コード例 #1
0
    void Start()
    {
        FPSPlayerComponent   = Camera.main.GetComponent <CameraControl>().playerObj.GetComponent <FPSPlayer>();
        asource              = gameObject.AddComponent <AudioSource>();
        asource.spatialBlend = 0.0f;

        WaveText       = FPSPlayerComponent.waveUiObj.GetComponent <WaveText>();
        WaveTextShadow = FPSPlayerComponent.waveUiObjShadow.GetComponent <WaveText>();

        //initialize health amounts on GUIText objects
        WaveText.waveGui        = waveNumber;
        WaveTextShadow.waveGui  = waveNumber;
        WaveText.waveGui2       = NpcsToSpawn - killedNpcs;
        WaveTextShadow.waveGui2 = NpcsToSpawn - killedNpcs;

        WarmupText       = FPSPlayerComponent.warmupUiObj.GetComponent <WarmupText>();
        WarmupTextShadow = FPSPlayerComponent.warmupUiObjShadow.GetComponent <WarmupText>();

        tempColor  = WarmupText.textColor;
        tempColor2 = WarmupTextShadow.textColor;

        WarmupText.warmupGui       = countDown;
        WarmupTextShadow.warmupGui = countDown;

        WarmupUIText1 = WarmupText.GetComponent <Text>();
        WarmupUIText2 = WarmupTextShadow.GetComponent <Text>();

        warmupTextPos1Orig = WarmupUIText1.rectTransform.anchoredPosition;
        warmupTextPos2Orig = WarmupUIText2.rectTransform.anchoredPosition;

        StartCoroutine(StartWave());
    }
コード例 #2
0
    protected void Awake()
    {
        gm = FindObjectOfType <GameManager>();

        if (gm == null)
        {
            Debug.LogError($"{name}: cannot find game manager!");
        }

        waveText = FindObjectOfType <WaveText>();

        if (waveText == null)
        {
            Debug.LogError($"{name}: cannot find wave text!");
        }

        waveCounter = FindObjectOfType <WaveCounter>();

        if (waveCounter == null)
        {
            Debug.LogError($"{name}: cannot find wave counter!");
        }

        if (LevelMap == null)
        {
            Debug.LogError($"{name}: No level map assigned!");
        }

        // Register listeners
        GameStartEvent.RegisterListener(StartAssault);
    }
コード例 #3
0
    private void Update()
    {
        // Make sure all enemies are destroyed to start counting peace
        if (state == "peace" && GetEnemiesLeft() == 0)
        {
            peaceTimer += Time.deltaTime;

            if (firstPeace)
            {
                // Say wave is over
                firstPeace = false;
                Radar.DeclarePeace();
                PeaceText.ShowPeaceText(peaceTimeMax);
            }
        }

        if (peaceTimer >= peaceTimeMax)
        {
            peaceTimer         = 0f;
            enemiesWaveCounter = 0;
            state = "wave";
            wave++;
            enemiesPerWave++;
            spawnTimer = 1f;             // Start the wave a bit faster
            Radar.DeclareWave();
            WaveText.ShowWaveText(wave);
        }

        if (state == "wave")
        {
            spawnTimer += Time.deltaTime;
            float difficulty = Mathf.Clamp(wave * 3f / 10f, 0f, 3.5f);
            if (spawnTimer >= spawnTimeMax - difficulty && enemiesWaveCounter < enemiesPerWave)
            {
                spawnTimer = 0f;
                int r = wave >= 3 ? Random.Range(0, 2) : 0;                 // First-Second wave only missiles
                if (r == 0)
                {
                    Instantiate(MissilePrefab, GetRandomPosOut(), Quaternion.identity, GameManager.Instance.EnemiesHolder.GetChild(0));
                }
                else
                {
                    Instantiate(ShipPrefab, GetRandomPosOut(), Quaternion.identity, GameManager.Instance.EnemiesHolder.GetChild(1));
                }

                enemiesWaveCounter++;
                if (enemiesWaveCounter == enemiesPerWave)                 // Go to peace if all enemies have been spawned
                {
                    state      = "peace";
                    firstPeace = true;
                }
            }
        }
        else if (state == "peace")
        {
            // Do nothing... let the player rebuild
        }
    }
コード例 #4
0
 void Start()
 {
     BuildFloor(boardSize);
     guards         = FindObjectsOfType <Guard>();
     goal           = FindObjectOfType <Goal>();
     wavesRemaining = maximumWaves;
     waveText       = GameObject.Find("WaveCounter").GetComponent <WaveText>();
     playerString   = GameObject.FindGameObjectWithTag("string");
 }
コード例 #5
0
    void Start()
    {
        FPSPlayerComponent   = Camera.main.GetComponent <CameraControl>().playerObj.GetComponent <FPSPlayer>();
        asource              = gameObject.AddComponent <AudioSource>();
        asource.spatialBlend = 0.0f;
        //create instance of GUIText to display health amount on hud
        waveGuiObjInstance = Instantiate(waveGuiObj, Vector3.zero, transform.rotation) as GameObject;
        //set reference for main color element of heath GUIText
        WaveText = waveGuiObjInstance.GetComponent <WaveText>();
        //set reference for shadow background color element of GUIText
        //this object is a child of the main GUIText object, so access it as an array
        WaveText2 = waveGuiObjInstance.GetComponentsInChildren <WaveText>();

        //initialize health amounts on GUIText objects
        WaveText.waveGui      = waveNumber;
        WaveText2[1].waveGui  = waveNumber;
        WaveText.waveGui2     = NpcsToSpawn - killedNpcs;
        WaveText2[1].waveGui2 = NpcsToSpawn - killedNpcs;

        //create instance of GUIText to display health amount on hud
        warmupGuiObjInstance = Instantiate(warmupGuiObj, Vector3.zero, transform.rotation) as GameObject;
        //set reference for main color element of heath GUIText
        WarmupText = warmupGuiObjInstance.GetComponent <WarmupText>();
        //set reference for shadow background color element of GUIText
        //this object is a child of the main GUIText object, so access it as an array
        WarmupText2 = warmupGuiObjInstance.GetComponentsInChildren <WarmupText>();

        tempColor  = WarmupText.textColor;
        tempColor2 = WarmupText2[1].textColor;

        WarmupText.warmupGui     = countDown;
        WarmupText2[1].warmupGui = countDown;

        WarmupGUIText1 = WarmupText.GetComponent <GUIText>();
        WarmupGUIText2 = WarmupText2[1].GetComponent <GUIText>();

        StartCoroutine(StartWave());
    }