// Load actorA saved game public void Load() { print("Loading..."); StorageHandler sh = new StorageHandler(); PlayerData dp = (PlayerData)sh.LoadData("player") as PlayerData; _pd = dp; PlayerDataTracker pdt = PlayerDataTracker.GetInstance(); pdt.Dt = _pd; PlayerPrefab = Instantiate(PlayerPrefab, new Vector3(pdt.GetPlayerX(), pdt.GetPlayerY(), pdt.GetPlayerZ()), Quaternion.identity); PlayerPrefab.gameObject.name = "Player"; this.gameObject.GetComponent <EnvironmentColours>().Player = PlayerPrefab; C.transform.position = new Vector3(pdt.GetPlayerX(), pdt.GetPlayerY() + 10, pdt.GetPlayerZ()); C.transform.parent = PlayerPrefab.transform; _dta = TempDataTracker.GetInstance(); _settingsReader = SettingsReader.GetInstance(); _cam = GameObject.Find("Main Camera"); _environmentController = EnvironmentController.GetInstance(); _gm = GeneticsManager.GetInstance(); _co = CollisionMediator.GetInstance(); _am = AudioManager.GetInstance(); }
public void CreateEnemies() { foreach (var pair in EnemyCounts.EnemyCountTuples) { var chromosomeList = GeneticsManager.GetChromosomesForEnemyType(pair.Item2, pair.Item1); for (var i = 0; i < pair.Item1; i++) { CreatedEnemies.Add(EnemyFactories.CreateNew(pair.Item2, chromosomeList[i])); } } }
public static GeneticsManager GetInstance() { if (Instance) { return(Instance); } Container = new GameObject { name = "GeneticsManager" }; Instance = Container.AddComponent <GeneticsManager>(); return(Instance); }
// Use this for initialization void Start() { gm = GameObject.Find("GeneticsManager").GetComponent <GeneticsManager>(); start = this.transform; float RandScale = Random.Range(1f, 14.57f); half1 = transform.GetChild(0); half2 = transform.GetChild(1); center = transform.GetChild(2); half2.localScale = new Vector3(1, RandScale, 1); half1.localScale = new Vector3(1, 15.57f - RandScale, 1); center.position = new Vector3(half2.transform.position.x, half2.position.y - (0.5f * half2.localScale.y) - 2, 0); }
void Awake() { _fadeScr = GameObject.FindObjectOfType <ScreenFader>(); // Create actorA temporary reference to the current scene. Scene currentScene = SceneManager.GetActiveScene(); _sceneName = currentScene.name; _sc = GameObject.Find("UI Controller").GetComponent <GameStatusManager>(); print("-------- " + _sc.GameStatus.ToString()); _dta = TempDataTracker.GetInstance(); _settingsReader = SettingsReader.GetInstance(); _cam = GameObject.Find("Main Camera"); _environmentController = EnvironmentController.GetInstance(); _gm = GeneticsManager.GetInstance(); _co = CollisionMediator.GetInstance(); }
public void SetGenetics(SerializableChromosome chromosome = null) { Chromosome = chromosome ?? GeneticsManager.GenerateNewChromsome(); var baseAttributes = GetBaseAttributes(); var effectiveAttributes = GetGeneticAttributes(baseAttributes, Chromosome); MaximumHealth = effectiveAttributes.MaximumHealth; HealthRemaining = MaximumHealth; EffectiveSpeed = effectiveAttributes.EffectiveSpeed; EffectivePiercingResist = effectiveAttributes.EffectivePiercingResist; EffectiveBombardResist = effectiveAttributes.EffectiveBombardResist; EffectiveChemicalResist = effectiveAttributes.EffectiveChemicalResist; EffectiveFireResist = effectiveAttributes.EffectiveFireResist; EffectiveFrostResist = effectiveAttributes.EffectiveFrostResist; EffectiveElectricResist = effectiveAttributes.EffectiveElectricResist; }
private void Awake() { _fadeScr = GameObject.FindObjectOfType <ScreenFader>(); // Create actorA temporary reference to the current scene. Scene currentScene = SceneManager.GetActiveScene(); _sceneName = currentScene.name; _sc = GameObject.Find("UI Controller").GetComponent <GameStatusManager>(); print("-------- " + _sc.GameStatus.ToString()); if (_sc.GameStatus == 4) { print("First start..."); _dta = TempDataTracker.GetInstance(); _settingsReader = SettingsReader.GetInstance(); _cam = GameObject.Find("Main Camera"); _environmentController = EnvironmentController.GetInstance(); _gm = GeneticsManager.GetInstance(); _co = CollisionMediator.GetInstance(); _am = AudioManager.GetInstance(); PlayerDataTracker pdt = PlayerDataTracker.GetInstance(); _pd = pdt.Dt; var s = _settingsReader.FoodWideSpreadY; _defaultN = s; PlayerPrefab = Instantiate(PlayerPrefab, new Vector3(0, s, 0), Quaternion.identity); PlayerPrefab.gameObject.name = "Player"; pdt.SetEnergy(_settingsReader.PlayerStartEnergy); this.gameObject.GetComponent <EnvironmentColours>().Player = PlayerPrefab; } else if (_sc.GameStatus == 3) { Load(); } C = Camera.main; C.transform.position = new Vector3(PlayerPrefab.transform.position.x, PlayerPrefab.transform.position.y + 10, PlayerPrefab.transform.position.z); C.transform.parent = PlayerPrefab.transform; }
private void Awake() { _fadeScr = GameObject.FindObjectOfType <ScreenFader>(); // Create actorA temporary reference to the current scene. Scene currentScene = SceneManager.GetActiveScene(); _sceneName = currentScene.name; _d = TempDataTracker.GetInstance(); _settingsReader = SettingsReader.GetInstance(); _cam = GameObject.Find("Main Camera"); _environmentController = EnvironmentController.GetInstance(); _gm = GeneticsManager.GetInstance(); _co = CollisionMediator.GetInstance(); _am = AudioManager.GetInstance(); C = Camera.main; C.transform.parent = PlayerPrefab.transform; }
// Use this for initialization void Start() { gm = GameObject.Find("GeneticsManager").GetComponent <GeneticsManager>(); InvokeRepeating("CreatePipe", 0.0f, 1.0f); }