// Start is called before the first frame update void Start() { if (endCanvas != null) { endCanvas.enabled = false; } originalAttackDelay = fireDelay; colours = GameStores.GetPlayerColours(); //colours[0] = colourRGB; coloursSize = 1; colourRef = 0; myBody = GetComponent <Rigidbody2D>(); Debug.Log(myBody); movement = new Vector2(); weapon = GetComponent <Weapon>(); base.Start(); shieldModifier = GameStores.GetDefMod(); health = GameStores.GetHealth(); onDamage?.Invoke(); fireDelay = GameStores.GetAtkMod(); //attackColourRGB = colourRGB; }
// Start is called before the first frame update void Start() { source = GetComponent <AudioSource>(); switch (GameStores.GetDepth()) { case 1: source.clip = clips[0]; break; case 2: source.clip = clips[1]; break; case 3: source.clip = clips[2]; break; case 4: source.clip = clips[3]; break; case 5: source.clip = clips[4]; break; case 6: source.clip = clips[5]; break; default: source.clip = clips[5]; break; } source.Play(); }
// Start is called before the first frame update void Start() { title = titleText.gameObject; sub = subText.gameObject; int depth = GameStores.GetDepth(); titleText.text = "Level " + depth.ToString(); if (depth < midBoss) { subText.text = "Midboss in " + (midBoss - depth).ToString() + (midBoss - depth == 1 ? " Stage" : " Stages"); } else { subText.text = "Boss in " + (bigBoss - depth).ToString() + (bigBoss - depth == 1 ? " Stage" : " Stages"); } states = new Dictionary <State, System.Action>(); states.Add(State.MoveIn, MoveIn); states.Add(State.Stay, PosStay); states.Add(State.MoveOut, MoveOut); states.Add(State.Done, () => { Destroy(gameObject); }); }
public void addColour(Vector3 newColour) { bool foundColour = false; //for (int reff = 0; reff < coloursSize; reff++) //{ // //if (colours[reff].x == newColour.x && colours[reff].y == newColour.y && colours[reff].z == newColour.z) // //{ // // setAttackColour(colours[reff]); // // colourRef = reff; // // foundColour = true; // //} // // Set colour and current colour index to the picked up value //} if (colours.Contains(newColour)) { setColour(newColour); colourRef = colours.IndexOf(newColour); } else { colours.Add(newColour); GameStores.AddColour(newColour); AdjustColourRef(newColour); Debug.Log("COL: " + colours.Count); //tb.CreateText(transform.position.x, transform.position.y, "+ NEW COLOUR"); SpawnText("+ NEW COLOUR"); //colours[coloursSize] = newColour; //coloursSize++; //incrementColour(); } }
public void OnTriggerEnter2D(Collider2D collision) { //Debug.Log("TODO: GO TO NEXT DUNGEON!"); SimplePlayer p = collision.gameObject.GetComponent <SimplePlayer>(); //Debug.Log(p.health); GameStores.SetHealth(p.health); GameStores.SetDefMod(p.shieldModifier); GameStores.SetAtkMod(p.fireDelay); //Debug.Log(p.shieldModifier); GameStores.IncrementLength(); GameStores.IncrementDepth(); if (GameStores.GetDepth() == firstBoss) { SceneManager.LoadScene("BossWall"); } else if (GameStores.GetDepth() == secondBoss) { SceneManager.LoadScene("BossHux"); } else { SceneManager.LoadScene("Dungeon"); } }
// Start is called before the first frame update void Start() { int length = GameStores.GetLength(); // Create underlying maze. m = new Maze(); m.Create(size); //m.MakeBoss(length); m.MakeRandomBoss(); m.PopulateColourRooms(colourRooms); m.RemoveDeadEnds(); m.AddCycles(); m.SetRisk(length); startX = m.GetStart().getX(); startY = m.GetStart().getY(); BuildRoom(0, 0); screenScroll.SetOnMove(BuildRoom); if (showMaze) { minimap.DisplayMaze(m); } minimap.DrawRoom(m.GetStart()); }
public void PlayGame() { // do some scene loading stuff here //SceneManager.LoadScene("Dungeon"); GameStores.ResetState(); SceneManager.LoadScene("IntroScene"); //print("Loading the scene!"); }
public void die() { if (!alreadyDead) { alreadyDead = true; gameObject.GetComponent <PlayerMovement>().enabled = false; gameObject.GetComponent <Animator>().SetBool("IsDead", true); GameStores.BreadQuantity -= GameStores.levelBread; GameStores.changeScene(); gameObject.GetComponent <AudioSource>().Play(); gameObject.GetComponent <Rigidbody2D>().velocity = new Vector3(0, gameObject.GetComponent <Rigidbody2D>().velocity.y, 0); StartCoroutine(respawn2()); } }
public void OnColourRoom(Room r) { Vector3 center = Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0.5f)); List <Color> c = GameStores.AvailableColours(); if (c.Count > 0) { GameObject g = Instantiate(colourControls.colourPrefab, new Vector3(center.x, center.y, 0), Quaternion.identity); ColourPickup cp = g.GetComponent <ColourPickup>(); int randColor = Random.Range(0, c.Count); cp.SetColour(c[randColor]); } }
// Start is called before the first frame update void Start() { GameStores.changeScene(); for (int x = 0; x < canvas.Length; x++) { if (x == n) { canvas[x].enabled = true; } else { canvas[x].enabled = false; } } }
// Start is called before the first frame update void Start() { SpriteRenderer sr = GetComponent <SpriteRenderer>(); int completes = GameStores.getGameComplete(); //int completes = 1; if (completes > 0) { sr.enabled = true; } else { sr.enabled = false; } }
public void SpawnShooters(int capacity) { if (capacity == 0) { Debug.Log("No Risk"); return; } while (capacity > 0) { ShooterRisk sr = PickShooter(capacity); if (sr.risk == -1) { // No valid choices return; } BulletRisk br = PickBullet(capacity); if (br.risk == -1) { // No valid choices return; } float xpos = Random.Range(minPos, maxPos); float ypos = Random.Range(minPos, maxPos); Vector3 screenPosition = Camera.main.ViewportToWorldPoint(new Vector3(xpos, ypos, 0)); GameObject g = Instantiate(sr.prefab, new Vector3(screenPosition.x, screenPosition.y, 0), Quaternion.identity); StaticShooter ss = g.GetComponent <StaticShooter>(); List <Vector3> playerColours = GameStores.GetPlayerColours(); Vector3 col = playerColours[Random.Range(0, playerColours.Count)]; ss.setColour(col); ss.missile = br.prefab; ss.dropOnDeath = drops; ss.dropChance = dropChance; capacity -= Mathf.Max(sr.risk, br.risk); } }
public void Start() { GameStores.changeScene(); }
public void OnTriggerEnter2D(Collider2D collision) { GameStores.ResetState(); SceneManager.LoadScene(0); }
// Start is called before the first frame update void Start() { GameStores.addGameComplete(); StartCoroutine(changeScene()); }