Exemplo n.º 1
0
    IEnumerator SpawnCoroutine()
    {
        yield return(new WaitForSeconds(Settings.levelStartDelay));

        Level currentLevel = levels.GetLevel(levelID);

        foreach (var wave in currentLevel.waves)
        {
            for (int i = 0; i < wave.mobs.Length; i++)
            {
                for (int k = 0; k < wave.mobs[i].count; k++)
                {
                    PhotonNetwork.Instantiate(wave.mobs[i].mob, GetRandomPosition(), Quaternion.identity);
                }
            }
            yield return(new WaitForSeconds(wave.delay));
        }

        yield return(new WaitUntil(() => EnemyMovement.enemyCount < 1));

        yield return(new WaitForSeconds(Settings.levelStartDelay));

        //player finished the level
        PlayerManager.localPlayer.currentLevel++;

        ReturnToTavern();
    }
Exemplo n.º 2
0
    public void CreateLevelButtons()
    {
        if (levelButtonPrefab == null)
        {
            return;
        }

        for (int i = 0; i < LevelDatabase.GetLevelsLength(); i++)
        {
            GameObject levelButtonClone = Instantiate(levelButtonPrefab) as GameObject;
            levelButtonClone.transform.SetParent(levelPanelContent, false);

            LevelData levelData = LevelDatabase.GetLevel(i);

            Sprite sprite = Resources.Load(levelImagePath + levelData.title, typeof(Sprite)) as Sprite;

            Image image = levelButtonClone.GetComponent <Image> ();
            if (image != null)
            {
                image.sprite = sprite;
            }

            LevelButton levelButton = levelButtonClone.GetComponent <LevelButton> ();
            levelButton.SetLevelButton(levelData);
        }
    }
Exemplo n.º 3
0
    void PlayerReady()
    {
        totalPlayersReady++;
        UpdateText();
        if (totalPlayersReady >= PhotonNetwork.CurrentRoom.PlayerCount)
        {
            if (PhotonNetwork.IsMasterClient)
            {
                var level = levelDatabase.GetLevel(PlayerManager.localPlayer.currentLevel);

                Debug.LogFormat("Switching to next scene: {0}", level.SceneName);
                PhotonNetwork.LoadLevel(level.SceneName);
            }
        }
    }