Esempio n. 1
0
    void GameOver()
    {
        SetGameState(GameState.GAMEOVER);

        score = 0;
        onScoreUpdate.Invoke(score, highscore);

        onGameOver.Invoke();
    }
 public void StartGame(GameView gameView)
 {
     _score = 0;
     UpdateScoreEvent?.Invoke(0);
     SpawnMap();
     BakeMesh();
     StartWaves();
 }
Esempio n. 3
0
    // Update the scores by mipping the splat texture down to a 4x4 texture and sampling the pixels.
    // Space the whole operation out over a few frames to keep everything running smoothly.
    // Only update the scores once every second.
    IEnumerator UpdateScores()
    {
        while (true)
        {
            yield return(new WaitForEndOfFrame());

            splatBlitMaterial.SetTexture("_WorldPosTex", worldPosTex);
            // Shader pass 4 fills in RTWorldUnmappedRed with the splatTex + world pos tex if it is zero
            Graphics.Blit(splatTex, RTWorldUnmappedRed, splatBlitMaterial, 4);
            Graphics.Blit(RTWorldUnmappedRed, RT256, splatBlitMaterial, 3);
            Graphics.Blit(RT256, RT4);

            RenderTexture.active = RT4;
            Tex4.ReadPixels(new Rect(0, 0, 4, 4), 0, 0);
            Tex4.Apply();

            yield return(new WaitForSeconds(0.01f));

            Color scoresColor = new Color(0, 0, 0, 0);
            scoresColor += Tex4.GetPixel(0, 0);
            scoresColor += Tex4.GetPixel(0, 1);
            scoresColor += Tex4.GetPixel(0, 2);
            scoresColor += Tex4.GetPixel(0, 3);

            yield return(new WaitForSeconds(0.01f));

            scoresColor += Tex4.GetPixel(1, 0);
            scoresColor += Tex4.GetPixel(1, 1);
            scoresColor += Tex4.GetPixel(1, 2);
            scoresColor += Tex4.GetPixel(1, 3);

            yield return(new WaitForSeconds(0.01f));

            scoresColor += Tex4.GetPixel(2, 0);
            scoresColor += Tex4.GetPixel(2, 1);
            scoresColor += Tex4.GetPixel(2, 2);
            scoresColor += Tex4.GetPixel(2, 3);

            yield return(new WaitForSeconds(0.01f));

            scoresColor += Tex4.GetPixel(3, 0);
            scoresColor += Tex4.GetPixel(3, 1);
            scoresColor += Tex4.GetPixel(3, 2);
            scoresColor += Tex4.GetPixel(3, 3);

            // Max value for each score is 16, since there are 16 pixels each with a value of 0-1
            scores.x = scoresColor.r / 16.0f;
            scores.y = scoresColor.g / 16.0f;
            scores.z = scoresColor.b / 16.0f;
            scores.w = scoresColor.a / 16.0f;

            updateScore.Invoke(scores.x);

            yield return(new WaitForSeconds(1.0f));
        }
    }
Esempio n. 4
0
 /// <summary>
 /// invokes updatescoreevent
 /// </summary>
 /// <param name="score"></param>
 public static void OnUpdateScoreEvent(int score)
 {
     UpdateScoreEvent?.Invoke(score);
 }
Esempio n. 5
0
 public void CallUpdateScoreEvent()
 {
     UpdateScoreEvent?.Invoke();
 }
 public void AddScore(int value)
 {
     _score += value;
     UpdateScoreEvent?.Invoke(_score);
 }