private void OnTriggerEnter(Collider collider) { if (collider.tag.Equals("Boundaries")) { return; } GameEventController gameController = GameObject.FindGameObjectWithTag("GameEvents").GetComponent <GameEventController>(); // If Enemy Collide with player bullet we need to destroy the bullet if (collider.tag.Equals("CustomPlayerBullet")) { if (health > 1) { health -= 1; } else // If its bosses last health, a winning condition will be set to a player { Destroy(gameObject); // Destroy the Enemy object itself Instantiate(bossExplosion, transform.position, transform.rotation); gameController.score += 20; // add 20 points for killing boss gameController.Winning(); } Destroy(collider.gameObject); // Destroy the Bullet object } }
private void Start() { agent = GetComponent <NavMeshAgent>(); enemyHead = transform.Find("EnemyHead"); target = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); GameEventController.AddEnemy(this); }
public GameEngine(GameEventController gameEventController, GameSettings settings) { _gameEventController = gameEventController; _arena = new Arena(settings.ArenaSize); _players = new ConcurrentDictionary <Guid, Player>(); _score = new ScoreKeeper(); _debug = new Debug(); _roundKeeper = new RoundKeeper(settings.RoundDuration, settings.RoundCountdownDuration, _gameEventController); _powerUpKeeper = new PowerUpKeeper(settings.ArenaSize); _gameSize = settings.ArenaSize; }
public void OnAction(GameEventData gameEventData) { GameObject go = new GameObject("Nested Game Event Controller"); go.transform.SetParent(GameController.Instance.transform); go.transform.Reset(); GameEventController nestedGameEventController = go.AddComponent <GameEventController>(); nestedGameEventController.GameEventRoot = Object.Instantiate(gameEventData.NestedEvent); nestedGameEventController.DepthOffset = gameEventData.TriggerAtDepth; }
void Start() { instance = this; currentTime = startingTime; //Game Start wakeText.SetActive(true); timeGo = false; //SFX FindObjectOfType <SoundManager>().Play("Alarm"); FindObjectOfType <SoundManager>().StartTheme(); }
public RoundKeeper(int roundDuration, int countdownDuration, GameEventController eventController) { _roundDuration = roundDuration; _countdownDuration = countdownDuration; _eventController = eventController; _countdownTimer = new Timer(_countdownDuration * 1000); _countdownTimer.Elapsed += CountdownTimerEndHandler; _roundTimer = new Timer(_roundDuration * 1000); _roundTimer.Elapsed += RoundTimerEndHandler; }
private void Awake() { winningText.gameObject.SetActive(false); pointText.gameObject.SetActive(false); nextGame.gameObject.SetActive(false); if (instance == null) { instance = this; } else { Destroy(gameObject); } shouldScore = true; win = false; score = 999999; killedEnemy = 0; }
private void Setup() { mFurthestDepth = 0.0f; mChunkControllerInstance = SpawnControllerPrefab(mChunkControllerPrefab); mCameraControllerInstance = SpawnControllerPrefab(mCameraControllerPrefab); mUIControllerInstance = SpawnControllerPrefab(mUIControllerPrefab); mPlayerInstance = SpawnControllerPrefab(mPlayerPrefab); mInfiniteBombSpawnerInstance = SpawnControllerPrefab(mInfiniteBombSpawnerPrefab); GameObject go = new GameObject("Game Event Controller"); go.transform.SetParent(transform); go.transform.Reset(); mGameEventControllerInstance = go.AddComponent <GameEventController>(); mGameEventControllerInstance.GameEventRoot = Instantiate(mGameEventRootPrefab); mPlayerInstance.HealthController.OnKilled += OnPlayerKilled; mPlayerInstance.transform.position = new Vector3(0.0f, 10.0f, 0.0f); mUIControllerInstance.PushMenu(UIController.ELayer.HUD, mDepthMeterHUDPrefab); mUIControllerInstance.PushMenu(UIController.ELayer.HUD, mHealthBarHUDPrefab); }
private void OnTriggerEnter(Collider collider) { // Implementing collision logic // If its a boundary or other enemy spaceship, we immediately return from the collapse method if (collider.tag == "Boundaries" || collider.tag == "Enemy") { return; } GameEventController gameController = GameObject.FindGameObjectWithTag("GameEvents").GetComponent <GameEventController>(); // If Enemy Collide with player bullet we need to destroy the bullet if (collider.tag == "CustomPlayerBullet") { Destroy(collider.gameObject); // Destroy the Bullet object Destroy(gameObject); // Destroy the Enemy object itself Instantiate(explosion, transform.position, transform.rotation); gameController.score += 1; } }
public void Start() { main = pickupExplosion.GetComponent <ParticleSystem>().main; gameEventController = GameObject.FindGameObjectWithTag("GameEvents").GetComponent <GameEventController>(); }
public void Start() { _events = GameEventController.Instance; }
public void Start() { _events = GameEventController.Instance; Health.OnDamageTaken += RunDeathEvents; }
public void Start() { _bornAt = Time.time; _events = GameEventController.Instance; }
private void OnDestroy() { GameEventController.RemoveEnemy(this); }