/** * method to return to the menu. * * This method clear the diferents statics arrays. */ public void GoToMenu() { //Reset to control UI StaticListWeapons.ResetListWeapons(); StaticExclusionArea.ResetListExclusionArea(); SceneManager.LoadScene(1); }
//Singlenton private void Awake() { if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(this); } // DontDestroyOnLoad(Instance); }
/** * To create enemies in random position * * @see StaticExclusionArea#CheckCoordinatesSprite */ private IEnumerator createEnemieRandomPlace <T>(int quantity) where T : Enemy { for (int h = 0; h < quantity; h++) { Vector3 a = createRandomCoordenates(); //Check if the new coordinates are in the Sprite, in this case get new coordinates while (StaticExclusionArea.CheckCoordinatesSprite(a.x, a.y)) { a = createRandomCoordenates(); } //Use RecoveryEnemy to get new enemy (a die enemy or new instance) er.RecoveryEnemy <T>(a.x, a.y); yield return(new WaitForSeconds(timeBetweenEnemies)); } yield return(new WaitForSeconds(timeBetweenEnemies)); }
/** * @see StaticExclusionArea#AddNewSprite */ private void Start() { spriteRenderExclusionArea = gameObject.GetComponent <SpriteRenderer>(); StaticExclusionArea.AddNewSprite(spriteRenderExclusionArea); }
private void Update() { /* * if (Input.GetKeyDown(KeyCode.T)) * { * timeController.Seconds += 1; * } */ if (!CanvasGamerOver.activeSelf) { CallAnimationRoundTimer(); if (Input.GetKeyDown(KeyCode.Escape)) { if (CanvasMenuEsc.activeSelf) { CanvasMenuEsc.SetActive(false); } else { CanvasMenuEsc.SetActive(true); } } //Player die || game over if the time event is 0 if (playerStats.CurrentHealt <= 0 && writeBD) { IsNewScore = false; timeToShowNewEnemies = 0; CanvasGamerOver.SetActive(true); SaveScoreAndTime(CurrentScore, timeController.getFormatTimer()); FirebaseConnection.Instance.WriteScoreInBBDD(UserName, CurrentScore, timeController.getFormatTimer()); //Reset to control UI StaticListWeapons.ResetListWeapons(); StaticExclusionArea.ResetListExclusionArea(); timeController.restartTimer(); writeBD = false; } } CanWheelTiming(); if (Input.mouseScrollDelta.y == 1.0f && canScroll) { int totalWeapons = ControlWeapons.Instance.TotalWeaponsInPossesion(); int activeWeapon = ControlWeapons.Instance.WhereIsTheActiveWeapon(); int nextWeapon = 0; if (totalWeapons == activeWeapon) { nextWeapon = 1; } else { nextWeapon = activeWeapon + 1; } if (totalWeapons != 1) { StaticListWeapons.GetListAllWeapons().ForEach(w => { if (w.IsActive) { nextWeapon = w.NumberThisWeapon + 1; w.IsActive = false; w.gameObject.SetActive(false); } if (w.NumberThisWeapon == nextWeapon) { w.gameObject.SetActive(true); w.IsActive = true; ControlWeapons.Instance.UpdateActiveWeapon(w.NumberThisWeapon); } }); } } if (Input.mouseScrollDelta.y == -1.0f && canScroll) { int totalWeapons = ControlWeapons.Instance.TotalWeaponsInPossesion(); int activeWeapon = ControlWeapons.Instance.WhereIsTheActiveWeapon(); int nextWeapon = 0; if (totalWeapons == activeWeapon) { nextWeapon = activeWeapon - 1; } else { nextWeapon = totalWeapons - 1; } if (nextWeapon == 0) { nextWeapon = totalWeapons; } if (totalWeapons != 1) { StaticListWeapons.GetListAllWeapons().ForEach(w => { if (w.IsActive) { nextWeapon = w.NumberThisWeapon - 1; if (nextWeapon == 0) { nextWeapon = totalWeapons; } w.IsActive = false; w.gameObject.SetActive(false); } if (w.NumberThisWeapon == nextWeapon) { w.gameObject.SetActive(true); w.IsActive = true; ControlWeapons.Instance.UpdateActiveWeapon(w.NumberThisWeapon); } }); } } if (Input.GetKeyDown(KeyCode.Alpha1)) { StaticListWeapons.GetListAllWeapons().ForEach(w => { if (w.IsInPossesion) { //Active Weapon nº1 if (w.NumberThisWeapon == 1) { w.gameObject.SetActive(true); w.IsActive = true; ControlWeapons.Instance.UpdateActiveWeapon(w.NumberThisWeapon); } else { //Desactive all weapons w.IsActive = false; w.gameObject.SetActive(false); } } }); } if (Input.GetKeyDown(KeyCode.Alpha2)) { if (Weapons.TotalWeapons > 1) { StaticListWeapons.GetListAllWeapons().ForEach(w => { if (w.IsInPossesion) { if (w.NumberThisWeapon == 2) { w.gameObject.SetActive(true); w.IsActive = true; ControlWeapons.Instance.UpdateActiveWeapon(w.NumberThisWeapon); } else { //Desactive all weapons w.IsActive = false; w.gameObject.SetActive(false); } } }); } } }