// 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(); }
private void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } }
// 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; }
// 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> (); }
void Awake() { instance = this; }
private void Start() { _EnemySpawnScript = transform.parent.transform.GetComponent<EnemySpawnScript>(); m_State = new SpawnAllowed(this); }
// Use this for initialization void Start() { ess = EnemySpawner.GetComponentInChildren<EnemySpawnScript>(); oldPositions = new int[EnemySpawnScript.spawnerCounter]; activeSpawner = -1; oldSpawner = 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++; } } }
// Use this for initialization void Start() { Player = GameObject.FindGameObjectWithTag("Player"); MoneyText = GameObject.Find("Money").GetComponent <Text>(); EnemySpawner = GameObject.Find("EnemySpawn").GetComponent <EnemySpawnScript>(); }
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; } }
void Awake() { if (Game.GameState.Equals(Game.State.Playing)) { enemySpawner = (EnemySpawnScript)GameObject.Find("EnemySpawner").GetComponent("EnemySpawnScript"); } }