// Update is called once per frame public void Update() { for (int i = 0; i < (ENEMY_CAP - TurretManager.NumAlive()); i++) { //Spawn stuff here if (i < EnemiesToSpawn.Count) { TurretManager.PlaceTurret(TurretManager.turret_types[EnemiesToSpawn[0]], GetRandomValidPosition(EnemiesToSpawn[0])); EnemiesToSpawn.RemoveAt(0); } } if (player.GetComponent <Player>().won) { if (Input.GetButtonDown("Fire1")) { Application.LoadLevel("Minigame 1"); } else if (Input.GetButtonDown("Fire2")) { #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #else System.Diagnostics.Process.GetCurrentProcess().Kill(); #endif } } //Check if player is dead if (!player.GetComponent <Player>().IsAlive()) { if (!fading) { fading = true; StartCoroutine(player.GetComponent <Player>().FadeToBlack()); //Disable turrets that are still alive StartCoroutine(TurretManager.KillAll()); //Disable powers GameObject[] hands = new GameObject[2]; hands[0] = left; hands[1] = right; //remove preset powers foreach (GameObject hand in hands) { foreach (Component comp in hand.GetComponents(typeof(MonoBehaviour))) { Destroy(comp); } } } if (Input.GetButtonDown("Fire1")) { Application.LoadLevel("Minigame 1"); } else if (Input.GetButtonDown("Fire2")) { #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #else System.Diagnostics.Process.GetCurrentProcess().Kill(); #endif } } else { //Check if the round is over if (EnemiesToSpawn.Count == 0 && TurretManager.NumAlive() == 0 && !roundTimer.active) { roundTimer.Start(); } roundTimer.Update(); //Check if we are done waiting if (roundTimer.Complete()) { roundTimer.Stop(); roundTimer.Restart(); this.currentRound++; TurretManager.ClearSpawned(); player.GetComponent <Player>().health = 25f; this.ReadRoundData(currentRound); if (TurretManager.NumAlive() == 0 && EnemiesToSpawn.Count == 0) { player.GetComponent <Player>().won = true; healthBar.SetActive(false); if (!fading) { fading = true; StartCoroutine(player.GetComponent <Player>().WinAnimation()); //Disable turrets that are still alive StartCoroutine(TurretManager.KillAll()); //Disable powers GameObject[] hands = new GameObject[2]; hands[0] = left; hands[1] = right; //remove preset powers foreach (GameObject hand in hands) { foreach (Component comp in hand.GetComponents(typeof(MonoBehaviour))) { Destroy(comp); } } } } } } }