Esempio n. 1
0
    // Update is called once per frame
    void Update()
    {
        if (boss != null)
        {
            if (boss.GetComponent <AI>().getHealth() <= 0)
            {
                SceneManager.LoadScene("WinScene");
            }
        }
        m_WaveText.text = "wave " + (m_CurrentWay + 1) + " / " + m_LevelManage.m_Levels.Count;
        if (mainGame.m_IsPause)
        {
            return;
        }
        if (m_Castle.getHealth() <= 0)
        {
            Debug.Log("gameover");
            SceneManager.LoadScene("gameOver");
        }
        m_BoatGenerate -= Time.deltaTime;
        generateEater();
        Debug.Log("boat generate time: " + m_BoatGenerate);
        if (m_CurrentWay < m_LevelManage.m_Levels.Count - 1)
        {
            if (m_BoatGenerate <= 0)
            {
                generateBoat();
                //generateAttackableBoat();
                // update time
                if (m_LevelManage.m_Levels[m_CurrentWay].m_NumberOfBoat < 0)
                {
                    m_LevelManage.m_Levels[m_CurrentWay].m_NumberOfBoat = 0;
                }
                m_LevelManage.m_Levels[m_CurrentWay].m_NumberOfBoat--;
            }
            if (m_LevelManage.m_Levels[m_CurrentWay].m_NumberOfBoat <= 0 && SpriteManage.m_RedEnemies.Count >= SpriteManage.DEFAULT_RED_ENEMY_SIZE &&
                SpriteManage.m_Boats.Count >= SpriteManage.DEFAULT_BOAT_SIZE)
            {
                m_CurrentWay++;

                if (m_CurrentWay >= m_LevelManage.m_Levels.Count)
                {
                    m_CurrentWay  = 0;
                    m_LevelManage = new LevelManage();
                }
                else
                {
                    m_BoatGenerate = m_LevelManage.m_Levels[m_CurrentWay].m_TimeBeweenBoat;
                    //m_LevelManage.m_Levels[m_CurrentWay].updateTimeBetweenBoat();
                }
            }
        }
        else
        {
            generateBoss();
        }
        m_CurrentGenerateTreeTimeStep -= Time.deltaTime;
        m_ReoucesEaterGenerateTime    -= Time.deltaTime;
        generateResouces();
    }
Esempio n. 2
0
 void Start()
 {
     isbreakable = (this.tag == "Breakable");
     if (isbreakable)
     {
         brickcount++;
         print(brickcount);
     }
     Timeshit     = 0;
     levelmanager = GameObject.FindObjectOfType <LevelManage> ();
 }
Esempio n. 3
0
    void Start()
    {
        Debug.Assert(m_LeftWall && m_RightWall && m_TopWall && m_BottomWall);

        m_LevelManage  = new LevelManage();
        m_BoatGenerate = m_LevelManage.m_Levels[0].m_TimeBeweenBoat;
        m_CurrentWay   = 0;
        m_CurrentGenerateTreeTimeStep = 3;
        m_IsPause = true;

        GameObject temp = GameObject.Find("castle");

        m_Castle = temp.GetComponent <Castle>();
        //GameObject boss = SpriteManage.CREATE_SPRITE(SpriteType.FINAL_BOSS);
        m_ReoucesEaterGenerateTime = DEFAULT_RESOURCE_EATER_TIME;
    }
Esempio n. 4
0
    void Start()
    {
        DeathTimer = 0.0f;
        isDead     = false;
        GameObject.FindGameObjectWithTag("Dead").GetComponent <SpriteRenderer>().enabled = false;
        LM       = FindObjectOfType <LevelManage> ();
        animator = GameObject.Find("ZombieAnim");
        if (animator != null)
        {
            Debug.Log("Loaded Animator Body");
        }

        headAnimator = GameObject.Find("HeadDead");
        headMain     = GameObject.Find("Head");
        body         = GameObject.Find("Zombie");
    }