Exemple #1
0
    void SetNewStoryText()
    {
        if (myIntroStoryState > myStoryTextString.Length - 1)
        {
            return;
        }

        myStoryText.CrossFadeAlpha(1.0f, 0.1f, false);
        myStoryText.text = myStoryTextString[myIntroStoryState];
        myAudioSource.PlayOneShot(myTalkClips[myIntroStoryState]);

        Invoke("FadeOutStoryText", 2.0f);
    }
Exemple #2
0
    IEnumerator FadeText()
    {
        yield return(new WaitForSeconds(1f));

        while (displayPressText)
        {
            pressText.CrossFadeAlpha(255, 1f, false);
            yield return(new WaitForSeconds(1f));

            pressText.CrossFadeAlpha(0, 1f, false);
            yield return(new WaitForSeconds(1f));
        }
    }
Exemple #3
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    public void StartGame()
    {
        Debug.Log("PLAYER STARTED");

        // Fading animation between game states
        StartCoroutine(FadeOutStartingUI());
        scoreText.CrossFadeAlpha(1.0f, 1.0f, false);

        InvokeRepeating("SpawnPipes", 0f, pipesSpawnDelay);
    }
Exemple #4
0
    IEnumerator GameplayCountdown()
    {
        //get hotseat text
        UnityEngine.UI.Text hotseatText = GameObject.Find("WarningHotseatText").GetComponent <UnityEngine.UI.Text>();
        //modulate text opacity back and forth
        hotseatText.CrossFadeAlpha(0f, .7f, false);
        yield return(new WaitForSeconds(.7f));

        for (int i = 3; i > 0; i--)
        {
            hotseatText.text = "Warning!\nApproaching astrobelt\n" + i;
            hotseatText.CrossFadeAlpha(1f, .7f, false);
            yield return(new WaitForSeconds(.7f));

            hotseatText.CrossFadeAlpha(0f, .7f, false);
            yield return(new WaitForSeconds(.7f));
        }
        //activate spawner to begin gameplay
        spawner.SetActive(true);
        flightStartTime = Time.time;
    }
Exemple #5
0
    // Use this for initialization
    void Start()
    {
        player      = GameObject.FindGameObjectWithTag("Player");
        musicPlayer = GameObject.Find("MusicPlayer");
        GameObject scoreGO = GameObject.Find("ScoreText");

        if (scoreGO)
        {
            scoreText = scoreGO.GetComponent <UnityEngine.UI.Text> ();
        }
        GameObject timerGO = GameObject.Find("TimerText");

        if (timerGO)
        {
            timerText      = timerGO.GetComponent <UnityEngine.UI.Text> ();
            timerText.text = string.Format("{0:0} : {1:00} : {2:00}", (int)Mathf.Floor(timeLeft / 60.0f), (int)(timeLeft % 60.0f), (int)((timeLeft % 1.0f) * 100.0f));
        }

        GameObject timeGO = GameObject.Find("TimeText");

        if (timeGO)
        {
            timeUpText = timeGO.GetComponent <UnityEngine.UI.Text> ();
            timeUpText.CrossFadeAlpha(0.0f, 0.0f, true);
        }
        GameObject restartGO = GameObject.Find("RestartText");

        if (restartGO)
        {
            restartText = restartGO.GetComponent <UnityEngine.UI.Text> ();
            restartText.CrossFadeAlpha(0.0f, 0.0f, true);
        }

        foreach (GameObject spawnPoint in GameObject.FindGameObjectsWithTag("EnemySpawnPoint"))
        {
            spawnPoints.Add(spawnPoint);
        }
        ballSpawnPoint = GameObject.FindGameObjectWithTag("BallSpawnPoint");
    }
Exemple #6
0
    // Update is called once per frame
    void Update()
    {
        if (gameRunning)
        {
            if (timerRunning)
            {
                timeLeft -= Time.deltaTime;
                if (timeLeft < 0.0f)
                {
                    timeLeft    = 0.0f;
                    gameRunning = false;
                    foreach (GameObject GO in balls)
                    {
                        Destroy(GO);
                    }
                    ballTarget  = 0;
                    enemyTarget = 0;

                    AudioSource audio = GetComponent <AudioSource> ();

                    timeUpText.CrossFadeAlpha(1.0f, 0.2f, false);
                    if (score == enemyScore)
                    {
                        timeUpText.text = "Time Up! Draw!";
                        audio.clip      = drawSound;
                    }
                    else if (score > enemyScore)
                    {
                        timeUpText.text = "Time Up! You Win!";
                        audio.clip      = winSound;
                    }
                    else
                    {
                        timeUpText.text = "Time Up! You Lose!";
                        audio.clip      = loseSound;
                    }
                    audio.Play();

                    musicPlayer.GetComponent <AudioSource> ().Stop();

                    restartText.CrossFadeAlpha(1.0f, 0.2f, false);
                }
                timerText.text = string.Format("{0:0} : {1:00} : {2:00}", (int)Mathf.Floor(timeLeft / 60.0f), (int)(timeLeft % 60.0f), (int)((timeLeft % 1.0f) * 100.0f));
            }

            if (balls.Count < ballTarget)
            {
                Vector3 SpawnPos = ballSpawnPoint.transform.position;
                SpawnPos.y += Random.Range(2.0f, 10.0f);
                Vector3    kickTarget = new Vector3(Random.Range(-1.0f, 1.0f), 0.0f, Random.Range(-1.0f, 1.0f));
                GameObject newBall    = Instantiate(ballClass, SpawnPos, Quaternion.identity);
                newBall.GetComponent <Rigidbody> ().AddForce(kickTarget * spawnKickForce, ForceMode.Impulse);
            }

            if (enemySpawnCooldown > 0.0f)
            {
                enemySpawnCooldown -= Time.deltaTime;
            }

            if (enemies.Count < enemyTarget && enemySpawnCooldown <= 0.0f)
            {
                GameObject spawnPoint = GetSpawnPoint();
                Vector3    SpawnPos   = spawnPoint.transform.position;
                SpawnPos.y += 1.0f;

                Instantiate(enemyClass, SpawnPos, Quaternion.identity);
                enemySpawnCooldown = enemyRate;
            }
        }
        else
        {
            if (Input.GetButton("Submit"))
            {
                UnityEngine.SceneManagement.SceneManager.LoadScene(UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex);
            }
        }
    }