コード例 #1
0
 void Awake()
 {
     waveSpawner = this;
     waveDB      = GetComponent <WaveDB> ();
     worldNum    = PlayerPrefs.GetInt("worldNum");
     stageNum    = PlayerPrefs.GetInt("stageNum");
     minGold     = waveDB.worldManage [worldNum].minGold;
     maxGold     = waveDB.worldManage [worldNum].maxGold;
     tmp         = waveDB.worldManage [worldNum].stageManage [stageNum].waveList.Length;
 }
コード例 #2
0
ファイル: StageMgr.cs プロジェクト: ChangeMaker13/D.R.C
    // Use this for initialization
    void Start()
    {
        int startWave = 1;

        if (m_SaveMgr.currentSaveData != null)
        {
            startWave = m_SaveMgr.currentSaveData.currentWave;
        }

        m_CurrentWave = ObjectManager.m_Inst.m_DBMgr.m_WaveDB[startWave];

        ShowImageForseconds(m_LevelImage[m_CurrentWave.Level - 1], 3f);
        StartCoroutine("CheckWave");

        m_SpecialZombieNameList.Add("RugbyZombie");
        m_SpecialZombieNameList.Add("PrisonerZombie");
        m_SpecialZombieNameList.Add("SoldierZombie");

        m_NormalZombieNameList.Add("NormalZombie1");
        m_NormalZombieNameList.Add("NormalZombie2");
        m_NormalZombieNameList.Add("NormalZombie3");
        m_NormalZombieNameList.Add("NormalZombie4");
        m_NormalZombieNameList.Add("NormalZombie5");
    }
コード例 #3
0
ファイル: StageMgr.cs プロジェクト: ChangeMaker13/D.R.C
    public void NextWave()
    {
        if (m_CurrentWave.Level + 1 > ObjectManager.m_Inst.m_DBMgr.m_WaveDB.Count)
        {
            rscs.SetResultsAndStopTime(
                rscs.kills,
                rscs.spkills,
                m_CurrentWave.Level,
                ((m_CurrentWave.Level - 1) * 10) + rscs.kills + (rscs.spkills * 10),
                true);
            ObjectManager.m_Inst.NextScene("Result");

            return;
        }

        m_CurrentWave = ObjectManager.m_Inst.m_DBMgr.m_WaveDB[m_CurrentWave.Level + 1];
        ShowImageForseconds(m_LevelImage[m_CurrentWave.Level - 1], 3f);
        m_Spawned_NormalZombieNumber  = 0;
        m_Spawned_SpecialZombieNumber = 0;
        m_Spawned_DevilZombieNumber   = 0;

        StopCoroutine("CheckWave");     //give 3 seconds to spawn zombie in scene
        StartCoroutine("CheckWave");
    }