Esempio n. 1
0
    public void TakeDamage(float damage)
    {
        gameController.remainingCurrEnemyWaveHp -= Mathf.Min(damage, health);
        waveCounterUI.setWaveCounter(gameController.waveNum,
                                     gameController.remainingCurrEnemyWaveHp,
                                     gameController.currEnemyWaveHp);

        health -= damage;
        CheckDead();
        healthBar.updateHealthBar();
    }
Esempio n. 2
0
    IEnumerator WaveController()
    {
        while (true)
        {
            if (waveInProgress || !AllEnemiesDead())
            {
                yield return(new WaitForEndOfFrame());
            }
            else
            {
                moneyController.changeMoneyText(GetWaveReward());
                waveLength              += waveLengthIncrease;
                currEnemyWaveHp         *= enemyWaveHpIncrease;
                remainingCurrEnemyWaveHp = currEnemyWaveHp;
                yield return(new WaitForSeconds(waveIntermission));

                waveCounterUI.setWaveCounter(++waveNum, remainingCurrEnemyWaveHp, currEnemyWaveHp);
                waveInProgress = true;
                StartCoroutine(SpawnWave());
            }
        }
    }
Esempio n. 3
0
    // Use this for initialization
    void Start()
    {
        // Lock the cursor to the center of the screen and hide it.
        Cursor.lockState = CursorLockMode.Locked;

        waveCounterUI   = GameObject.FindWithTag("Wave Counter UI").GetComponent <WaveCounterUI>();
        moneyController = GameObject.FindWithTag("Money UI").GetComponent <MoneyController>();

        currEnemyWaveHp          = initEnemyWaveHp;
        remainingCurrEnemyWaveHp = currEnemyWaveHp;

        money = 800;
        moneyController.setMoneyText(money);
        waveNum = 1;
        waveCounterUI.setWaveCounter(waveNum, currEnemyWaveHp, currEnemyWaveHp);

        waveInProgress     = true;
        uiDisableMouseLook = false;
        uiDisableMouseLook = false;

        StartCoroutine(SpawnWave());
        StartCoroutine(WaveController());
    }