public Form1() { InitializeComponent(); this.ClientSize = new Size(width * 32, height * 32); this.Show(); Random r = new Random(); int rLevel = r.Next(1, 5); if (!InitLevel(rLevel)) { Console.WriteLine("Level " + rLevel + " failed to initialize."); } //Load Waves WaveHandler.LoadWaveData(); //create the onscreen graphics dc = this.CreateGraphics(); // create a blank bitmap curBitmap = new Bitmap(width * 32, height * 32); //Create a temporary Graphics object from the bitmap offscreen = Graphics.FromImage(curBitmap); }
private void EnemySpawned(WaveHandler handler, IEnemy obj) { EnemySpawnPoint spawnpoint = Pather.GetRandomSpawnPoint(); obj.Init(spawnpoint.transform.position, spawnpoint.GetPath(), handler); OnEnemySpawned?.Invoke(obj); }
private void OnWaveFinished(int index, WaveHandler wave) { UpcomingDisplay display = _currentDisplays.First(x => x.Wave == index); Destroy(display.gameObject); _currentDisplays.Remove(display); }
// Private Methods private void Start() { attackers = new LinkedList <Pathogen>(); waveHandler = GameObject.Find("WaveHandler").GetComponent <WaveHandler>(); player = GameObject.Find("PlayerHandler").GetComponent <PlayerHandler>(); path = GameObject.Find("Path").GetComponent <Path>(); }
private void Awake() { playerHandler = GameObject.Find("PlayerHandler").GetComponent <PlayerHandler>(); attackerHandler = GameObject.Find("AttackerHandler").GetComponent <AttackerHandler>(); waveHandler = GameObject.Find("WaveHandler").GetComponent <WaveHandler>(); moneyText = GameObject.Find("MoneyText").GetComponent <Text>(); healthText = GameObject.Find("HealthText").GetComponent <Text>(); waveText = GameObject.Find("WaveText").GetComponent <Text>(); countText = GameObject.Find("PathogenText").GetComponent <Text>(); cellInfoPanel = GameObject.Find("CellInfo"); upgrade1Text = GameObject.Find("Upgrade1Text").GetComponent <Text>(); upgrade2Text = GameObject.Find("Upgrade2Text").GetComponent <Text>(); sellButtonText = GameObject.Find("SellButtonText").GetComponent <Text>(); upgrade1 = GameObject.Find("Upgrade1").GetComponent <Button>(); upgrade2 = GameObject.Find("Upgrade2").GetComponent <Button>(); sellButton = GameObject.Find("SellButton").GetComponent <Button>(); cellName = GameObject.Find("CellName").GetComponent <Text>(); killCount = GameObject.Find("KillCount").GetComponent <Text>(); damageCount = GameObject.Find("DamageCount").GetComponent <Text>(); nextWaveButton = GameObject.Find("WaveNumber"); }
private void Start() { audioZ = GetComponent <AudioSource>(); if (isBoss) { HealthBar = UIManager.instance.bossHealth; } immune = false; waveHandler = FindObjectOfType <WaveHandler>(); Health = startHealth; TryGetComponent(out rb); sprite = GetComponent <SpriteRenderer>(); sprite.material = material; spriteMat = sprite.material; SpriteRenderer[] childrenSprites = GetComponentsInChildren <SpriteRenderer>(); if (childrenSprites.Length > 0) { foreach (var chSpr in childrenSprites) { chSpr.material = spriteMat; } } hitEffect = GetComponent <ParticleSystem>(); hitEffect.GetComponent <ParticleSystemRenderer>().material = material; }
private void OnEnemyKilled(WaveHandler handler, IEnemy enemy) { if (enemy.Identifier == _identifier) { _amount--; UpdateAmount(); } }
private void OnWaveFinished(int arg1, WaveHandler arg2) { RoundController controller = RoundController.Instance; if (controller.ActiveWaves.Length < 2) { controller.BeginNextWave(); } }
//private Weapon weaponScript; void Start() { playerControllerScript = player.gameObject.GetComponent <PlayerController>(); inventoryScript = player.gameObject.GetComponent <Inventory>(); buildManagerScript = this.gameObject.GetComponent <BuildManager>(); //weaponScript = GameObject.Find("Weapon").GetComponent<Weapon>(); playerScript = this.gameObject.GetComponent <SaveGame>(); waveHandlerScript = this.gameObject.GetComponent <WaveHandler>(); }
private void Awake() { dead = false; hp = 20; prestige = 5f + Random.Range(0f, 1f); target = GameObject.Find("Angel").GetComponent <Transform>(); alive = GameObject.Find("Mechanics").GetComponent <WaveHandler>(); waiting = false; manager = GameObject.Find("SoundManager").GetComponent <AudioManagerScript>(); }
public void HandleDeath() { //Sets the time scale to 0 Time.timeScale = 0; //Shows the death screen deathScreen.SetActive(true); //Shows the score the player ended with deathScreenScore.text = $"Score:\n\n{player.score}"; //Shows what wave you died on deathScreenWave.text = $"Wave:\n\n{WaveHandler.Instance().wave}"; }
IEnumerator SpawnWave() { if (waveIndex >= wavesVar.Length) { print("YOU WON"); yield break; } WaveCounter.waveNumber += 1; WaveHandler wave = wavesVar[waveIndex]; waveIndex++; for (int i = 0; i < wave.groups.Length; i++) { StartCoroutine(SpawnGroup(wave.groups[i])); yield return(new WaitForSeconds(wave.groups[i].delay)); } /* * if (wave.firstEnemy != null) * { * for (int i = 0; i < wave.firstCount; i++) * { * SpawnEnemy(wave.firstGroup); * yield return new WaitForSeconds(1f / wave.rate); * } * } * if (wave.secondGroup != null) * { * for (int i = 0; i < wave.secondCount; i++) * { * SpawnEnemy(wave.secondGroup); * yield return new WaitForSeconds(1f / wave.rate); * } * } * if (wave.thirdGroup != null) * { * for (int i = 0; i < wave.thirdCount; i++) * { * SpawnEnemy(wave.thirdGroup); * yield return new WaitForSeconds(1f / wave.rate); * } * } * if (wave.fourthGroup != null) * { * for (int i = 0; i < wave.fourthCount; i++) * { * SpawnEnemy(wave.fourthGroup); * yield return new WaitForSeconds(1f / wave.rate); * } * }*/ }
private void OnWaveFinished(int arg1, WaveHandler arg2) { List <ResearchOption> toTick = new List <ResearchOption>(_inProgress); foreach (ResearchOption option in toTick) { option.Tick(); } OnTick?.Invoke(); }
private void WaveCompleted(WaveHandler handler) { RemoveWave(handler); OnWaveFinished?.Invoke(handler.Wave, handler); if (_activeWaves.Count == 0) { ChangeState(RoundState.Ready); } }
private void OnWaveStarted(int index, WaveHandler wave) { UpcomingDisplay newDisplay; newDisplay = Instantiate(DisplayPrefab, DisplayParent).GetComponent <UpcomingDisplay>(); _currentDisplays.Add(newDisplay); newDisplay.Display(index, wave, wave.Timeline); NextDisplay.Display(-1, null, RoundController.NextWave); NextDisplay.transform.SetAsLastSibling(); }
private void OnWaveCleared(int index, WaveHandler wave) { if (index > _amount) { _onProgressedCallback(); _amount = index; if (_amount >= Target) { _onCompletedCallback(); } } }
IEnumerator SpawnWave(WaveHandler spawnWave) { state = SpawnState.SPAWNING; for (int i = 0; i < spawnWave.count; i++) { SpawnEnemyPrefab(); yield return(new WaitForSeconds(1f / spawnWave.rate)); } state = SpawnState.WAITING; yield break; }
private void RemoveWave(WaveHandler handler) { handler.OnEnemySpawned -= EnemySpawned; handler.OnEnemyAdded -= EnemyAdded; handler.OnEnemyKilled -= EnemyKilled; handler.OnEnemyFinished -= EnemyFinished; handler.OnAllSpawnersFinished -= WaveSpawnsFinished; handler.OnAllEnemiesDone -= WaveCompleted; _activeWaves.Remove(handler); Destroy(handler.gameObject); }
private void AddWave(WaveHandler handler) { _activeWaves.Add(handler); handler.OnEnemySpawned += EnemySpawned; handler.OnEnemyAdded += EnemyAdded; handler.OnEnemyKilled += EnemyKilled; handler.OnEnemyFinished += EnemyFinished; handler.OnAllSpawnersFinished += WaveSpawnsFinished; handler.OnAllEnemiesDone += WaveCompleted; Debug.Log("Added wave " + handler.Wave); }
IEnumerator SpawnWave(WaveHandler spawnWave) { state = SpawnState.SPAWNING; for (int i = 0; i < spawnWave.count; i++) { SpawnEnemyPrefab(); yield return(new WaitForSeconds(1f / spawnWave.rate)); Debug.Log("Still in loop"); } Debug.Log("Waiting"); state = SpawnState.WAITING; yield break; }
public void Display(WaveHandler handler, int amount, string enemyIdentifier) { _identifier = enemyIdentifier; IContentCachedPrefab enemy = Enemy.GetEnemy(_identifier); EnemyImage.sprite = Iconography.GenerateSprite(enemy.GetCache()); _amount = amount; UpdateAmount(); if (handler) // Bit janky but shut up { handler.OnEnemyKilled += OnEnemyKilled; handler.OnEnemyFinished += OnEnemyKilled; handler.OnAllEnemiesDone += OnWaveFinished; } }
public GameSave(PlayerHandler ph, WaveHandler wh) { level = wh.level; waveNumber = wh.currentWave; spawnDelay = wh.spawnDelay; money = ph.money; health = ph.health; cells = new CellWrapper[ph.cells.Count]; for (int i = 0; i < ph.cells.Count; i++) { cells[i] = new CellWrapper(ph.cells[i]); } }
private void Start() { centrePos = centre.position; waveHandler = FindObjectOfType <WaveHandler>(); waypoints = new List <Vector2>(); spawnPoints = new List <Vector2>(); spawnDoors = new List <Animator>(); foreach (Transform point in waypointParent) { waypoints.Add(point.position); } foreach (Transform point in spawnpointParent) { spawnPoints.Add(point.position); spawnDoors.Add(point.GetComponentInChildren <Animator>()); } instance = this; }
private bool StartWave(int wave) { ChangeState(RoundState.InProgress); WaveTimeline timeline = GetWave(wave); Debug.Log("Starting next wave!"); if (timeline != null) { WaveHandler handler = Instantiate(WaveHandlerPrefab).GetComponent <WaveHandler>(); handler.Assign(wave, timeline); AddWave(handler); handler.BeginWave(); OnWaveStarted?.Invoke(wave, handler); } return(timeline != null); }
public void WriteE0(Chip chip, byte val) { if ((regE0 ^ val) == 0) { return; } //in opl3 mode you can always selet 7 waveforms regardless of waveformselect byte waveForm = (byte)(val & ((0x3 & chip.waveFormMask) | (0x7 & chip.opl3Active))); regE0 = val; #if WAVE_HANDLER waveHandler = WaveHandlerTable[waveForm]; #else waveBase = new short[WaveTable.Length - WaveBaseTable[waveForm]]; Array.Copy(WaveTable, WaveBaseTable[waveForm], waveBase, 0, WaveTable.Length - WaveBaseTable[waveForm]); //waveBase = WaveTable + WaveBaseTable[ waveForm ]; waveStart = (uint)(WaveStartTable[waveForm] << WAVE_SH); waveMask = WaveMaskTable[waveForm]; #endif }
public void Display(int wave, WaveHandler handler, WaveTimeline timeline) { foreach (Transform child in transform) { if (child != TextTransform) { Destroy(child.gameObject); } } Wave = wave; TitleText.text = wave == -1 ? "Next wave" : $"Wave {wave}"; var dict = timeline.GetEnemySpawnAmount(); foreach (var pair in dict) { EnemyTypeDisplay display = Instantiate(EnemyTypeDisplayPrefab, EnemyTypeDisplayParent).GetComponent <EnemyTypeDisplay>(); display.Display(handler, pair.Value, pair.Key); } }
/***************************************************** * Name: George Trieu * Date: 2018-06-08 * Title: timer1_Tick * Purpose: This function is called with every tick from * the timer. * Inputs: object sender * EventArgs e * Returns: nothing ****************************************************/ private void timer1_Tick(object sender, EventArgs e) { Pathfinding.MovePath(); GameConditions.CheckEnemies(); GameConditions.CheckHealth(); //Sort Enemies every sortEnemiesInterval Seconds if (currentTick == sortEnemiesInterval) { SortEnemies.ReorderEnemies(); currentTick = 0; } else { currentTick++; } WaveHandler.WaveTick(); GameConditions.CheckWin(); DrawGraphics.DrawEveryTick(); if (MessageBox.messageActive) { timer1.Enabled = false; } }
void Awake() { waveHandler = GameObject.FindObjectOfType <WaveHandler>(); }
private void OnWaveStarted(int arg1, WaveHandler arg2) { Text.text = DisplayText.Replace("{0}", (arg1 + 1).ToString()); }
public void Initialization(WaveHandler handler, float force) { _handler = handler; _force = force; }