public static void UnfreezeDynamicObjects() { singletonInstance.isFrozen = false; //Resume enemy spawning EnemySpawnerController.ResumeEnemySpawning(); //Unfreeze bullets for (int i = 0; i < singletonInstance.ammoPool.transform.childCount; i++) { if (singletonInstance.ammoPool.transform.GetChild(i).gameObject.activeSelf) { singletonInstance.ammoPool.transform.GetChild(i).GetComponent <Rigidbody2D>().velocity = singletonInstance.projectileVelocitiesAtFreeze[i]; } } singletonInstance.projectileVelocitiesAtFreeze.Clear(); //Reactivate player controller singletonInstance.logicController.GetComponent <PlayerController>().enabled = true; singletonInstance.logicController.GetComponent <WeaponsController>().enabled = true; GameObject.FindGameObjectWithTag("Player").GetComponent <Animator>().enabled = true; //Reactivate enemy AI for (int i = 0; i < singletonInstance.enemyTankParentObject.transform.childCount; i++) { singletonInstance.enemyTankParentObject.transform.GetChild(i).GetComponent <EnemyAI>().enabled = true; singletonInstance.enemyTankParentObject.transform.GetChild(i).GetComponent <Animator>().enabled = true; singletonInstance.enemyTankParentObject.transform.GetChild(i).GetComponent <Rigidbody2D>().velocity = singletonInstance.tankVelocitiesAtFreeze[i]; singletonInstance.enemyTankParentObject.transform.GetChild(i).GetComponent <EnemyAI>().ResumeAI(); } }
private void Start() { EnemySpawnerController = GameObject.FindGameObjectWithTag("EnemySpawner").GetComponent <EnemySpawnerController>(); Tens = Instantiate(NumberPrefab, Tens.transform); Singles = Instantiate(NumberPrefab, Singles.transform); TensController = Tens.GetComponent <NumberController>(); SinglesController = Singles.GetComponent <NumberController>(); SetHealth(BarrierHealth); }
void Awake () { battleResultsPanel = GameObject.FindObjectOfType<BattleResultsController>().gameObject; battleResultsPanel.SetActive(false); playerStatusController = GameObject.FindObjectOfType<PlayerStatusController>(); enemyActionBar = GameObject.FindObjectOfType<EnemyActionBar>(); battle = GameObject.Find("Battle"); bossStatusController = GameObject.FindObjectOfType<BossStatusController>(); enemySpawnerController = GameObject.FindObjectOfType<EnemySpawnerController>(); }
private void Update() { if (Input.anyKeyDown) { fadingOut = true; isReady = true; LevelManager.SetPlayerReadyStatus(isReady); EnemySpawnerController.ResumeEnemySpawning(); } if (fadingOut) { float alphaScreen = gameObject.GetComponent <Image>().color.a; float alphaText = gameObject.transform.GetChild(0).GetComponent <TextMeshProUGUI>().color.a; Color fadeOutScreenColor = new Color(0, 0, 0, alphaScreen - Time.deltaTime * alphaDeltaFadeOut); textColor.a = alphaText - Time.deltaTime * alphaDeltaFadeOut; gameObject.transform.GetChild(0).GetComponent <TextMeshProUGUI>().color = textColor; gameObject.transform.GetChild(1).GetComponent <TextMeshProUGUI>().color = textColor; gameObject.transform.GetChild(2).GetComponent <TextMeshProUGUI>().color = textColor; gameObject.GetComponent <Image>().color = fadeOutScreenColor; if (fadeOutScreenColor.a <= 0) { Destroy(gameObject); } } if (continueBlinking) { float alpha = gameObject.transform.GetChild(1).GetComponent <TextMeshProUGUI>().color.a; Color blinkingColor = textColor; if (blinkFadingIn) { blinkingColor.a = alpha + Time.deltaTime * alphaDeltaBlinking; } else { blinkingColor.a = alpha - Time.deltaTime * alphaDeltaBlinking; } gameObject.transform.GetChild(1).GetComponent <TextMeshProUGUI>().color = blinkingColor; gameObject.transform.GetChild(2).GetComponent <TextMeshProUGUI>().color = blinkingColor; if (blinkingColor.a >= 1) { blinkFadingIn = false; } else if (blinkingColor.a <= 0) { blinkFadingIn = true; } } }
void Awake() { instance = this; enemySpawners = GetComponent <EnemySpawnerController>(); if (Options.instance.skipIntro) { transitionAnim.SetTrigger("SkipIntro"); } }
// Use this for initialization void Start () { enemySpawnerController = GameObject.FindObjectOfType<EnemySpawnerController>(); interactButton = GameObject.Find("Interact Button").GetComponent<Button>(); interactButton.interactable = false; textBox = GameObject.Find("Text Box"); textBox.SetActive(false); textController = GameObject.FindObjectOfType<InteractionTextController>(); transitionPanelAnimator = GameObject.Find("Transition Panel").GetComponent<Animator>(); unityAdsExample = GameObject.FindObjectOfType<UnityAdsExample>(); gameController = GameObject.FindObjectOfType<GameController>(); }
void Start() { GetComponent <Image>().enabled = true; gameObject.transform.GetChild(0).GetComponent <TextMeshProUGUI>().text = "Level " + LevelManager.GetCurrentLevel().ToString(); gameObject.transform.GetChild(1).GetComponent <TextMeshProUGUI>().text = "Ready"; //gameObject.transform.GetChild(2).GetComponent<TextMeshProUGUI>().text = "..."; textColor = gameObject.transform.GetChild(0).GetComponent <TextMeshProUGUI>().color; //StartCoroutine(AnimateReadyText()); EnemySpawnerController.PauseEnemySpawning(); }
// Use this for initialization void Awake() { if (Instance == null) { Instance = this; } else { Destroy(this); } _enemySpawner = GetComponent <EnemySpawnerController>(); }
private IEnumerator PlayCurrentLevelScript() { if (currentLevel == 1) { yield return(new WaitWhile(() => isPlayerReady == false)); PlayerSpawner.SpawnPlayer(); yield return(new WaitForSeconds(4f)); TooltipController.PlayTooltipAnimation(Tooltip.Eagle, false); PauseManager.FreezeDynamicObjects(); EnemySpawnerController.SetSpawnFrequency(.8f); EnemySpawnerController.SetSpawnStartTime(0f); //Freeze as soon as spawned has been called on the 3rd enemy yield return(new WaitWhile(() => EnemySpawnerController.GetNumberEnemiesSpawned() != 3)); PauseManager.FreezeDynamicObjects(); onSpawnSfx = false; //Show crosshairs once all three enemies are spawned and on scene yield return(new WaitWhile(() => enemyTankParentObject.transform.childCount != 3)); TooltipController.PlayTooltipAnimation(Tooltip.FirstWave, false); EnemySpawnerController.SetSpawnFrequency(4f); EnemySpawnerController.SetSpawnStartTime(1f); yield return(new WaitWhile(() => EnemySpawnerController.GetNumberEnemiesSpawned() != 4)); TooltipController.PlayTooltipAnimation(Tooltip.Ammo, true); yield return(new WaitForSeconds(.5f)); TooltipController.PlayTooltipAnimation(Tooltip.HealthBar, true); yield return(new WaitForSeconds(.5f)); TooltipController.PlayTooltipAnimation(Tooltip.Lives, true); //Show tooltip on first enemy that has power up yield return(new WaitWhile(() => EnemySpawnerController.GetNumberEnemiesSpawned() != 7)); TooltipController.PlayTooltipAnimation(Tooltip.FirstPU, false); PauseManager.FreezeDynamicObjects(); } else if (currentLevel == 2) { onSpawnSfx = false; yield return(new WaitWhile(() => isPlayerReady == false)); PlayerSpawner.SpawnPlayer(); } }
public TestScreen() { camera = new Camera(new Vector2(0, 0)) { Scale = new Vector2(0.8f) }; enemyManager = new EnemyManager(); towerManager = new TowerManager(enemyManager); bulletManager = new BulletManager(enemyManager); particleManager = new ParticleManager(); towerPlacer = new TowerPlacer(towerManager); selectTowerController = new SelectTowerController(towerManager, towerPlacer, camera); spawnerController = new EnemySpawnerController(enemyManager); TowerSelectorController towerSelector = new TowerSelectorController(camera, towerPlacer, bulletManager, enemyManager, particleManager); // Create Tower prefabs. TowerFactory.Add("Tower1", new TestTower(bulletManager, enemyManager, particleManager)); TowerFactory.Add("Tower2", new MachineGunPlaneTower(bulletManager, enemyManager, particleManager)); enemyManager.OnEnemyReachedLastPoint += OnEnemyReachedGoal; // Controllers. controllers.Add(selectTowerController); controllers.Add(new MapMoverController(camera)); controllers.Add(spawnerController); controllers.Add(enemyManager); controllers.Add(towerManager); controllers.Add(bulletManager); controllers.Add(particleManager); controllers.Add(towerSelector); //controllers.Add(new TestTowerPlacerScript(towerPlacer, TowerFactory.GetTower("Tower2"))); // TEST! // Views. views.Add(new SelectedTowerView(selectTowerController)); views.Add(new MapView()); views.Add(enemyManager); views.Add(towerManager); views.Add(bulletManager); views.Add(particleManager); AvailableTowersUiView availableTowersUi = new AvailableTowersUiView(new ButtonManager(), towerSelector, new Rectangle(700, 0, 300, 550)); MouseOverlapsUI.AvailableTowersUi = availableTowersUi; // UI. uiViews.Add(availableTowersUi); spawnerController.Enabled = false; }
// Use this for initialization void Start () { world = GameObject.Find("World"); battle = GameObject.Find("Battle"); playerMovement = GameObject.FindObjectOfType<PlayerMovement>(); playerClass = GameObject.FindObjectOfType<PlayerClass>(); enemySpawnerController = GameObject.FindObjectOfType<EnemySpawnerController>(); transitionPanel = GameObject.Find("Transition Panel"); battle.SetActive(false); bossStatusController = GameObject.FindObjectOfType<BossStatusController>(); playerInteractableController = GameObject.FindObjectOfType<PlayerInteractableController>(); modeTransitionController = GameObject.FindObjectOfType<ModeTransitionController>(); puzzleObjectController = GameObject.FindObjectOfType<PuzzleObjectController>(); unityAdsExample = GameObject.FindObjectOfType<UnityAdsExample>(); }
//Spawn an EnemySpawnerController with the wave parameter void SpawnWave(Dictionary <string, int> wave) { int waveReward = RevenueTemplate.revenueDictWaves[level]; GameObject newSpawner = Instantiate(spawner, transform) as GameObject; EnemySpawnerController esc = newSpawner.GetComponent <EnemySpawnerController>(); foreach (KeyValuePair <string, int> item in wave) { GameObject enemyType = SelectEnemyType(item.Key); esc.AddToSpawnQueue(enemyType, item.Value); } esc.ActivateWave(); esc.SetWaveReward(waveReward); spawnerList.Add(newSpawner); }
private IEnumerator BeginFreezingDynamicObjects() { //Pause enemy spawning EnemySpawnerController.PauseEnemySpawning(); //Freeze bullets for (int i = 0; i < ammoPool.transform.childCount; i++) { Vector2 velocity = ammoPool.transform.GetChild(i).GetComponent <Rigidbody2D>().velocity; projectileVelocitiesAtFreeze.Add(velocity); if (ammoPool.transform.GetChild(i).gameObject.activeSelf) { ammoPool.transform.GetChild(i).GetComponent <Rigidbody2D>().velocity = new Vector2(0, 0); } } //Deactivate player controller logicController.GetComponent <PlayerController>().enabled = false; logicController.GetComponent <WeaponsController>().enabled = false; GameObject.FindGameObjectWithTag("Player").GetComponent <Rigidbody2D>().velocity = Vector2.zero; GameObject.FindGameObjectWithTag("Player").GetComponent <Animator>().enabled = false; //Deactivate enemy AI do { tankVelocitiesAtFreeze.Clear(); for (int i = 0; i < enemyTankParentObject.transform.childCount; i++) { enemyTankParentObject.transform.GetChild(i).GetComponent <EnemyAI>().PauseAI(); enemyTankParentObject.transform.GetChild(i).GetComponent <Animator>().enabled = false; enemyTankParentObject.transform.GetChild(i).GetComponent <EnemyAI>().enabled = false; Vector2 velocity = enemyTankParentObject.transform.GetChild(i).GetComponent <Rigidbody2D>().velocity; tankVelocitiesAtFreeze.Add(velocity); enemyTankParentObject.transform.GetChild(i).GetComponent <Rigidbody2D>().velocity = new Vector2(0, 0); } yield return(new WaitForFixedUpdate()); } while (isFrozen); }
// Use this for initialization void Start() { parent = transform.parent.gameObject.GetComponent <EnemySpawnerController>(); hp_slider.maxValue = max_hp; hp_slider.value = hit_points; ChooseNewPitch(); choose_new_pitch = false; ApplyDifficulty(); instrument_used = instrument_choices[Random.Range(0, instrument_choices.Length)]; Instantiate(instrument_used, transform); particleSys = GetComponentsInChildren <ParticleSystem>(); childSprites = GetComponentsInChildren <SpriteRenderer>(); float_behavior = GetComponent <FloatBehavior>(); allSprites.Add(GetComponent <SpriteRenderer>()); foreach (SpriteRenderer sprite in childSprites) { allSprites.Add(sprite); } reloading_time = Random.Range(0.0f, reload_in_sec); this_target = GetComponent <ThisTarget>(); this_target.frequency = note_freq; this_target.targetable = targetable; }
private void Awake() { controller = new EnemySpawnerController(this, config, data); enemiesInScene = 0; }
private void Awake() { enemySpawnerController = new EnemySpawnerController(this, enemySpawnerConfig, enemySpawnerData); }
private void Start() { playerController = Utilities.Scene.findExactlyOne <PlayerController>(); enemySpawnerController = Utilities.Scene.findExactlyOne <EnemySpawnerController>(); }
// Use this for initialization void Start() { parent = transform.parent.gameObject.GetComponent <Enemy>(); grand_parent = parent.transform.parent.gameObject.GetComponent <EnemySpawnerController>(); }
private void InitializeSingleton() { singletonInstance = this; }
void Start () { enemySpawnerController = gameObject.GetComponent<EnemySpawnerController>(); playerClass = GameObject.FindObjectOfType<PlayerClass>(); }
void Awake() { instance = this; }
private void Awake() { if (enemyType == EnemyType.Small) { tankSpeed = 600; shellSpeed = 1300; armor = 1; primaryDirection = .45f; secondaryDirection = .45f; awayDirection = .05f; minMoveChangeDelay = 3f; maxMoveChangeDelay = 5f; minFireDelay = 3f; maxFireDelay = 5f; preferredTarget = Target.Player; } else if (enemyType == EnemyType.Fast) { tankSpeed = 1000; shellSpeed = 1300; armor = 1; primaryDirection = .6f; secondaryDirection = .3f; awayDirection = .05f; minMoveChangeDelay = 1f; maxMoveChangeDelay = 5f; minFireDelay = 1f; maxFireDelay = 5f; preferredTarget = Target.Eagle; } else if (enemyType == EnemyType.Heavy) { tankSpeed = 600; shellSpeed = 2000; armor = 1; primaryDirection = .8f; secondaryDirection = .2f; awayDirection = .00000000001f; minMoveChangeDelay = 3f; maxMoveChangeDelay = 5f; minFireDelay = 1f; maxFireDelay = 3.5f; preferredTarget = Target.Player; } else if (enemyType == EnemyType.Armored) { tankSpeed = 400; shellSpeed = 2200; armor = 4; primaryDirection = .8f; secondaryDirection = .2f; awayDirection = .00000000001f; minMoveChangeDelay = 5f; maxMoveChangeDelay = 6f; minFireDelay = 3f; maxFireDelay = 5f; preferredTarget = Target.Player; } //PU and respective animation indexTankWithPU = new List <int>() { 7, 10, 13, 16, 17, 18 }; int siblingIndex = EnemySpawnerController.GetNumberEnemiesSpawned(); if (indexTankWithPU.Any(i => i == siblingIndex)) { hasPU = true; } else { hasPU = false; } anim = GetComponent <Animator>(); }
public void SetSpawnerController(EnemySpawnerController controller) { _spawnerController = controller; }