void Start() { AddToScore = 0; respawnSet = false; MaxUpgradeTimer = Random.Range(8.0f, 15.0f); MaxRespawnTimer = Random.Range(15f, 60.0f); Pool = GameObject.Find("GameUI").GetComponent <ProgressbarBehaviour>(); CitiesAlive = GameObject.Find("City Master").GetComponent <CityMaster>(); CityRenderer = GetComponentInChildren <SpriteRenderer>(); CityCollider = GetComponentInChildren <CircleCollider2D>(); CurrentLevel = 1; //staden börjar på lvl 1 UpgradeTimer = MaxUpgradeTimer; //sätter alla timers + health till sina max values CurrentHealth = MaxHealth; RespawnTimer = MaxRespawnTimer; Alive = transform.GetChild(0); //hämtar komponenterna från de två child objekten Dead = transform.GetChild(1); CityAnimator = GetComponentInChildren <Animator>(); Dead.gameObject.SetActive(false); //sätter den döda till false dmgDealer = GetComponent <DamageDealer>(); //hämtar komponenterna från damagedealer scriptet CityRenderer.sprite = DifferentCities[CurrentLevel - 1]; ChooseType(); //callar funktionen ChooseType citySoundPlayer.clip = citySoundClips[0]; citySoundPlayer.Play(); Instantiate(rippleEffect, transform); }
void Start() { WorldProgress = GameObject.Find("GameUI").GetComponent <ProgressbarBehaviour>(); int index = Random.Range(0, WorldSprite.Length - 1); foreach (var renderer in WorldRenderer) { Color WorldSaturation = renderer.material.color; WorldSaturation.a = 1.0f; renderer.material.color = WorldSaturation; } }
void Start() { Pool = GameObject.Find("GameUI").GetComponent <ProgressbarBehaviour>(); CitiesAlive = GameObject.Find("City Master").GetComponent <CityMaster>(); CityRenderer = GetComponentInChildren <SpriteRenderer>(); CityCollider = GetComponentInChildren <CircleCollider2D>(); CurrentHealth = MaxHealth; Alive = transform.GetChild(0); Dead = transform.GetChild(1); CityAnimator = GetComponentInChildren <Animator>(); Dead.gameObject.SetActive(false); dmgDealer = GetComponent <DamageDealer>(); Instantiate(RippleEffect, transform); ChooseType(); //citySoundPlayer.clip = citySoundClips[0]; //citySoundPlayer.Play(); }
//private bool SecondWave = false; //private bool ThirdWave = false; //private bool BossWave = false; //int BossSelection; //int BossSeed; void Start() { instance = this; currentWave = 1; Pool = GameObject.Find("GameUI").GetComponent <ProgressbarBehaviour>(); //BossCities = new Transform[AmmountOfBossCities]; //BossCities[0] = transform.Find("BossCity"); //BossCities[1] = transform.Find("BossCity (1)"); //BossCities[2] = transform.Find("BossCity (2)"); { Cities = new Transform[AmmountOfCities]; Cities[0] = transform.Find("CityParent"); Cities[1] = transform.Find("CityParent (1)"); Cities[2] = transform.Find("CityParent (2)"); Cities[3] = transform.Find("CityParent (3)"); Cities[4] = transform.Find("CityParent (4)"); Cities[5] = transform.Find("CityParent (5)"); Cities[6] = transform.Find("CityParent (6)"); Cities[7] = transform.Find("CityParent (7)"); Cities[8] = transform.Find("CityParent (8)"); Cities[9] = transform.Find("CityParent (9)"); Cities[10] = transform.Find("CityParent (10)"); Cities[11] = transform.Find("CityParent (11)"); Cities[12] = transform.Find("CityParent (12)"); Cities[13] = transform.Find("CityParent (13)"); Cities[14] = transform.Find("CityParent (14)"); Cities[15] = transform.Find("CityParent (15)"); Cities[16] = transform.Find("CityParent (16)"); Cities[17] = transform.Find("CityParent (17)"); Cities[18] = transform.Find("CityParent (18)"); Cities[19] = transform.Find("CityParent (19)"); Cities[20] = transform.Find("CityParent (20)"); Cities[21] = transform.Find("CityParent (21)"); Cities[22] = transform.Find("CityParent (22)"); Cities[23] = transform.Find("CityParent (23)"); Cities[24] = transform.Find("CityParent (24)"); } SpawnTimer = 0; respawnTimer = 30; for (int i = 0; i < AmmountOfCities; i++) { Cities[i].gameObject.SetActive(false); } }
void Start() { WorldProgress = GameObject.Find("GameUI").GetComponent <ProgressbarBehaviour>(); Blobs = new Transform[7]; Blobs[0] = transform.Find("Blob"); Blobs[1] = transform.Find("Blob (1)"); Blobs[2] = transform.Find("Blob (2)"); Blobs[3] = transform.Find("Blob (3)"); Blobs[4] = transform.Find("Blob (4)"); Blobs[5] = transform.Find("Blob (5)"); Blobs[6] = transform.Find("Blob (6)"); foreach (var renderer in BlobRenderer) { Color WorldSaturation = renderer.material.color; WorldSaturation.a = 1.0f; renderer.material.color = WorldSaturation; } }
void Start() { WorldProgress = GameObject.Find("GameUI").GetComponent <ProgressbarBehaviour>(); }