void Start() { gameIsPlaying = false; activeScenario = scenarios[currentScenarioIndex].Begin(); scenarioVar.text = (1 + currentScenarioIndex).ToString(); playerHealthVar.text = startingPlayerHealth.ToString(); }
// métodos padrões void Awake() { playerHealth = startingPlayerHealth; board.Initialize(boardSize, tileContentFactory); board.ShowGrid = true; activeScenario = scenario.Begin(); }
void BeginNewGame() { playerHealth = startingPlayerHealth; enemies.Clear(); nonEnemies.Clear(); board.Clear(); activeScenario = scenario.Begin(); }
//--------------------------------------------------------------- //Functions void Awake() { playerHealth = startingPlayerHealth; boardSize = new Vector2Int((int)gameBoardGround.transform.localScale.x, (int)gameBoardGround.transform.localScale.y); board.Initialize(boardSize, tileContentFactory); board.ShowGrid = true; activeScenario = scenario.Begin(); }
public void NextScenario() { currentScenarioIndex++; if (currentScenarioIndex >= scenarios.Length) { currentScenarioIndex = 0; } activeScenario = scenarios[currentScenarioIndex].Begin(); scenarioVar.text = (1 + currentScenarioIndex).ToString(); }
public void BeginNewGame() { defeatCoroutineIsExecuted = false; currentScenarioIndex = 0; playerHealth = startingPlayerHealth; ChangeButtonText("Start Next Round"); interactableButton.interactable = false; gameIsPlaying = true; ResetBoard(); activeScenario = scenarios[currentScenarioIndex].Begin(); }
void chooseTower(GameTile tile) { newTowers.Remove(tile); if (!scenarioIsInProgress) { activeScenario = scenario.Begin(); scenarioIsInProgress = true; } else { activeScenario.NextWave(); } isBuildPhase = false; // for(var i = 0; i < TargetPoint.BufferedCount; i++) { // TargetPoint t = TargetPoint.GetBuffered(i); // } foreach (GameTile t in newTowers) { board.ToggleWall(t); } newTowers.Clear(); }