public void getStartScene() { gameSession status = FindObjectOfType <gameSession>(); status.reset(); SceneManager.LoadScene(0); }
private void Start() { mylevel = FindObjectOfType <level>(); session = FindObjectOfType <gameSession>(); mySprite = GetComponent <SpriteRenderer>(); maxHits = hitSprites.Length + 1; if (tag == "Breakable") { mylevel.countOfBlocks(); } }
// Start is called before the first frame update void Start() { sq = Resources.Load <GameObject>("Prefabs/Square"); rowLabel = Resources.Load <GameObject>("Prefabs/TextPrefab"); buttonPrefab = Resources.Load <GameObject>("Prefabs/myButton"); timerText = rowLabel; allships = new Ship[5]; Ship carrier = new Ship(5); Ship battleship = new Ship(4); Ship cruiser = new Ship(3); Ship submarine = new Ship(3); Ship destroyer = new Ship(2); allships[4] = carrier; allships[3] = battleship; allships[2] = cruiser; allships[1] = submarine; allships[0] = destroyer; GameObject anchor = new GameObject("playergrid"); GameObject anchor2 = new GameObject("enemygrid"); GameObject anchor3 = new GameObject("shipselectiongrid"); //draw player grid playerGrid = GenerateGrid(anchor); playerGrid.parent.transform.position = new Vector3(-10f, -10f); playerGrid.parent.transform.localScale = new Vector3(1.5f, 1.5f); playerGrid.makeClickable(); //ship selection grid Button carrierButton = createWorldButton("Carrier", anchor3, new Vector3(0f, 1f)); carrierButton.onClick.AddListener( () => { Debug.Log("Carrier"); //carrierButton.enabled = false; currentlySelectedShip = allships[4]; currentbutton = carrierButton; } ); Button battleshipButton = createWorldButton("Battleship", anchor3, new Vector3(0f, -2f)); battleshipButton.onClick.AddListener( () => { Debug.Log("Battleship"); currentlySelectedShip = allships[3]; currentbutton = battleshipButton; } ); Button submarineButton = createWorldButton("Submarine", anchor3, new Vector3(0f, -5f)); submarineButton.onClick.AddListener( () => { Debug.Log("Submarine"); allships[2].setBackColor(Color.blue); currentlySelectedShip = allships[2]; currentbutton = submarineButton; } ); Button cruiserButton = createWorldButton("Cruiser", anchor3, new Vector3(0f, -8f)); cruiserButton.onClick.AddListener( () => { Debug.Log("Cruiser"); currentlySelectedShip = allships[1]; currentbutton = cruiserButton; } ); Button destroyerButton = createWorldButton("Destroyer", anchor3, new Vector3(0f, -11f)); destroyerButton.onClick.AddListener( () => { Debug.Log("Destroyer"); currentlySelectedShip = allships[0]; currentbutton = destroyerButton; } ); Button removeships = createWorldButton("Remove Fleet", anchor3, new Vector3(0f, -14f)); removeships.onClick.AddListener( () => { Debug.Log("Color Change Active"); foreach (Block b in playerGrid.blocks) { b.bottomtile.GetComponent <SpriteRenderer>().color = Color.black; b.toptile.GetComponent <SpriteRenderer>().color = Color.white; carrierButton.interactable = true; carrier.placed = false; battleshipButton.interactable = true; battleship.placed = false; submarineButton.interactable = true; submarine.placed = false; cruiserButton.interactable = true; cruiser.placed = false; destroyerButton.interactable = true; destroyer.placed = false; b.filled = false; } } ); anchor3.transform.position = new Vector3(10f, -4f); enemyGrid = GenerateGrid(anchor2); enemyGrid.parent.transform.position = new Vector3(10f, 10f); enemyGrid.parent.transform.localScale = new Vector3(1.5f, 1.5f); enemyGrid.makeClickableEnemy(); //at the moment, theTimer contains the word 'test' theTimer = Instantiate(timerText, new Vector3(-18f, 19f), Quaternion.identity); //gameSession, which is declared a bit further up. session = new gameSession(allships); Debug.Log("Hope this runs " + session.gameStarted); if (session.gameStarted) { removeships.interactable = false; } StartCoroutine(myTurn()); }
// Start is called before the first frame update void Start() { //template for a square sq = Resources.Load <GameObject>("Prefabs/Square"); //template for the labels and text that there is on screen rowLabel = Resources.Load <GameObject>("Prefabs/TextPrefab"); //template for the buttons that are loaded on screen buttonPrefab = Resources.Load <GameObject>("Prefabs/myButton"); //add the firebase script to the main camera Camera.main.gameObject.AddComponent <FirebaseScript>(); dbScript = Camera.main.GetComponent <FirebaseScript>(); //made a copy of rowlabel in the variable timertext timerText = rowLabel; allships = new Ship[5]; Ship carrier = new Ship("Carrier", 5); Ship battleship = new Ship("Battleship", 4); Ship cruiser = new Ship("Cruiser", 3); Ship submarine = new Ship("Submarine", 3); Ship destroyer = new Ship("Destroyer", 2); allships[4] = carrier; allships[3] = battleship; allships[2] = submarine; allships[1] = cruiser; allships[0] = destroyer; GameObject anchor = new GameObject("playergrid"); GameObject anchor2 = new GameObject("enemygrid"); GameObject anchor3 = new GameObject("shipselectiongrid"); //draw player grid playerGrid = GenerateGrid(anchor); anchor.transform.position = new Vector3(-10f, -10f); anchor.transform.localScale = new Vector3(1.5f, 1.5f); playerGrid.makeClickable(); //ship selection grid Button carrierButton = createWorldButton("Carrier", anchor3, new Vector3(0f, 0f)); carrierButton.onClick.AddListener( () => { Debug.Log("Carrier"); //carrierButton.enabled = false; currentlySelectedShip = allships[4]; } ); Button battleshipButton = createWorldButton("Battleship", anchor3, new Vector3(0f, -3f)); battleshipButton.onClick.AddListener( () => { Debug.Log("Battleship"); currentlySelectedShip = allships[3]; } ); Button submarineButton = createWorldButton("Submarine", anchor3, new Vector3(0f, -6f)); submarineButton.onClick.AddListener( () => { Debug.Log("Submarine"); allships[2].setBackColor(Color.blue); currentlySelectedShip = allships[2]; } ); Button cruiserButton = createWorldButton("Cruiser", anchor3, new Vector3(0f, -9f)); cruiserButton.onClick.AddListener( () => { Debug.Log("Cruiser"); currentlySelectedShip = allships[1]; } ); Button destroyerButton = createWorldButton("Destroyer", anchor3, new Vector3(0f, -12f)); destroyerButton.onClick.AddListener( () => { Debug.Log("Destroyer"); currentlySelectedShip = allships[0]; } ); //the position of the ship selection grid. anchor3.transform.position = new Vector3(10f, -4f); enemyGrid = GenerateGrid(anchor2); enemyGrid.parent.transform.position = new Vector3(10f, 10f); enemyGrid.parent.transform.localScale = new Vector3(1.5f, 1.5f); enemyGrid.makeClickableEnemy(); theTimer = Instantiate(timerText, new Vector3(-18f, 19f), Quaternion.identity); session = new gameSession(allships); StartCoroutine(BeginGame()); }
CommandTypes.Shot => new CommandsExecution.Shots().Execution(gameSession, settings, command, addCommand),
CommandTypes.Acceleration => new CommandsExecution.Navigation().Execution(gameSession, settings, command),
CommandTypes.StopShip => new CommandsExecution.Navigation().Execution(gameSession, settings, command),
CommandTypes.TurnRight => new CommandsExecution.Navigation().Execution(gameSession, settings, command),
CommandTypes.MoveForward => new CommandsExecution.Navigation().Execution(gameSession, settings, command),
void Start() { session = FindObjectOfType <gameSession>(); myball = FindObjectOfType <ball>(); }