Esempio n. 1
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        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;
        }
Esempio n. 2
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 // Use this for initialization
 void Start()
 {
     manager   = GetComponent <EnnemyManager>();
     countDown = timeBetweenWaves;
     nbWave    = 0;
     countDown = 5;
 }
Esempio n. 3
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 // Use this for initialization
 void Start()
 {
     if (identity != null)
     {
         Debug.LogError("double singleton");
     }
     identity = this;
     source   = GetComponent <AudioSource>();
 }
Esempio n. 4
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 private void Awake()
 {
     if (instance)
     {
         Destroy(this);
     }
     else
     {
         instance = this;
     }
 }
Esempio n. 5
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 public void Awake()
 {
     Instance = this;
 }
Esempio n. 6
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 public bool AddToEnnemyGroup(EnnemyManager ennemy)
 {
     m_ennemies.Add(ennemy);
     ennemy.m_ennemyGroup = this;
     return(true);
 }
Esempio n. 7
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 public EnnemyStrategy(EnnemyManager ennemy)
 {
     m_ennemyManager = ennemy;
 }
Esempio n. 8
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 // Update is called once per frame
 void Update()
 {
     ennemyManager = FindObjectOfType <EnnemyManager>();
     SpawnWaveOfEnnemies();
 }
Esempio n. 9
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 public EnnemyFight(EnnemyManager ennemy) : base(ennemy)
 {
 }
Esempio n. 10
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        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);
        }
Esempio n. 11
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 public EnnemyMain(EnnemyManager ennemy) : base(ennemy)
 {
 }