コード例 #1
0
ファイル: Spawner.cs プロジェクト: Ranagan/Tower_Defence
	// Use this for initialization
	void Start () {
		coins = GameObject.Find ("Main Camera").GetComponent<CoinsScript> ();
	}
コード例 #2
0
 // Start is called before the first frame update
 void Start()
 {
     Coins       = GameObject.FindWithTag("Coins");
     coinsScript = Coins.GetComponent <CoinsScript>();
 }
コード例 #3
0
    //This is used for Endless mode level ending
    private IEnumerator LevelChangeState(float PlayerSpeedLimit, float PlayerSpeed)
    {
        if (!isStarted)
        {
            yield return(new WaitUntil(() => blocks[0] != null));

            isStarted = true;
            isGameOn  = true;
            uIScript.startGame();
            Time.timeScale = 1f;
        }
        else
        {
            yield return(new WaitForSeconds(.3f));
        }
        playerLock = true;

        ObjectPooler.SharedInstance.CreateObjects("BrokenBlock", GameObject.FindWithTag("ALLPLATFORM").transform, blockNumber);
        BlockChanger();
        HollowSetter(blocks[0].gameObject.transform.position.z - 2f);
        gunScript.passedBlock = 0;

        //Debug.Log("Top hızlanmaya baslıyor. Top hızı :" + Player.instance.speed.z);
        float speedRate = 5f;
        float waitTime  = .01f;

        while (!PlayerAccelerator.PlayerFastEnough(Player.instance.speed.z, PlayerSpeedLimit))
        {
            Player.instance.speed.z += speedRate;
            yield return(new WaitForSeconds(waitTime));
        }

        yield return(new WaitUntil(() => Player.instance.transform.position.z >= GameObject.FindWithTag("LevelHollows").transform.GetChild(GameObject.FindWithTag("LevelHollows").transform.childCount - 12).transform.position.z));

        while (!PlayerAccelerator.PlayerNormalSpeed(Player.instance.speed.z, PlayerSpeed))
        {
            if (PlayerSpeed + 70f >= Player.instance.speed.z && !gunScript.isShooting)
            {
                gunScript.blockNumb       = 0;
                gunScript.totBulletSended = 0;
                gunScript.StartGun();
                waitTime = .03f;
            }
            Player.instance.speed.z -= speedRate;
            yield return(new WaitForSeconds(waitTime));
        }
        Player.instance.bulletProofSpeed = PlayerAccelerator.GetPlayerNormalSpeed(Player.instance.initialSpeed) + (Player.instance.modeSpeedIncrease) + ((Player.instance.strikeConstant - 1) * 2f);
        int m = Player.instance.mode;

        Player.instance.speed.z = (m == (int)Player.Mode.normal) ? PlayerAccelerator.GetPlayerNormalSpeed(Player.instance.initialSpeed) : Player.instance.bulletProofSpeed;
        //Player.instance.RayCalculator(0);

        yield return(new WaitUntil(() => Player.instance.gameObject.transform.position.z >= blocks[0].gameObject.transform.position.z - 35f));

        playerLock = false;
        yield return(new WaitUntil(() => Player.instance.gameObject.transform.position.z >= blocks[0].gameObject.transform.position.z - 15f)); //Player.instance.gameObject.transform.position.z >= blocks[0].gameObject.transform.position.z - 10f);

        isLevel = true;
        GameObject.FindWithTag("LevelHollows").transform.position = new Vector3(0f, 0f, LastPosOfArray + 80f);
        CoinsScript.IncreaseAndActivateCoins(GameObject.FindWithTag("Coins"));
        AddLevelHollow(2);
        //createNewLevel = false;
        StopCoroutine(LevelChangeState(PlayerSpeedLimit, PlayerSpeed));
    }