Exemple #1
0
    /*public void PrePolpulate(){
     *      for (var i = 0; i < poolSize; i++){
     *              var clone = CreateInstance("blue_red");
     *              clone.SetActive(false);
     *      }
     * }*/

    public GameObject NextObject(WeaponColor color)
    {
        var pool = pool_colorA;

        if (color == WeaponColor.colorA)
        {
            pool = pool_colorA;
        }
        else if (color == WeaponColor.colorC)
        {
            pool = pool_colorB;
        }
        else if (color == WeaponColor.colorB)
        {
            pool = pool_colorC;
        }
        foreach (var instance in pool)
        {
            if (instance.activeSelf != true)
            {
                return(instance);
            }
        }
        return(CreateInstance(color));
    }
Exemple #2
0
    private GameObject CreateInstance(WeaponColor color)
    {
        int index = 0;

        if (color == WeaponColor.colorA)
        {
            index = 0;
        }
        else if (color == WeaponColor.colorC)
        {
            index = 1;
        }
        else if (color == WeaponColor.colorB)
        {
            index = 2;
        }
        var clone = Instantiate(instances [index]) as GameObject;

        clone.SetActive(false);
        clone.transform.position = Vector2.zero;

        if (index == 0)
        {
            pool_colorA.Add(clone);
        }
        else if (index == 1)
        {
            pool_colorB.Add(clone);
        }
        else if (index == 2)
        {
            pool_colorC.Add(clone);
        }
        return(clone);
    }
Exemple #3
0
 public Weapon(string name, int might, int range, WeaponColor color, DamageType damageType, Point iconIndex)
 {
     this.name       = name;
     this.might      = might;
     this.range      = range;
     this.color      = color;
     this.damageType = damageType;
     this.iconIndex  = iconIndex;
 }
Exemple #4
0
    protected string GetColor(WeaponColor color)
    {
        switch (color)
        {
        case WeaponColor.blue:
            return("B-");

        case WeaponColor.lightblue:
            return("LB-");

        case WeaponColor.red:
            return("R-");

        default:
            return("G-");
        }
    }
 /*public void PrePolpulate(){
     for (var i = 0; i < poolSize; i++){
         var clone = CreateInstance("blue_red");
         clone.SetActive(false);
     }
 }*/
 public GameObject NextObject(WeaponColor color)
 {
     var pool = pool_colorA;
     if (color == WeaponColor.colorA) {
         pool = pool_colorA;
     }else if (color == WeaponColor.colorC){
         pool = pool_colorB;
     }else if (color == WeaponColor.colorB) {
         pool = pool_colorC;
     }
     foreach (var instance in pool) {
         if(instance.activeSelf != true){
             return instance;
         }
     }
     return CreateInstance(color);
 }
    private GameObject CreateInstance(WeaponColor color)
    {
        int index = 0;
        if (color == WeaponColor.colorA) {
            index = 0;
        }else if (color == WeaponColor.colorC){
            index = 1;
        }else if (color == WeaponColor.colorB) {
            index = 2;
        }
        var clone =  Instantiate (instances [index]) as GameObject;
        clone.SetActive(false);
        clone.transform.position = Vector2.zero;

        if (index == 0) {
            pool_colorA.Add(clone);
        }else if (index == 1){
            pool_colorB.Add(clone);
        }else if (index == 2){
            pool_colorC.Add(clone);
        }
        return clone;
    }
Exemple #7
0
 public override string ToString()
 {
     return(WeaponColor.ToString() + " " + WeaponArm.ToString());
 }
    // Update is called once per frame
    void Update()
    {
        hAxis = Input.GetAxis("Horizontal");
        vAxis = Input.GetAxis("Vertical");
        //Moving Player
        if (hAxis != 0)
        {
            //transform.position = new Vector2(transform.position.x + (moveSpeed*Time.deltaTime) * hAxis, transform.position.y);
            if (hAxis < -0.7)
            {
                trigger1_pressed = true;
                if (!rotating)
                {
                    Debug.Log("left rotation");
                    StopAllCoroutines();
                    StartCoroutine(rotateTriangle(120));
                    energyBar.IncreaseEnergy(0.2f);
                    switch (head)
                    {
                        case WeaponColor.colorA:
                            head = WeaponColor.colorC;
                            break;
                        case WeaponColor.colorB:
                            head = WeaponColor.colorA;
                            break;
                        case WeaponColor.colorC:
                            head = WeaponColor.colorB;
                            break;
                        default:
                            break;
                    }
                }
            }
            else if (hAxis > 0.7)
            {
                trigger2_pressed = true;
                if (!rotating)
                {
                    Debug.Log("rigth rotation");
                    StopAllCoroutines();
                    StartCoroutine(rotateTriangle(-120));
                    energyBar.IncreaseEnergy(0.2f);
                    switch (head)
                    {
                        case WeaponColor.colorA:
                            head = WeaponColor.colorB;
                            break;
                        case WeaponColor.colorB:
                            head = WeaponColor.colorC;
                            break;
                        case WeaponColor.colorC:
                            head = WeaponColor.colorA;
                            break;
                        default:
                            break;
                    }
                }
            }
            else {
                trigger1_pressed = false;
                trigger2_pressed = false;
            }
        }
        else {

        }

        if (vAxis != 0)
        {
            transform.position = new Vector2(transform.position.x, transform.position.y + (moveSpeed * Time.deltaTime) * vAxis);
        }

        if ((vAxis != 0) & !Input.GetButton("Fire1") || (hAxis != 0) & !Input.GetButton("Fire1"))
        {

            energyBar.IncreaseEnergy(0.003f);
        }

        /*
        //Turning Player
        if ((Input.GetAxis("Left Trigger") <= -0.2 & !Input.GetButton("Fire1")) & !trigger1_pressed)
        {
            Debug.Log(Input.GetAxis("Left Trigger"));
            trigger1_pressed = true;
            if (!rotating)
            {
                Debug.Log("left rotation");
                StopAllCoroutines();
                StartCoroutine(rotateTriangle(120));
                energyBar.IncreaseEnergy(0.2f);
                switch (head)
                {
                    case WeaponColor.colorA:
                        head = WeaponColor.colorC;
                        break;
                    case WeaponColor.colorB:
                        head = WeaponColor.colorA;
                        break;
                    case WeaponColor.colorC:
                        head = WeaponColor.colorB;
                        break;
                    default:
                        break;
                }
            }

        }
        else if (Input.GetAxis("Left Trigger") > -0.1){
            trigger1_pressed = false;
        }

        if ((Input.GetAxis("Right Trigger") <= -0.2 & !Input.GetButton("Fire1")) & !trigger2_pressed)
        {
            Debug.Log(Input.GetAxis("Right Trigger"));
            trigger2_pressed = true;
            if (!rotating)
            {
                Debug.Log("rigth rotation");
                StopAllCoroutines();
                StartCoroutine(rotateTriangle(-120));
                energyBar.IncreaseEnergy(0.2f);
                switch (head)
                {
                    case WeaponColor.colorA:
                        head = WeaponColor.colorB;
                        break;
                    case WeaponColor.colorB:
                        head = WeaponColor.colorC;
                        break;
                    case WeaponColor.colorC:
                        head = WeaponColor.colorA;
                        break;
                    default:
                        break;
                }
            }

        }
        else if (Input.GetAxis("Right Trigger") > -0.1)
        {
            trigger2_pressed = false;
        }
        */

        //Shooting with space
        if (Input.GetButton ("Fire1") && (!Input.GetKey (KeyCode.Z) || !Input.GetKey (KeyCode.C))) {

            if (!shooting && actualAmmo > 0){
                if (Time.time - lastfired > 1 / fireRate) {
                    lastfired = Time.time;
                    var bullet = pool.NextObject (head);
                    shooting = true;
                    bullet.transform.position = new Vector2(transform.position.x + 2.5f, transform.position.y);
                    bullet.SetActive (true);
                    ammoGUI.ReduceAmmoCountGUI(1);
                }
            }
        } else {
            shooting = false;
        }

        //Fast Shoot
        if (Input.GetButtonDown ("Fire1")) {
            if (!shooting && actualAmmo > 0){
                var bullet = pool.NextObject (head);
                shooting = true;
                bullet.transform.position = new Vector2(transform.position.x + 2.5f, transform.position.y);
                bullet.SetActive(true);
                ammoGUI.ReduceAmmoCountGUI(1);
            }
        } else {
            shooting = false;
        }

        //Restart Game
        if (Input.GetButtonDown("Submit")) {
            Application.LoadLevel(Application.loadedLevel);
        }

        if (energyBar.GetEnergyValue() == 1) {
            actualAmmo = ammoCount;
            energyBar.SetEnergyValue(0);
            ammoGUI.SetAmmoGUICount(ammoCount);
        }
    }
Exemple #9
0
    // Update is called once per frame
    void Update()
    {
        hAxis = Input.GetAxis("Horizontal");
        vAxis = Input.GetAxis("Vertical");
        //Moving Player
        if (hAxis != 0)
        {
            //transform.position = new Vector2(transform.position.x + (moveSpeed*Time.deltaTime) * hAxis, transform.position.y);
            if (hAxis < -0.7)
            {
                trigger1_pressed = true;
                if (!rotating)
                {
                    Debug.Log("left rotation");
                    StopAllCoroutines();
                    StartCoroutine(rotateTriangle(120));
                    energyBar.IncreaseEnergy(0.2f);
                    switch (head)
                    {
                    case WeaponColor.colorA:
                        head = WeaponColor.colorC;
                        break;

                    case WeaponColor.colorB:
                        head = WeaponColor.colorA;
                        break;

                    case WeaponColor.colorC:
                        head = WeaponColor.colorB;
                        break;

                    default:
                        break;
                    }
                }
            }
            else if (hAxis > 0.7)
            {
                trigger2_pressed = true;
                if (!rotating)
                {
                    Debug.Log("rigth rotation");
                    StopAllCoroutines();
                    StartCoroutine(rotateTriangle(-120));
                    energyBar.IncreaseEnergy(0.2f);
                    switch (head)
                    {
                    case WeaponColor.colorA:
                        head = WeaponColor.colorB;
                        break;

                    case WeaponColor.colorB:
                        head = WeaponColor.colorC;
                        break;

                    case WeaponColor.colorC:
                        head = WeaponColor.colorA;
                        break;

                    default:
                        break;
                    }
                }
            }
            else
            {
                trigger1_pressed = false;
                trigger2_pressed = false;
            }
        }
        else
        {
        }

        if (vAxis != 0)
        {
            transform.position = new Vector2(transform.position.x, transform.position.y + (moveSpeed * Time.deltaTime) * vAxis);
        }

        if ((vAxis != 0) & !Input.GetButton("Fire1") || (hAxis != 0) & !Input.GetButton("Fire1"))
        {
            energyBar.IncreaseEnergy(0.003f);
        }

        /*
         * //Turning Player
         * if ((Input.GetAxis("Left Trigger") <= -0.2 & !Input.GetButton("Fire1")) & !trigger1_pressed)
         * {
         *  Debug.Log(Input.GetAxis("Left Trigger"));
         *  trigger1_pressed = true;
         *  if (!rotating)
         *  {
         *      Debug.Log("left rotation");
         *      StopAllCoroutines();
         *      StartCoroutine(rotateTriangle(120));
         *      energyBar.IncreaseEnergy(0.2f);
         *      switch (head)
         *      {
         *          case WeaponColor.colorA:
         *              head = WeaponColor.colorC;
         *              break;
         *          case WeaponColor.colorB:
         *              head = WeaponColor.colorA;
         *              break;
         *          case WeaponColor.colorC:
         *              head = WeaponColor.colorB;
         *              break;
         *          default:
         *              break;
         *      }
         *  }
         *
         * }
         * else if (Input.GetAxis("Left Trigger") > -0.1){
         *  trigger1_pressed = false;
         * }
         *
         *
         *
         * if ((Input.GetAxis("Right Trigger") <= -0.2 & !Input.GetButton("Fire1")) & !trigger2_pressed)
         * {
         *  Debug.Log(Input.GetAxis("Right Trigger"));
         *  trigger2_pressed = true;
         *  if (!rotating)
         *  {
         *      Debug.Log("rigth rotation");
         *      StopAllCoroutines();
         *      StartCoroutine(rotateTriangle(-120));
         *      energyBar.IncreaseEnergy(0.2f);
         *      switch (head)
         *      {
         *          case WeaponColor.colorA:
         *              head = WeaponColor.colorB;
         *              break;
         *          case WeaponColor.colorB:
         *              head = WeaponColor.colorC;
         *              break;
         *          case WeaponColor.colorC:
         *              head = WeaponColor.colorA;
         *              break;
         *          default:
         *              break;
         *      }
         *  }
         *
         * }
         * else if (Input.GetAxis("Right Trigger") > -0.1)
         * {
         *  trigger2_pressed = false;
         * }
         */

        //Shooting with space
        if (Input.GetButton("Fire1") && (!Input.GetKey(KeyCode.Z) || !Input.GetKey(KeyCode.C)))
        {
            if (!shooting && actualAmmo > 0)
            {
                if (Time.time - lastfired > 1 / fireRate)
                {
                    lastfired = Time.time;
                    var bullet = pool.NextObject(head);
                    shooting = true;
                    bullet.transform.position = new Vector2(transform.position.x + 2.5f, transform.position.y);
                    bullet.SetActive(true);
                    ammoGUI.ReduceAmmoCountGUI(1);
                }
            }
        }
        else
        {
            shooting = false;
        }

        //Fast Shoot
        if (Input.GetButtonDown("Fire1"))
        {
            if (!shooting && actualAmmo > 0)
            {
                var bullet = pool.NextObject(head);
                shooting = true;
                bullet.transform.position = new Vector2(transform.position.x + 2.5f, transform.position.y);
                bullet.SetActive(true);
                ammoGUI.ReduceAmmoCountGUI(1);
            }
        }
        else
        {
            shooting = false;
        }

        //Restart Game
        if (Input.GetButtonDown("Submit"))
        {
            Application.LoadLevel(Application.loadedLevel);
        }

        if (energyBar.GetEnergyValue() == 1)
        {
            actualAmmo = ammoCount;
            energyBar.SetEnergyValue(0);
            ammoGUI.SetAmmoGUICount(ammoCount);
        }
    }