//Start overrides the Start function of MovingObject protected override void Start() { //Get a component reference to the Player's animator component // diff = GameObject.Find("DifficultyLevel").GetComponent<Player>(); animator = GetComponent <Animator>(); //playerHealth = GameObject.Find("PlayerHealth").GetComponent<Slider>(); //foodText=GetComponent<Text>(); foodText = GameObject.Find("FoodText").GetComponent <Text>(); scoreText = GameObject.Find("ScoreText").GetComponent <Text>(); highScoreText = GameObject.Find("HighScore").GetComponent <Text>(); timeLimit = GameObject.Find("TimeLimit").GetComponent <Text>(); difficulty = GameObject.Find("UI").GetComponent <DifficultyLevel>(); //Get the current health,damage total and score stored in GameManager.instance between levels. health = GameManager.instance.health; damage = GameManager.playerDamage; score = GameManager.score; enemiesDefeated = GameManager.enemiesDefeated; // playerHealth.maxValue = 300; // playerHealth.value = health; score = score + 100; score += health; if (difficulty.medium) { timeLeft = 90.0f; } else { timeLeft = 120.0f; } //Set the foodText to reflect the current player food total. foodText.text = " Health: " + health + " Damage: " + damage; scoreText.text = "Score: " + score; highScoreText.text = "High Score : " + PlayerPrefs.GetInt("highscore", 0); //Call the Start function of the MovingObject base class. base.Start(); }
//SetupScene initializes our level and calls the previous functions to lay out the game board public void SetupScene(int level) { //Creates the outer walls and floor. BoardSetup(); difficulty = GameObject.Find("UI").GetComponent <DifficultyLevel>(); //Instantiate a random number of wall tiles based on minimum and maximum, at randomized positions. LayoutObjectAtRandom(wallTiles, wallCount.minimum, wallCount.maximum); PathFinder path = new PathFinder(); //find path from start to exit path.FindPath(board[1, 1], board[rows - 2, columns - 2], board, false); List <Cell> list = path.CellsFromPath(); //setup wall cells around path setupPaths(list); Instantiate(exit, new Vector3(columns - 2, rows - 2, 0f), Quaternion.identity); //Instantiate a random number of food tiles based on minimum and maximum, at randomized positions. LayoutObjectAtRandom(foodTiles, foodCount.minimum, foodCount.maximum); //Instantiate a random number of health tiles based on minimum and maximum, at randomized positions. LayoutObjectAtRandom(healthTiles, healthCount.minimum, healthCount.maximum); LayoutObjectAtRandom(damageTiles, damageCount.minimum, damageCount.maximum); //Determine number of enemies based on current level number, based on a logarithmic progression // int enemyCount = (int)Mathf.Log(level, 2f); // DifficultyLevel difficulty = GameObject.Find("UI").GetComponent<DifficultyLevel>(); int enemyCount = 2; //int difficulty; // Debug.Log("count " + PlayerPrefs.GetInt("Score") + " NUM " + enemyCount); if (difficulty.Easy) { enemyCount += 1; } else if (difficulty.medium) { enemyCount += 2; } // Debug.Log("count " + PlayerPrefs.GetInt("Score") + " NUM " + enemyCount); // Debug.Log("countlast " + PlayerPrefs.GetInt("Difficulty") + " NUM " + enemyCount); int healthEnemyCount = 3; //Instantiate a random number of enemies based on minimum and maximum, at randomized positions. LayoutObjectAtRandom(enemyTiles, enemyCount, enemyCount); //they are spawned on damage tiles //LayoutObjectAtRandom (healthEnemyTiles, healthEnemyCount, healthEnemyCount); LayoutObjectAtRandom(SpeedEnemyTiles, 1, 1); //Instantiate the exit tile in the upper right hand corner of our game board // Instantiate (exit, new Vector3 (columns - 2, rows - 2, 0f), Quaternion.identity); }