コード例 #1
0
    /**
     * Draws the background image for the mouth loading screen
     */
    void OnGUI()
    {
        counter = GameObject.Find("MouthChooseBackground");                             // find the reference to the mouth background choser
        level   = counter.GetComponent <MouthLoadLevelCounter> ();                      // get the current level from the counter

        // draw the proper level load screen to take up the entiere screen
        GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height),
                        backgrounds [Mathf.Clamp(level.getLevel() - 1, 0, level.getMaxLevels())]);
    }
コード例 #2
0
    private int prevHighScore;                          //!< for high scores

    /**
     * Use this for initialization
     * Load level information and start calculating stats data
     */
    void Start()
    {
        // pull up the level counter
        counter = GameObject.Find("MouthChooseBackground");        // find the reference to the MouthChooseBackground
        level   = counter.GetComponent <MouthLoadLevelCounter> (); // get the MouthLoadLevelScript on the background chooser

        populateStats();                                           // look up the stats we are tracking from the data saved on disk
        calculateStars();                                          // calculate the # of stars earned based on the stats pulled up
    }
コード例 #3
0
    public bool end = false;                                    //!< flag to indicate whether we are at the end of the script

    /**
     * Use this for initialization
     * Verifies the level was loaded correctly and if not reloads it.
     * Starts loading from script/debugger.
     */
    void Start()
    {
        level = null;                   // set the MouthLoadLevelCounter to null to begin with

        // find the reference to the mouth debugger
        debugConfig = GameObject.Find("Debugger").GetComponent <EsophagusDebugConfig>();
        if (debugConfig == null)                // if we are starting the game directly we need to add debugger
        {
            debugConfig = gameObject.AddComponent <EsophagusDebugConfig>() as EsophagusDebugConfig;
        }

        // find the background chooser
        GameObject chooseBackground = GameObject.Find("MouthChooseBackground");

        if (chooseBackground != null)           // if we did find the background chooser, get the level from it
        {
            level = chooseBackground.GetComponent <MouthLoadLevelCounter>();
        }
        else           // in this case we started the game load game properly
        {
            // this will cause the mouth game to be properly loaded from level 1
            PlayerPrefs.SetInt("DesiredMouthLevel", 1);
            PlayerPrefs.Save();
            Application.LoadLevel("LoadLevelMouth");
        }

        // we also need to find the references to the flaps
        GameObject flaps = GameObject.Find("Flaps"); // find the reference to the flaps

        flap = flaps.GetComponent <openFlap>();      // get the openFlap script from the flaps

        if (level != null)                           // guard for if level was null since this will still execute before the reloading from level 1
        {
            // finally load the script
            loadScript = new LoadScriptMouth();                                 // create a new script loader
            waves      = loadScript.loadMouthLevel(level.getLevel());           // load the proper script to the level and store data

            // begin parsing the data
            currentWave          = 0;                                           // reset the current wave counter to 0
            waveDelay            = waves[0].startDelay;                         // get the waveDelay for the current wave
            waveTime             = waves[0].runTime;                            // get the waveTime for the current wave
            SpawnInterval        = waves[0].foodSpawnInterval;                  // get the spawnInterval for the current wave
            speed                = waves[0].foodSpeed;                          // get the foodSpped for the current wave
            m_TimeSinceLastSpawn = 0f;                                          // reset the time since last spawn to 0
        }
    }
コード例 #4
0
ファイル: FoodStuffFinish.cs プロジェクト: richardshi/mdp
    /**
     * Function that cleans up destroying the food stuff and checks if the game is over.
     */
    void OnEndPointCollision()
    {
        GameObject[] foodstuff = GameObject.FindGameObjectsWithTag("MouthFood"); // find all foodstuff on the game
        // check if there are any foodstuff left
        if (foodstuff.Length == 1 && foodSpawner.end)                            // if this is the last foodstuff, then we won
        {
            // handle win condition
            GameObject chooseBackground = GameObject.Find("MouthChooseBackground");             // find the background chooser for
            // the level selection texture

            if (chooseBackground != null)                                       // if we found the background chooser get the level
            {
                level = chooseBackground.GetComponent <MouthLoadLevelCounter>();
                level.nextLevel();                                                              // increase the level counter to correctly load the next
                // level (if there is one)
            }
            //Application.LoadLevel("MouthStats");		// load the stats screen for the completed level
            Instantiate(endGameScript);
        }
        else            // otherwise if there are more food stuff just destroy the current one that hit the end point
        {
            Destroy(this.gameObject);
        }
    }