void octopusMissionComplete() { PlayerStats.Instance.TakeDamage(damage); Destroy(gameObject); GameObject WaveObject = GameObject.Find("EnemySpawnObject"); WaveTrackingScript waveScript = WaveObject.GetComponent <WaveTrackingScript> (); waveScript.numEmemies--; }
void OnGUI() { for (int i = 0; i < towerObjects.Length; i++) { tex = towerObjects[i].GetComponent <GUITexture> (); // we are accessing the SpriteRenderer that is attached to the Gameobject towerButtomImages [i] = tex.texture; // set the sprite to sprite1 } GUILayout.BeginArea(new Rect(Screen.width * .8f, 0, Screen.width * .2f, Screen.height)); GUILayout.BeginVertical("box"); GUILayout.Box("heath: " + health.ToString() + "\n" + "cash: " + cash.ToString()); if (IsPlacing() == false) { selGridInt = -1; //OnGui is called every timestep, so this is to tell if the button is clicked. } selGridInt = GUILayout.SelectionGrid(selGridInt, towerButtomImages, 1, GUILayout.MaxHeight(Screen.height * 0.3f)); if (selGridInt != -1) { if (cash - towerCost[selGridInt] < 0) { selGridInt = -1; } else { PlaceTurret(towerObjects[selGridInt]); } } fastForward = GUILayout.Toggle(fastForward, "fast forward"); switch (fastForward) { case true: Time.timeScale = 3.0f; break; case false: Time.timeScale = 1.0f; break; } GameObject WaveObject = GameObject.Find("EnemySpawnObject"); WaveTrackingScript waveScript = WaveObject.GetComponent <WaveTrackingScript> (); if (waveScript.midWave == false) { if (GUILayout.Button("Start Wave")) { waveScript.startWave(); } } GUILayout.Box(selGridInt.ToString()); GUILayout.EndVertical(); GUILayout.EndArea(); }
public void TakeDamage(int damage) { health = System.Math.Max(health - damage, 0); healthBar.Value = health; if (health <= 0) { PlayerStats.Instance.Earn(cashReward); Destroy(gameObject); GameObject WaveObject = GameObject.Find("EnemySpawnObject"); WaveTrackingScript waveScript = WaveObject.GetComponent <WaveTrackingScript> (); waveScript.numEmemies--; } }
void Start() { //initialize the times array. this is the main thing that needs added with the update //count the total number of enemies to be made. This might not actually be needed. numOfEnemies = 0; foreach (int i in enemiesToMake) { numOfEnemies += i; } times = new float[numOfEnemies]; float curser = 0; int enemiesSpawned = 0; foreach (int i in enemiesToMake) { for (int j = 0; j < i; j++) { times[enemiesSpawned] = curser + (((float)j + 1) / ((float)i + 1)); enemiesSpawned++; } curser = curser + 1; } wasMade = new bool[times.Length]; for (int i = 0; i < times.Length; i++) { wasMade [i] = false; } Debug.Log(wasMade); int numSelectors = times.Length; enemyArr = new GameObject[numSelectors]; waveTrackingScript = GetComponent <WaveTrackingScript> (); }