public BaseLevel(SpaceShipDescription [] spaceShipDescription, LevelDescription levelDescription) : base("level", true) { Registry.Clear(); _nbPlayer = spaceShipDescription.Length; _players = new SpacePlayer[_nbPlayer]; _spaceShipDescriptions = spaceShipDescription; for (int i = 0; i < _nbPlayer; i++) { _players[i] = new SpacePlayer((PlayerIndex)i, _spaceShipDescriptions[i]); _players[i].Killed += new EventHandler <EventArgs>(BaseLevel_Killed); _players[i].PlayerReallyDead += new EventHandler <EventArgs>(BaseLevel_PlayerReallyDead); } Registry.Players = _players; _enemyManager = new EnnemyManager(); Registry.Ennemies = _enemyManager; _levelDescription = levelDescription; _timerEndLevel = new YnTimer(_levelDescription.LevelTimeMax, 0); _timerEndLevel.Completed += _timerEndLevel_Completed; }
// Use this for initialization void Start() { manager = GetComponent <EnnemyManager>(); countDown = timeBetweenWaves; nbWave = 0; countDown = 5; }
// Use this for initialization void Start() { if (identity != null) { Debug.LogError("double singleton"); } identity = this; source = GetComponent <AudioSource>(); }
private void Awake() { if (instance) { Destroy(this); } else { instance = this; } }
public void Awake() { Instance = this; }
public bool AddToEnnemyGroup(EnnemyManager ennemy) { m_ennemies.Add(ennemy); ennemy.m_ennemyGroup = this; return(true); }
public EnnemyStrategy(EnnemyManager ennemy) { m_ennemyManager = ennemy; }
// Update is called once per frame void Update() { ennemyManager = FindObjectOfType <EnnemyManager>(); SpawnWaveOfEnnemies(); }
public EnnemyFight(EnnemyManager ennemy) : base(ennemy) { }
public SoloPlayerState(SpaceShipType type, LevelType levelType) : base("solostate", true) { _levelType = levelType; if (_levelType == LevelType.Interior) { background = new InteriorBackground(); } else { background = new SpaceBackground(); } Add(background); // Les bonus sont en dessous de tout bonusGroup = new YnGroup(); Add(bonusGroup); // Joueur _player = new SpacePlayer(PlayerIndex.One, Registry.SpaceShipDescriptions[(int)type]); _player.Viewport = background.PlayableViewport; _player.Killed += new EventHandler <EventArgs>(_player_Killed); _player.PlayerReallyDead += new EventHandler <EventArgs>(_player_PlayerReallyDead); Add(_player); Registry.Players = new SpacePlayer[] { _player }; Registry.ScoreManager.CurrentGameScore = _player.GameScore; // Gestionnaire d'ennemies _ennemyManager = new EnnemyManager(); _ennemyManager.EnnemyDied += new EventHandler <EnnemyDeadEventArgs>(alienManager_EnnemyDied); Add(_ennemyManager); // Interface gameUI = new GameUI(Registry.Players); Add(gameUI); // Gestionnaire de message messageBoxManager = new MessageBoxManager(); Add(messageBoxManager); messageBoxManager.MessageBoxStart.CloseRequested += messageBoxStart_CloseRequested; messageBoxManager.MessageBoxPause.CloseRequested += messageBoxPause_CloseRequested; messageBoxManager.MessageBoxEnd.CloseRequested += messageBoxEnd_CloseRequested; // Timers _startGameTimer = new YnTimer(2500, 0); _startGameTimer.Completed += startGameTimer_Completed; _startGameTimer.Start(); _looseTimer = new YnTimer(5000, 0); _looseTimer.Completed += endTimer_Completed; // FX fxManager = new FxManager(); Add(fxManager); // audio Registry.AudioManager.VocalRate = 0; // Registry Registry.GameStatus = gameStatus; Registry.ActiveState = this; Registry.Ennemies = _ennemyManager; Registry.GameUI = gameUI; Registry.Background = background; Registry.FX = fxManager; ChangeGameStatus(GameStatus.Starting); }
public EnnemyMain(EnnemyManager ennemy) : base(ennemy) { }