private IEnumerator BasicGreenTwoLineOne() { _generationDistanceCovered = 0; var spawnPositionOne = new Vector2(0, _spawnY); spawnPositionOne.x = Random.Range(_leftEdge, _rightEdge); var enemy = (GameObject)Instantiate(GreenEnemy, spawnPositionOne, new Quaternion()); _enemies.Add(enemy); spawnPositionOne.x = Random.Range(_leftEdge, _rightEdge); enemy = (GameObject)Instantiate(GreenEnemy, spawnPositionOne, new Quaternion()); _enemies.Add(enemy); while (_generationDistanceCovered < BasicGeneration) { _generationDistanceCovered += Time.deltaTime * Globals.GlobalRatio * Globals.GameSpeed; yield return(new WaitForFixedUpdate()); } _generationDistanceCovered = 0; spawnPositionOne.x = Random.Range(_leftEdge, _rightEdge); enemy = (GameObject)Instantiate(GreenEnemy, spawnPositionOne, new Quaternion()); _enemies.Add(enemy); _isGenerating = false; _state = CustomResources.AlphaGeneratorState.Waiting; _hasStarted = false; yield break; }
private IEnumerator GreenBlueOne() { var position = new Vector2(0, _spawnY); position.x = Random.Range(_leftEdge + 0.5f, _rightEdge - 0.5f); var enemy = (GameObject)Instantiate(BoxEnemy, position, new Quaternion()); _enemies.Add(enemy); _generationDistanceCovered = 0; while (_generationDistanceCovered < 1.5f * BasicGeneration) { _generationDistanceCovered += Time.deltaTime * Globals.GlobalRatio * Globals.GameSpeed; yield return(new WaitForFixedUpdate()); } position.x = Random.Range(_leftEdge + 0.5f, _rightEdge - 0.5f); enemy = (GameObject)Instantiate(GreenEnemy, position, new Quaternion()); _enemies.Add(enemy); _isGenerating = false; _state = CustomResources.AlphaGeneratorState.Waiting; _hasStarted = false; yield break; }
private void UpdateWaiting() { _waitDistanceCovered += Time.deltaTime * Globals.GameSpeed; if (InBasic(_itemGenerating)) { if (_waitDistanceCovered > BasicWait) { _state = CustomResources.AlphaGeneratorState.Generating; } return; } if (InTierTwo(_itemGenerating)) { if (_waitDistanceCovered > BoxWait) { _state = CustomResources.AlphaGeneratorState.Generating; } return; } if (_waitDistanceCovered > CircleWait) { _state = CustomResources.AlphaGeneratorState.Generating; } }
private IEnumerator CircleOne() { var position = new Vector2(0, _spawnY); position.x = Random.Range(_leftEdge + 0.5f, _rightEdge - 0.5f); var enemy = (GameObject)Instantiate(CircleEnemy, position, new Quaternion()); _enemies.Add(enemy); _isGenerating = false; _state = CustomResources.AlphaGeneratorState.Waiting; _hasStarted = false; yield break; }
private IEnumerator Blue(int count) { var position = new Vector2(0, _spawnY); while (count-- > 0) { position.x = Random.Range(_leftEdge + 0.5f, _rightEdge - 0.5f); var enemy = (GameObject)Instantiate(BoxEnemy, position, new Quaternion()); _enemies.Add(enemy); } _isGenerating = false; _state = CustomResources.AlphaGeneratorState.Waiting; _hasStarted = false; yield break; }
private IEnumerator BasicGreenStraightTwo() { var spawnPositionOne = new Vector2(0, _spawnY); spawnPositionOne.x = Random.Range(_leftEdge, _rightEdge); var enemy = (GameObject)Instantiate(GreenEnemy, spawnPositionOne, new Quaternion()); _enemies.Add(enemy); spawnPositionOne.x = Random.Range(_leftEdge, _rightEdge); enemy = (GameObject)Instantiate(GreenEnemy, spawnPositionOne, new Quaternion()); _enemies.Add(enemy); _isGenerating = false; _state = CustomResources.AlphaGeneratorState.Waiting; _hasStarted = false; yield break; }
public void Start() { _enemies = new List <GameObject>(); _coins = new List <GameObject>(); _state = CustomResources.AlphaGeneratorState.Waiting; _waitDistanceCovered = 0; Globals.GameSpeed = InitialGameSpeed; _isGenerating = false; _hasStarted = false; _generationDistanceCovered = 0f; _coinDistanceCovered = 0f; _gameStartTimeLeft = Globals.GameStartTime; _initialScoreMax = ScoreMaxIncrement; _initialScoreMin = ScoreMinIncrement; InitializeGenerationList(); CalculateSpawnY(); CalculateDestroyY(); CalculateEdges(); }
private IEnumerator CircleTwo() { var position = new Vector2(0, _spawnY); position.x = Random.Range(_leftEdge + 0.5f, _rightEdge - 0.5f); var enemy = (GameObject)Instantiate(CircleEnemy, position, new Quaternion()); var circle = enemy.GetComponent <MagicCircleHandler>(); circle.Clockwise = true; _enemies.Add(enemy); enemy = (GameObject)Instantiate(CircleEnemy, position, new Quaternion()); circle = enemy.GetComponent <MagicCircleHandler>(); circle.Clockwise = false; _enemies.Add(enemy); _isGenerating = false; _state = CustomResources.AlphaGeneratorState.Waiting; _hasStarted = false; yield break; }
private void UpdateWaiting() { _waitDistanceCovered += Time.deltaTime * Globals.GameSpeed; if (InBasic(_itemGenerating)) { if (_waitDistanceCovered > BasicWait) { _state = CustomResources.AlphaGeneratorState.Generating; } return; } if (InTierTwo(_itemGenerating)) { if (_waitDistanceCovered > BoxWait) { _state = CustomResources.AlphaGeneratorState.Generating; } return; } if (_waitDistanceCovered > CircleWait) _state = CustomResources.AlphaGeneratorState.Generating; }
private IEnumerator CircleTwo() { var position = new Vector2(0, _spawnY); position.x = Random.Range(_leftEdge + 0.5f, _rightEdge - 0.5f); var enemy = (GameObject)Instantiate(CircleEnemy, position, new Quaternion()); var circle = enemy.GetComponent<MagicCircleHandler>(); circle.Clockwise = true; _enemies.Add(enemy); enemy = (GameObject)Instantiate(CircleEnemy, position, new Quaternion()); circle = enemy.GetComponent<MagicCircleHandler>(); circle.Clockwise = false; _enemies.Add(enemy); _isGenerating = false; _state = CustomResources.AlphaGeneratorState.Waiting; _hasStarted = false; yield break; }
private IEnumerator GreenBlueTwo() { var position = new Vector2(0, _spawnY); position.x = Random.Range(_leftEdge + 0.5f, _rightEdge - 0.5f); var enemy = (GameObject)Instantiate(BoxEnemy, position, new Quaternion()); _enemies.Add(enemy); _generationDistanceCovered = 0; while (_generationDistanceCovered < BoxGeneration) { _generationDistanceCovered += Time.deltaTime * Globals.GlobalRatio * Globals.GameSpeed; yield return new WaitForFixedUpdate(); } position.x = Random.Range(_leftEdge + 0.5f, _rightEdge - 0.5f); enemy = (GameObject)Instantiate(GreenEnemy, position, new Quaternion()); _enemies.Add(enemy); position.x = Random.Range(_leftEdge + 0.5f, _rightEdge - 0.5f); enemy = (GameObject)Instantiate(GreenEnemy, position, new Quaternion()); _enemies.Add(enemy); _isGenerating = false; _state = CustomResources.AlphaGeneratorState.Waiting; _hasStarted = false; yield break; }
private IEnumerator BasicGreenTwoLineTwo() { _generationDistanceCovered = 0; var spawnPositionOne = new Vector2(0, _spawnY); spawnPositionOne.x = Random.Range(_leftEdge, _rightEdge); var enemy = (GameObject)Instantiate(GreenEnemy, spawnPositionOne, new Quaternion()); _enemies.Add(enemy); spawnPositionOne.x = Random.Range(_leftEdge, _rightEdge); enemy = (GameObject)Instantiate(GreenEnemy, spawnPositionOne, new Quaternion()); _enemies.Add(enemy); spawnPositionOne.x = Random.Range(_leftEdge, _rightEdge); enemy = (GameObject)Instantiate(GreenEnemy, spawnPositionOne, new Quaternion()); _enemies.Add(enemy); while (_generationDistanceCovered < BasicGeneration) { _generationDistanceCovered += Time.deltaTime * Globals.GlobalRatio * Globals.GameSpeed; yield return new WaitForFixedUpdate(); } _generationDistanceCovered = 0; spawnPositionOne.x = Random.Range(_leftEdge, _rightEdge); enemy = (GameObject)Instantiate(GreenEnemy, spawnPositionOne, new Quaternion()); _enemies.Add(enemy); spawnPositionOne.x = Random.Range(_leftEdge, _rightEdge); enemy = (GameObject)Instantiate(GreenEnemy, spawnPositionOne, new Quaternion()); _enemies.Add(enemy); _isGenerating = false; _state = CustomResources.AlphaGeneratorState.Waiting; _hasStarted = false; yield break; }
public void Start() { _enemies = new List<GameObject>(); _coins = new List<GameObject>(); _state = CustomResources.AlphaGeneratorState.Waiting; _waitDistanceCovered = 0; Globals.GameSpeed = InitialGameSpeed; _isGenerating = false; _hasStarted = false; _generationDistanceCovered = 0f; _coinDistanceCovered = 0f; _gameStartTimeLeft = Globals.GameStartTime; _initialScoreMax = ScoreMaxIncrement; _initialScoreMin = ScoreMinIncrement; InitializeGenerationList(); CalculateSpawnY(); CalculateDestroyY(); CalculateEdges(); }