private void Update() { if (this.isInIdlePhase) { return; } if (waves.Count == 0) { WaveUI.SetActive(false); return; } if (this.IsShoppingPhase() && this.currentShoppingTime > 0) { GameObject.Find("WaveName").GetComponent <Text>().text = "NEXT WAVE"; this.currentShoppingTime -= Time.deltaTime; GameObject.Find("WaveTime").GetComponent <Text>().text = this.currentShoppingTime.ToString("F"); } if (this.currentShoppingTime <= 0) { this.currentShoppingTime = this.shoppingTime; this.NextWave(); } }
public void WaveClear() { BGMSource.clip = BGMs[0]; BGMSource.Play(); for (int i = 0; i < this.SpawnObject.transform.childCount; i++) { Destroy(this.SpawnObject.transform.GetChild(i).gameObject); } for (int i = 0; i < this.ShotedObjects.transform.childCount; i++) { Destroy(this.ShotedObjects.transform.GetChild(i).gameObject); } ScoreCalculation(); if (RemainLife == 0) { SESource.PlayOneShot(GameOverSound); ResultUI.SetActive(true); } else { SESource.PlayOneShot(ClearSound); ResultUI.SetActive(true); } WaveUI.SetActive(false); RightPointer.enabled = true; LeftPointer.enabled = true; Rightgun.ShotPos.GetChild(0).gameObject.SetActive(true); LeftGun.ShotPos.GetChild(0).gameObject.SetActive(true); }
public void BackMainMenu() { MainUI.SetActive(true); RankingUI.SetActive(true); NameInputUI.SetActive(false); WaveUI.SetActive(false); }
public void NextWave() { this.isInIdlePhase = false; if (!WaveUI.activeSelf) { WaveUI.SetActive(true); } // Only ask for the next wave if it's not the last one. if (waves.Count == 0) { WaveUI.SetActive(false); return; } BossController boss = GameObject.FindGameObjectWithTag("Mountain").GetComponent <BossController>(); Settings settings = this.waves[0].GetComponent <WaveController>().settings; boss.SetBehaviourState("ProjectileSpawner", settings.projectileIsActive); boss.SetBehaviourState("ShockwaveSpawner", settings.shockwaveIsActive); // Despawn any upgrade gems that might be active somewhere on the scene. this.spawnPoints[0].GetComponentsInParent <Collider>(true)[0].enabled = false; this.DespawnUpgrades(this.spawnedObjs); // Enable the next wave. this.waves[0].SetActive(true); PlayWaveSound(); if (waves.Count == 5) { PlayBattleMusic(); } // Restore shield charges on wave change. GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <LifeUpgrade>().RestoreActiveCharges(); }
public void WaveStartUp(string Wave) { switch (Wave) { case "normal": WaveStart(WaveState.NormalWave); break; case "hard": WaveStart(WaveState.HardWave); break; case "master": WaveStart(WaveState.MasterWave); break; } Debug.Log("ウェーブ起動"); Initialize(); //ウェーブ起動 // BGMSource.clip = BGMs[1]; BGMSource.Play(); MainUI.SetActive(false); RankingUI.SetActive(false); DifficultyUI.SetActive(false); SettingPanel.SetActive(false); WaveUI.SetActive(true); RightPointer.enabled = false; LeftPointer.enabled = false; Rightgun.ShotPos.GetChild(0).gameObject.SetActive(false); LeftGun.ShotPos.GetChild(0).gameObject.SetActive(false); if (_wavestate == WaveState.NormalWave) { Rightgun.SSwitch = true; LeftGun.SSwitch = true; RemainLife = 3; BULLETTIME.Bswitch = true; lifetext.text = "LIFE:" + RemainLife.ToString(); } else if (_wavestate == WaveState.HardWave) { Rightgun.SSwitch = true; LeftGun.SSwitch = true; RemainLife = 3; BULLETTIME.Bswitch = false; lifetext.text = "LIFE:" + RemainLife.ToString(); } else if (_wavestate == WaveState.MasterWave) { //Gunで盾オフにする Rightgun.SSwitch = false; LeftGun.SSwitch = false; RemainLife = 1; BULLETTIME.Bswitch = false; lifetext.text = "LIFE:" + RemainLife.ToString(); } waveing = true; //UIいろいろ表示 }
private void Start() { // Scores = new Dictionary<int, string> //{ // {100,"AAA"}, // {200,"BBB"}, // {300,"CCC"}, // {400,"DDD"}, // {500,"EEE"}, // {600,"FFF"}, // {700,"GGG"}, // {800,"HHH"}, // {900,"III"}, // {000,"JJJ"}, //}; BGMSource.clip = BGMs[0]; BGMSource.Play(); LeftPointer.enabled = true; RightPointer.enabled = true; //for(int i = 0; i < Lasers.Capacity; i++) //{ // Lasers[i].gameObject.SetActive(true); //} RightControllermodel.SetActive(false); LeftControllermodel.SetActive(false); MainUI.SetActive(true); RankingUI.SetActive(true); DifficultyUI.SetActive(false); SettingPanel.SetActive(false); WaveUI.SetActive(false); NameInputUI.SetActive(false); WaveUI.SetActive(false); Rightgun.SSwitch = true; LeftGun.SSwitch = true; BULLETTIME.Bswitch = false; //Rightgun.ShotPos.GetChild(0).gameObject.SetActive(true); //LeftGun.ShotPos.GetChild(0).gameObject.SetActive(true); Load(); Entity_Sheet1.sheets[0].list.Sort((a, b) => a.Score + b.Score); foreach (Entity_Sheet1.Sheet localdatasheet in Entity_Sheet1.sheets) { int i = 0; if (localdatasheet.list.Count == 0) { for (int num = 0; num < 10; num++) { NamesText[num].text = "AAA"; Modestext[num].text = "normal"; Scorestext[num].text = "0"; } break; } foreach (Entity_Sheet1.Param localdataparam in localdatasheet.list) { NamesText[i].text = localdataparam.Name; Modestext[i].text = localdataparam.Mode; Scorestext[i].text = localdataparam.Score.ToString(); if (i == 9) { break; } i++; } } }