Exemple #1
0
    // Use this for initialization
    void Start()
    {
        guiController = guiObj.GetComponent <GUI_Controller> ();
        guiController.syncWithRoundManager = true;
        guiController.hideCanvas();
        //GUICONTROLLER addCenterText, setCenterTextInterval, addPowerup, hideCanvas, showCanvas

        leaderboardManager = leaderboardManagerObj.GetComponent <Leaderboard_Manager> ();

        playerController = playerObj.GetComponent <Player_Controller_VR> ();
        this.playerController.setPlayerSpeed(0.0f);

        this.roundData = this.GetComponent <Round_Data> ().roundData;

        animalSpawnLocations  = GameObject.FindGameObjectsWithTag("Animal Spawn");
        powerupSpawnLocations = GameObject.FindGameObjectsWithTag("Powerup Spawn");
        alienSpawnLocations   = GameObject.FindGameObjectsWithTag("Alien Spawn");

        timeStarted = Time.time;
        timeEnding  = timeStarted + timeRoundDuration;

        StartCoroutine("PowerupSpawnerCoroutine");

        //this.startRound (1);
    }
    public IEnumerator StartEndGameLeaderboard(int tempScore)
    {
        firebaseController.retrieveLeaderboardOnFirebase();
        guicontroller.hideCanvas();
        score = tempScore;
        guicontroller.addCenterText("Score: " + score);
        //this.hideLeaderboard ();

        yield return(new WaitForSeconds(4.0f));

        SceneManager.LoadScene(SceneManager.GetActiveScene().name);

        /*
         *      this.showLeaderboard ();
         *
         *      scoreObj.SetActive (true);
         *      scoreObj.GetComponent<TextMesh> ().text = "Score: " + score;
         *
         *      if (isFirebase) {
         *              if (isEntryHighScore (tempScore)) {
         *                      // Input Name for new highscore
         *                      // When Input complete,
         *                      // show score
         *                      // show main menu button
         *
         *                      nameInputObj.SetActive (true);
         *                      leaderboardName.GetComponent<TextMesh> ().text = leaderboardNameString;
         *
         *                      while(!isInputName)
         *                      {
         *                              yield return new WaitForSeconds(0.5f);
         *                      }
         *
         *                      nameInputObj.SetActive (false);
         *
         *                      string leaderboardText = "";
         *                      for (int i = 1; i <= 10; i++) {
         *                              leaderboardText += i + ": " + leaderboard [i - 1].name + " | " + leaderboard [i - 1].score + "\n";
         *                      }
         *
         *                      leaderboardTitleObj.SetActive (true);
         *                      leaderboardObj.SetActive (true);
         *                      leaderboardObj.GetComponent<TextMesh> ().text = leaderboardText;
         *                      returnToMainMenuObj.SetActive(true);
         *              } else {
         *                      // Show score
         *                      // Show highscore list
         *                      // Show Main menu button
         *
         *                      string leaderboardText = "";
         *
         *                      for (int i = 1; i <= 10; i++) {
         *                              leaderboardText += i + ": " + leaderboard [i - 1].name + " | " + leaderboard [i - 1].score + "\n";
         *                      }
         *
         *                      leaderboardTitleObj.SetActive (true);
         *                      leaderboardObj.SetActive (true);
         *                      leaderboardObj.GetComponent<TextMesh> ().text = leaderboardText;
         *                      returnToMainMenuObj.SetActive(true);
         *              }
         *      } else {
         *              // Show unable to get high score list
         *              // Prompt return to main menu only
         *              unavailableObj.SetActive(true);
         *              returnToMainMenuObj.SetActive (true);
         *      }
         *
         */
    }