protected override void HandleTimedEvents() { RemoveDeadTrooperFromArray(); if (timer <= EVENT_TIME_FRONT_TROOPER && trooperFrontIndex < NUM_TROOPERS) { SpawnFrontTrooper(); } else if (timer == EVENT_TIME_OPEN_SIDE_DOORS) { leftDoor.Open(); rightDoor.Open(); // hide level text instructions.SetInstruction(CollectiveInstructions.InstType.NONE); } else if (timer == EVENT_TIME_LEFT_TROOPER && trooperLeftIndex < NUM_TROOPERS) { SpawnLeftTrooper(); } else if (timer == EVENT_TIME_RIGHT_TROOPER && trooperRightIndex < NUM_TROOPERS) { SpawnRightTrooper(); } else if (HasFinishedSpawning()) { status = Status.Open; } timer++; timer %= 200; }
private void PlaySceneEvents() { if (timer < START) { door.Open(); player.Rotate(faceDoor.transform.position); troopers[LevelScene.POSITION_LEFT_INDEX].Rotate(player.GetLeft().transform.position); troopers[LevelScene.POSITION_RIGHT_INDEX].Rotate(player.GetRight().transform.position); troopers[LevelScene.POSITION_FRONT_INDEX].Rotate(player.GetFront().transform.position); timer = START; instructions.SetInstruction(CollectiveInstructions.InstType.LEVEL_1); } else if (timer == TROOPER_LEFT_START) { instructions.SetInstruction(CollectiveInstructions.InstType.NONE); troopers[LevelScene.POSITION_LEFT_INDEX].Move(player.GetLeft().transform.position); } else if (timer == TROOPER_RIGHT_START) { troopers[LevelScene.POSITION_RIGHT_INDEX].Move(player.GetRight().transform.position); } else if (timer == TROOPER_FRONT_START) { troopers[LevelScene.POSITION_FRONT_INDEX].Move(player.GetFront().transform.position); } else if (timer >= 120) { status = Status.Open; } timer++; }
protected override void IssueCinematics() { Debug.Log("Starting cinematics."); door.Open(); boss.gameObject.SetActive(true); boss.gameObject.transform.position = spawnPoint.transform.position; musicManager.SetMusic(MusicManager.MUSIC.BOSS); musicManager.SetVoice(MusicManager.VOICE.PRE_BOSS); }
public override void OpenScene() { ScoreBoard.GetInstance().StartLevel(); musicManager.SetVoice(MusicManager.VOICE.TUTORIAL_END); player.ResetEntity(); instructions.SetInstruction(CollectiveInstructions.InstType.GET_READY); blastDoor.Open(); status = Status.Opening; timer = 0; }
protected override void IssueCinematics() { Debug.Log("Starting cinematics"); trooperLeftIndex = 0; trooperRightIndex = 0; trooperFrontIndex = 0; for (int i = 0; i < 3; i++) { far[i] = null; near[i] = null; } frontDoor.Open(); for (int i = 0; i < NUM_TROOPERS; i++) { PlaceStormTroopers(i); } }