range(patrolDurationMin, patrolDurationMax);
        currentHealth  = totalHealth;
        hp.enabled     = false;
        bar.enabled    = false;
    }
Exemple #5
0
    // Start is called before the first frame update
    void Start()
    {
        GameObject health = GameObject.Find("GameManager/Canvas/Healthbar/Health");

        hpBar = health.GetComponent <Image>();
        GameObject ability = GameObject.Find("GameManager/Canvas/AbilityBar/Charge");

        abilityBar    = ability.GetComponent <Image>();
        gameOverPanel = GameObject.Find("GameManager/Canvas/GameOverPanel");
        GameObject spawner = GameObject.Find("EnemySpawner");

        enemySpawnScript = spawner.GetComponent <EnemySpawnScript>();
        GameObject player = GameObject.Find("Player");

        playerScript = player.GetComponent <PlayerScript>();
        score        = 0;
    }
 void Start()
 {
     player = GameObject.FindGameObjectWithTag("Player");
     ess    = transform.parent.GetComponent <EnemySpawnScript> ();
 }
Exemple #7
0
 void Awake()
 {
     instance = this;
 }
 private void Start()
 {
     _EnemySpawnScript = transform.parent.transform.GetComponent<EnemySpawnScript>();
     m_State = new SpawnAllowed(this);
 }
Exemple #9
0
 // Use this for initialization
 void Start()
 {
     ess = EnemySpawner.GetComponentInChildren<EnemySpawnScript>();
     oldPositions = new int[EnemySpawnScript.spawnerCounter];
     activeSpawner = -1;
     oldSpawner = 0;
 }
Exemple #10
0
    // Update is called once per frame
    void Update()
    {
        if (Time.time - lastUpdateTime < spawnSpeed)
        {
            return;
        }
        lastUpdateTime = Time.time;



        if (currentSpawnIndex == spawns.Length)
        {
            //Debug.Log(GameApp.GetInstance().GetGameScene().GetEnemies().Count);
            int enemyLeft = GameApp.GetInstance().GetGameScene().GetEnemies().Count;

            /*     Next Wave Condition:
             *     1. All enemies killed in the wave.
             *     2. Only less than 5 enemies left and you played too long (more than 2 minutes)
             *
             *
             */


            if (enemyLeft == 0 || (Time.time - waveStartTime > 2 * 60 && enemyLeft < 5))
            {
                waveNum++;
                currentSpawnIndex = 0;
                float difficultyFactor = ((float)(waveNum - 1)) / 10.0f;
                //GameApp.GetInstance().GetGameScene().UpdateDifficultyLevel(difficultyFactor);
                waveEndTime = Time.time;

                Algorithem <EnemySpawnScript> .RandomSort(spawns);

                GameApp.GetInstance().GetGameScene().RefreshWoodBoxes();
                spawnSpeed = 2 - waveNum * 0.1f;
                if (spawnSpeed < 0.5f)
                {
                    spawnSpeed = 0.5f;
                }
                Debug.Log("Wave " + waveNum);
            }
        }
        else
        {
            if (Time.time - waveEndTime > timeBetweenWaves)
            {
                if (currentSpawnIndex == 0)
                {
                    waveStartTime = Time.time;
                }

                EnemySpawnScript es = spawns[currentSpawnIndex];
                if ((waveNum % es.onlySpawnEvery) == 0 && (waveNum >= es.onlySpawnFromRound))
                {
                    es.Spawn(1);
                }

                currentSpawnIndex++;
            }
        }
    }
Exemple #11
0
 // Use this for initialization
 void Start()
 {
     Player       = GameObject.FindGameObjectWithTag("Player");
     MoneyText    = GameObject.Find("Money").GetComponent <Text>();
     EnemySpawner = GameObject.Find("EnemySpawn").GetComponent <EnemySpawnScript>();
 }
Exemple #12
0
    void Update()
    {
        if (Game.DevMode && Game.GameState == Game.State.Playing) {
            wasDevMode = true;
            // Instantiate the enemySpawner script if not already instantiated (e.g. the level
            // this script was awaken in was a menu where there is no enemy spawner)
            if (enemySpawner == null) {
                enemySpawner = (EnemySpawnScript)GameObject.Find("EnemySpawner").GetComponent("EnemySpawnScript");
                originalSpawnRate = enemySpawner.SpawnRate;
            }

            // God Mode
            if (Input.GetKeyDown(KeyCode.Alpha1) && !devMode1) {
                Debug.Log("God Mode Enabled");
                devMode1 = true;
                Player.Energy = 100000;
                Player.maxEnergy = 100000;
            } else if (Input.GetKeyDown(KeyCode.Alpha1) && devMode1) {
                Debug.Log("God Mode Disabled");
                devMode1 = false;
                Player.Energy = Player.startEnergy;
                Player.maxEnergy = Player.startEnergy;
            }

            // Spawn Enemy
            if (Input.GetKeyDown(KeyCode.Alpha2)) {
                Debug.Log("Enemy spawned");
                enemySpawner.SpawnEnemy();
            }

            if (Input.GetKeyDown(KeyCode.P) && !devMode2) {
                Debug.Log ("Powerup Mode Enabled");
                devModeAccess = true;
                devMode2 = true;
            } else if(Input.GetKeyDown(KeyCode.P) && devMode2) {
                Debug.Log ("Powerup Mode Disabled");
                devModeAccess = false;
                devMode2 = false;
                Game.PowerupActive = Game.Powerups.None;
            }

            if(Input.GetKeyDown (KeyCode.A) && devMode2) {
                if(Game.PowerupActive != Game.Powerups.ChainReaction) {
                    Game.PowerupActive = Game.Powerups.ChainReaction;
                    Player.hasPowerup = true;
                }
                else {
                    Game.PowerupActive = Game.Powerups.None;
                    Player.hasPowerup = false;
                }
                Debug.Log ("Chain reaction powerup active");
            }

            if(Input.GetKeyDown(KeyCode.S) && devMode2) {
                if(Game.PowerupActive != Game.Powerups.Invincible) {
                    Game.PowerupActive = Game.Powerups.Invincible;
                    Player.hasPowerup = true;
                }
                else  {
                    Game.PowerupActive = Game.Powerups.None;
                    Player.hasPowerup = false;
                }
                Debug.Log ("Invincible powerup active");
            }

            if(Input.GetKeyDown(KeyCode.D) && devMode2) {
                if(Game.sendSuper != true)  {
                    Game.sendSuper = true;
                }
                else {
                    Game.sendSuper = false;
                }
                Debug.Log ("Massive pulse powerup");
            }

            // Mega Swarm
            if (Input.GetKeyDown(KeyCode.Alpha3) && !devMode3) {
                lastSpawnRate = enemySpawner.SpawnRate;
                enemySpawner.SpawnRate = 0.2f;
                enemySpawner.RestartSpawner();
                devMode3 = true;
                Debug.Log("Massive Swarm Enabled");
            } else if (Input.GetKeyDown(KeyCode.Alpha3) && devMode3) {
                enemySpawner.SpawnRate = originalSpawnRate;
                enemySpawner.RestartSpawner();
                devMode3 = false;
                Debug.Log("Massive Swarm Disabled");
            }

            // Stop Spawn
            if (Input.GetKeyDown(KeyCode.Alpha4) && !devMode4) {
                lastSpawnRate = enemySpawner.SpawnRate;
                enemySpawner.StopSpawner();
                devMode4 = true;
                Debug.Log("Auto-Spawn Disabled");
            } else if (Input.GetKeyDown(KeyCode.Alpha4) && devMode4) {
                enemySpawner.SpawnRate = lastSpawnRate;
                enemySpawner.RestartSpawner();
                devMode4 = false;
                Debug.Log("Auto-Spawn Re-enabled with spawnrate: " + enemySpawner.SpawnRate);
            }
        } else if (wasDevMode && Game.GameState == Game.State.Playing) {
            DisableAll();
            wasDevMode = false;
        }
    }
Exemple #13
0
 void Awake()
 {
     if (Game.GameState.Equals(Game.State.Playing)) {
         enemySpawner = (EnemySpawnScript)GameObject.Find("EnemySpawner").GetComponent("EnemySpawnScript");
     }
 }