void Update() { switch (gameManager.getState()) { case (BaseGM.GAMESTATE.PREGAME): PregameInputs(); StandardInputs(); break; //In countdown player can only rotate, no firing. case (BaseGM.GAMESTATE.COUNTDOWN): GetRotationInput(); RestrictAngle(); break; case (BaseGM.GAMESTATE.INGAME): if (gameManager.GetPaused() == false && !pauseMenu.activeSelf) { StandardInputs(); CheckOpenPauseMenu(); } else if (gameManager.GetPaused()) { GetMenuInput(); } else { StandardInputs(); } break; case (BaseGM.GAMESTATE.POSTGAME): if (gameManager.getState() == BaseGM.GAMESTATE.POSTGAME && rewiredPlayer.GetButtonDown("StartGame")) { Debug.Log("changing to menu"); gameManager.returnToMenu(); } break; } }
IEnumerator RecursiveSpawner() { if (gameManager.getState() == BaseGM.GAMESTATE.INGAME) { Bounds spawnerBounds = this.GetComponentInChildren <BoxCollider2D> ().bounds; float newX = Random.Range(spawnerBounds.min.x, spawnerBounds.max.x); float newY = Random.Range(spawnerBounds.min.y, spawnerBounds.max.y); Vector3 powerUpLocation = new Vector3(newX, newY, 0); GameObject powerUp = Instantiate(powerUpPrefabs [Random.Range(0, powerUpPrefabs.Length - 1)], powerUpLocation, Quaternion.identity) as GameObject; powerUp.transform.SetParent(this.transform); } yield return(new WaitForSeconds(Random.Range(spawner * 0.5f, spawner * 1.5f))); StartCoroutine(RecursiveSpawner()); }
IEnumerator RecursiveSpawner() { if (gameManager.getState() == BaseGM.GAMESTATE.INGAME) { Bounds spawnerBounds = this.GetComponentInChildren <BoxCollider2D> ().bounds; float newX = Random.Range(spawnerBounds.min.x, spawnerBounds.max.x); float newY = Random.Range(spawnerBounds.min.y, spawnerBounds.max.y); Vector3 itemLocation = new Vector3(newX, newY, 0); Instantiate(itemPrefab, itemLocation, Quaternion.identity); //yield return new WaitForSeconds (Random.Range (spawnCooldown * 0.5f, spawnCooldown * 1.5f)); yield return(new WaitForSeconds(spawnCooldown)); } else { yield return(new WaitForSeconds(0.5f)); } StartCoroutine("RecursiveSpawner"); }
void Update() { if (rewiredPlayer.GetButtonDown("Fire")) { if (!taken) { GameObject obj = Instantiate(playerRef, transform.position, transform.rotation); obj.GetComponent <Cannon>().SetID(playerID); obj.GetComponent <Cannon>().spawnPoint = this.gameObject; obj.GetComponentInChildren <Laser>().setGameMode(gameManager.gameMode); obj.GetComponent <Cannon>().SetPauseMenu(gameManager.GetPauseMenu()); gameManager.playerCount++; taken = true; } } if (gameManager.getState() == BaseGM.GAMESTATE.INGAME) { this.gameObject.SetActive(false); } }