void Update() { if (Input.GetMouseButtonDown(0)) { HandleTouch(); } else if (Input.GetMouseButtonDown(1)) { HandleAlternativeTouch(); } if (Input.GetKeyDown(KeyCode.V)) { board.ShowPaths = !board.ShowPaths; } if (Input.GetKeyDown(KeyCode.G)) { board.ShowGrid = !board.ShowGrid; } spawnProgress += spawnSpeed * Time.deltaTime; while (spawnProgress >= 1f) { spawnProgress -= 1f; SpawnEnemy(); } enemies.GameUpdate(); Physics.SyncTransforms(); board.GameUpdate(); }
void Update() { if (Input.GetKeyDown(KeyCode.A)) { HandleTouch(); } else if (Input.GetKeyDown(KeyCode.B)) { HandleAlternativeTouch(); } if (Input.GetKeyDown(KeyCode.V)) { board.ShowPaths = !board.ShowPaths; } if (Input.GetKeyDown(KeyCode.G)) { board.ShowGrid = !board.ShowGrid; } if (Input.GetKeyDown(KeyCode.E)) { spawnProgress += spawnSpeed * Time.deltaTime; spawnProgress -= 1f; SpawnEnemy(); } enemies.GameUpdate(); }
private void Update() { if (Input.GetMouseButtonDown(0)) { HandleTouch(); } else if (Input.GetMouseButtonDown(1)) { HandleAlternativeTouch(); } if (Input.GetKeyDown(KeyCode.V)) { gameBoard.ShowPaths = !gameBoard.ShowPaths; } if (Input.GetKeyDown(KeyCode.G)) { gameBoard.ShowGrid = !gameBoard.ShowGrid; } enemyCollection.GameUpdate(); spawnProgress += spawnSpeed * Time.deltaTime; if (spawnProgress >= 1f) { spawnProgress -= 1f; SpawnEnemy(); } }
void Update() { if (Input.GetMouseButtonDown(0)) { HandleTouch(); } else if (Input.GetMouseButtonDown(1)) { HandleAlternativeTouch(); } if (Input.GetKeyDown(KeyCode.G)) { board.ShowGrid = !board.ShowGrid; } enemies.GameUpdate(); ++activeSlowUpdateUnit; if (activeSlowUpdateUnit > Common.enemySlowUpdateRate) { activeSlowUpdateUnit = 0; enemies.GameSlowUpdate(); } }
void Update() { if (Input.GetMouseButtonDown(0)) { HandleTouch(); } else if (Input.GetMouseButtonDown(1)) { HandleAlternativeTouch(); } if (Input.GetKeyDown(KeyCode.V)) { board.ShowPaths = !board.ShowPaths; } if (Input.GetKeyDown(KeyCode.G)) { board.ShowGrid = !board.ShowGrid; } // spawn enemies if (client.Emojis.Count > 0) { spawnProgress += spawnSpeed * Time.deltaTime; } while (spawnProgress >= 1f && client.Emojis.Count > 0) { spawnProgress -= 1f; SpawnEnemy(client.Emojis.Dequeue()); } // update enemies enemies.GameUpdate(); }
private void Update() { if (Input.GetMouseButtonDown(0)) { HandleTouch(); } else if (Input.GetMouseButtonDown(1)) { HandleAlternativeTouch(); } if (Input.GetKeyDown(KeyCode.Alpha1)) { selectedTowerType = TowerType.Laser; } else if (Input.GetKeyDown(KeyCode.Alpha2)) { selectedTowerType = TowerType.Mortar; } // Spawn idea - an object should exist that constitutes a 'timeline' // as spawn progress increases, we check to see where we are on the timeline now vs before // anything in that time range should then be spawned // Spawn progress thing would hold references to enemyData spawnProgress += spawnSpeed * Time.deltaTime; while (spawnProgress >= 1) { spawnProgress -= 1f; if (enemySpawnCounter < 3) { SpawnEnemy(enemyData); enemySpawnCounter++; } else { SpawnEnemy(fastEnemyData); enemySpawnCounter = 0; } } enemies.GameUpdate(); Physics.SyncTransforms(); board.GameUpdate(); }