コード例 #1
0
    void Summon()
    {
        // The wave continue
        if (EnemiesForCurrentWave.Count >= 1)
        {
            Transform BasicEnemy  = EnemiesForCurrentWave [0].prefab.transform;
            int       randomIndex = Random.Range(0, SpawnerPositionList.Count - 1);

            randomIndex = AdjustSpawn(randomIndex, BasicEnemy.gameObject);

            // Summon a BOSS
            if (EnemiesForCurrentWave [0].t == ConfigurationEnemy.Type.Boss)
            {
                GameManager.instance.isBoss = true;
                randomIndex = SpawnerPositionList.Count / 2 - ((SpawnerPositionList.Count % 2 == 0) ? 1 : 0);
                SoundManager.instance.PlayerMusic("MusicBossInGame");
            }
            else
            {
                GameManager.instance.isBoss = false;
            }

            // Instanciate a basic enemy
            Vector3 pos = SpawnerPositionList [randomIndex];

            float ysize   = BasicEnemy.GetComponent <BoxCollider> ().size.y;
            float ycenter = BasicEnemy.GetComponent <BoxCollider> ().center.y;
            float yscale  = BasicEnemy.GetComponent <Transform> ().localScale.y;
            pos.y -= (ysize * (yscale / 2)) + (ycenter * yscale);

            BasicEnnemy enemy = Instantiate(BasicEnemy.gameObject, pos, Quaternion.identity).GetComponent <BasicEnnemy> ();
            SpawnLineInfo [randomIndex] = enemy.gameObject;

            if (!enemy)
            {
                Debug.LogError("[WaveManager]Can't instanciate the enemy !");
            }

            // SETUP the new enemy
            enemy.UpdateWithConfig(EnemiesForCurrentWave [0]);

            combinationGenerator.FixedSize = enemy.CombinationSize;
            enemy.Combination = combinationGenerator.GetListButton();

            enemy.Setup();

            NbrEnemiesOnScreen++;
            GameManager.instance.EnemiesOnScreen.Add(enemy.gameObject);

            if (EnemiesForCurrentWave.Count >= 2)
            {
                TimeLeft = EnemiesForCurrentWave [0].SpawnCoolDown;
            }

            EnemiesForCurrentWave.RemoveAt(0);
        }
    }
コード例 #2
0
 public override int DecreaseLifePoint(int lp)
 {
     if (minions.Count > 0)
     {
         return(0);
     }
     combinationGenerator.FixedSize = CombinationSize;
     Combination = combinationGenerator.GetListButton();
     ResetCombination();
     return(base.DecreaseLifePoint(lp));
 }
コード例 #3
0
    void Summon()
    {
        // New wave
        if (EnemiesForCurrentWave.Count <= 0 && NbrEnemiesOnScreen == 0)
        {
            if (WaveLeft.Count > 0)
            {
                TimeLeft = 5;
                EnemiesForCurrentWave = WaveLeft [0];
                WaveLeft.RemoveAt(0);
                StartCoroutine("SummonLater", TimeLeft);
                return;
            }
        }

        // The wave continue
        if (EnemiesForCurrentWave.Count >= 1)
        {
            Transform BasicEnemy  = EnemiesForCurrentWave [0].transform;
            int       randomIndex = Random.Range(0, SpawnerPositionList.Count - 1);
            //Debug.Log ("count : " + SpawnerPositionList.Count);

            Vector3 pos = SpawnerPositionList[randomIndex];

            float ysize   = BasicEnemy.GetComponent <BoxCollider> ().size.y;
            float ycenter = BasicEnemy.GetComponent <BoxCollider> ().center.y;
            float yscale  = BasicEnemy.GetComponent <Transform>().localScale.y;
            pos.y -= (ysize * (yscale / 2)) + (ycenter * yscale);

            Debug.Log("test : " + BasicEnemy.GetComponent <BoxCollider> ().center.y);

            //pos.y -= BasicEnemy.GetComponent<BoxCollider>().size.y * BasicEnemy.GetComponent<Transform>().localScale.y / 2;
            Tutorial_Ennemy      enemy = Instantiate(BasicEnemy.gameObject, pos, Quaternion.identity).GetComponent <Tutorial_Ennemy>();
            CombinationGenerator c     = new CombinationGenerator();
            c.FixedSize       = enemy.Combination.Count;
            enemy.Combination = c.GetListButton();
            enemy.Setup();
            NbrEnemiesOnScreen++;
            Tutorial_GameManager.instance.EnemiesOnScreen.Add(enemy.gameObject);

            if (EnemiesForCurrentWave.Count >= 2)
            {
                TimeLeft = EnemiesForCurrentWave [1].SpawnCooldown;
            }

            EnemiesForCurrentWave.RemoveAt(0);
        }
    }
コード例 #4
0
    public override int DecreaseLifePoint(int lp)
    {
        if (IsInvisible)
        {
            return(0);
        }
        combinationGenerator.FixedSize = CombinationSize;
        Combination = combinationGenerator.GetListButton();
        ResetCombination();
        int ret = base.DecreaseLifePoint(lp);

        if (Life == LifeMax / 3)
        {
            StartInvisible(1, 3);
        }
        else if (Life == LifeMax / 3 * 2)
        {
            StartInvisible(2, 1);
        }
        return(ret);
    }
コード例 #5
0
    void MakeEnemy()
    {
        // Instanciate a basic enemy
        if (!CheckBoss)
        {
            // Find a random kind of enemy
            string PathToEnemiesPrefab = "Prefabs/UnlimitedEnemies/";
            string type = "Robot01";
            switch (Random.Range(0, 3))
            {
            case 0:
                type = "Robot01";
                break;

            case 1:
                type = "Robot02";
                break;

            case 2:
                type = "Robot03";
                break;

            default:
                break;
            }

            // Get enemy prefab
            GameObject BasicEnemy = Resources.Load <GameObject>(PathToEnemiesPrefab + type);

            if (!BasicEnemy)
            {
                Debug.LogError("Impossible to instantiate " + type + " (Path: " + PathToEnemiesPrefab + type + ")");
            }

            // Get enemy spawn position (random)
            int randomIndex = Random.Range(0, SpawnerPositionList.Count - 1);
            randomIndex = AdjustSpawn(randomIndex, BasicEnemy.gameObject);

            RectTransform TopPos = GameObject.Find("Canvas/TopBackground").GetComponent <RectTransform>();

            Vector3 pos = SpawnerPositionList[randomIndex];
            pos.y = TopPos.position.y;

            float ysize   = BasicEnemy.GetComponent <BoxCollider>().size.y;
            float ycenter = BasicEnemy.GetComponent <BoxCollider>().center.y;
            float yscale  = BasicEnemy.GetComponent <Transform>().localScale.y;
            pos.y -= (ysize * (yscale / 2)) + (ycenter * yscale);

            // Instanciate the enemy
            BasicEnnemy enemy = Instantiate(BasicEnemy.gameObject, pos, Quaternion.identity).GetComponent <BasicEnnemy>();
            SpawnLineInfo [randomIndex] = enemy.gameObject;

            // Set up enemy data (random)
            int nbGold = Random.Range(0, 2) * 5;

            int nbLife;
            int nbButton;

            if (DifficultyLevel == 1)
            {
                nbLife   = Random.Range(1, 3);
                nbButton = Random.Range(2, 4);
            }
            else if (DifficultyLevel == 2)
            {
                nbLife   = Random.Range(2, 4);
                nbButton = 3;
            }
            else if (DifficultyLevel == 3)
            {
                nbLife   = Random.Range(2, 4);
                nbButton = Random.Range(3, 5);
            }
            else if (DifficultyLevel == 4)
            {
                nbLife   = Random.Range(3, 5);
                nbButton = 4;
            }
            else
            {
                nbLife   = Random.Range(3, 5);
                nbButton = Random.Range(4, 6);
            }

            enemy.Init(nbLife, nbGold, nbButton);
            if (!enemy)
            {
                Debug.LogError("[WaveManager]Can't instanciate the enemy !");
            }

            combinationGenerator.FixedSize = enemy.CombinationSize;
            enemy.Combination = combinationGenerator.GetListButton();

            enemy.Speed = 0.3f;

            enemy.Setup();
            NbrEnemiesOnScreen++;
            GameManager.instance.EnemiesOnScreen.Add(enemy.gameObject);

            // Update BOSS "timer"
            CheckBossEnergy += 0;

            if (CheckBossEnergy >= 100)
            {
                CheckBoss = true;
            }
        }

        // Instanciate a boss
        else
        {
            if (NbrEnemiesOnScreen == 0)
            {
                MakeBoss();
                CheckBossEnergy = 0;
            }
        }
    }