コード例 #1
0
    // Time-based enemy spawner
    protected IEnumerator BattleController()
    {
        // Start battle with checkpoint if there's a checkpoint reached.
        for (int i = checkpointAt; i < battles.Length; i++)
        {
            // Start battle after timer since previous battle started, but only if previous battle has been finished.
            Battle battle = battles[i];
            if (i > checkpointAt)
            {
                yield return(new WaitForSeconds(battle.timer));

                Battle prevBattle = battles[i - 1];
                yield return(new WaitUntil(() => prevBattle.TestBattleOver()));
            }

            // If it's the boss battle, delay a little before starting for dramatic effect.
            if (i == bossBattleId && i != checkpointAt)
            {
                StartCoroutine(FadeMixerGroup.Fade(mixer, "levelVolume", 2f, 0f));
                yield return(new WaitForSeconds(bossWait));
            }
            battle.StartBattle();

            // Play level music or boss music depending on the battle
            if (i == checkpointAt && i != bossBattleId)
            {
                levelMusic.Play();
            }
            else if (i == bossBattleId)
            {
                bossMusic.Play();
                mixer.SetFloat("bossVolume", 0f);
                StartCoroutine(FadeMixerGroup.Fade(mixer, "bossVolume", 2f, 1f));
            }

            // Save a checkpoint if battle is specified to have a checkpoint before it.
            if (battle.checkpointBefore)
            {
                if (objSys == null)
                {
                    objSys = GameObject.Find("HUD").GetComponent <ObjectivesSystem>();
                }
                checkpointAt = i;
                objSys.CheckpointUpdate();
                Debug.Log("Current Phase: " + checkpointAt);
            }
        }
    }
コード例 #2
0
    // Time-based enemy spawner
    new IEnumerator BattleController()
    {
        // Start battle with checkpoint if there's a checkpoint reached.
        for (int i = checkpointAt; i < battles.Length; i++)
        {
            // Start battle after timer since previous battle started, but only if previous battle has been finished.
            Battle battle = battles[i];
            if (i > checkpointAt)
            {
                yield return(new WaitForSeconds(battle.timer));

                Battle prevBattle = battles[i - 1];
                yield return(new WaitUntil(() => prevBattle.TestBattleOver()));
            }

            // If it's the boss battle, delay a little before starting for dramatic effect.
            if (i == bossBattleId && i != checkpointAt)
            {
                StartCoroutine(FadeMixerGroup.Fade(mixer, "levelVolume", 2f, 0f));
                yield return(new WaitForSeconds(bossWait));
            }
            battle.StartBattle();

            // Play level music or boss music depending on the battle
            if (i == checkpointAt && i != bossBattleId)
            {
                levelMusic.Play();
            }
            else if (i == bossBattleId)
            {
                bossMusic.Play();
                mixer.SetFloat("bossVolume", 0f);
                StartCoroutine(FadeMixerGroup.Fade(mixer, "bossVolume", 2f, 1f));
            }

            // Save a checkpoint if battle is specified to have a checkpoint before it.
            if (battle.checkpointBefore)
            {
                if (objSys == null)
                {
                    objSys = GameObject.Find("HUD").GetComponent <ObjectivesSystem>();
                }
                checkpointAt = i;
                objSys.CheckpointUpdate();
                Debug.Log("Current Phase: " + checkpointAt);
            }

            // Change phase text & objectives based on phase
            switch (i)
            {
            case 0:     // Intro pre-tutorial
                hud.SetPhaseText("Phase 0/4");
                objSys.ActivateObjectives(i, -1);
                break;

            case 1:     // Intro post-tutorial
                break;

            case 2:     // Phase 1
                hud.SetPhaseText("Phase 1/4");
                objSys.ActivateObjectives(i - 1, -1);
                break;

            case 3:     // Phase 2
                hud.SetPhaseText("Phase 2/4");
                objSys.CompleteAutomatic(i - 2, -1);
                objSys.ActivateObjectives(i - 1, -1);
                break;

            case 4:     // Phase 3
                hud.SetPhaseText("Phase 3/4");
                objSys.CompleteAutomatic(i - 2, -1);
                objSys.ActivateObjectives(i - 1, -1);
                break;

            case 5:     // Phase 4
                hud.SetPhaseText("Phase 4/4");
                objSys.ActivateObjectives(3, -1);
                break;

            case 6:     // Boss
                hud.SetPhaseText("BOSS");
                objSys.CompleteAutomatic(3, -1);
                objSys.ActivateObjectives(4, -1);
                break;

            default:
                Debug.Log("Error evaluating current phase. Resetting level.");
                ResetCheckpoints();
                break;
            }
        }
    }