Exemplo n.º 1
0
 /// <summary>
 /// start game play after wait
 /// </summary>
 public void StartGamePlay()
 {
     ReadyText.SetActive(false);
     Gameplay.SetActive(true);
     spaceShip.ReSpawn();
     enemyManagement.StartEnemyManagement();
 }
Exemplo n.º 2
0
    // Use this for initialization
    void Start()
    {
        icons        = GetComponentsInChildren <Image>();
        currentImage = 0;
        P1Ready      = false;

        ReadyText.SetActive(false);
    }
Exemplo n.º 3
0
 /// <summary>
 ///Enter GAMEPLAY State and show READY Text for notifying to the player game will start soon.
 /// </summary>
 public void StartGame()
 {
     gameState = GameState.GAMEPLAY;
     MainMemuCanvas.SetActive(false);
     ReadyText.SetActive(true);
     GameplayCanvas.SetActive(true);
     score               = 0;
     scoreText.text      = "0";
     hightScoreText.text = hightScore.ToString();
     liveCount           = startLives;
     livesDisplay.IncreasLive(liveCount); //display amount of player's lives on screen
     Invoke("StartGamePlay", waitTime);   //start game in waitTime secondes
 }
    // Use this for initialization
    void Start()
    {
        icons        = GetComponentsInChildren <Image>();
        currentImage = 0;

        PlayerPrefs.SetInt("P1_Weapon", -1);
        PlayerPrefs.SetInt("P2_Weapon", -1);

        manager = FindObjectOfType <LevelManager>();


        ReadyText.SetActive(false);

        select = GetComponent <AudioSource>();
    }
 void Start()
 {
     // Find the GameController object so that we can get to the score text
     GM = GameObject.FindGameObjectWithTag("GameController");
     if (GM != null)
     {
         // provide a reference for the scoretext, assuming it exists
         scoreText = GM.GetComponent <ScoreText>();
         // provide a reference for the readytext, assuming it exists
         readyText = GM.GetComponent <ReadyText>();
     }
     else
     {
         // Let the player know that the scoretext doesn't exist
         Debug.Log("Text couldn't be found!");
     }
 }
    // Update is called once per frame
    void FixedUpdate()
    {
        if (player == 0)
        {
            if (Input.GetKeyDown(KeyCode.A))
            {
                select.Play();
                currentImage--;
            }
            if (Input.GetKeyDown(KeyCode.D))
            {
                select.Play();
                currentImage++;
            }
            if (Input.GetKeyDown(KeyCode.Q))
            {
                PlayerPrefs.SetInt("P1_Weapon", currentImage);
                manager.P1Ready = true;
                ReadyText.SetActive(true);
                InstructionText.SetActive(false);
            }
            if (Input.GetKeyDown(KeyCode.E))
            {
                PlayerPrefs.SetInt("P1_Weapon", -1);
                manager.P1Ready = false;
                ReadyText.SetActive(false);
                InstructionText.SetActive(true);
            }
        }
        else if (player == 1)
        {
            if (Input.GetKeyDown(KeyCode.LeftArrow))
            {
                select.Play();
                currentImage--;
            }
            if (Input.GetKeyDown(KeyCode.RightArrow))
            {
                select.Play();
                currentImage++;
            }
            if (Input.GetKeyDown(KeyCode.RightShift))
            {
                PlayerPrefs.SetInt("P2_Weapon", currentImage);
                manager.P2Ready = true;
                ReadyText.SetActive(true);
                InstructionText.SetActive(false);
            }
            if (Input.GetKeyDown(KeyCode.RightControl))
            {
                PlayerPrefs.SetInt("P2_Weapon", -1);
                manager.P2Ready = false;
                ReadyText.SetActive(false);
                InstructionText.SetActive(true);
            }
        }

        if (currentImage < 0)
        {
            currentImage = 3;
        }

        else if (currentImage > 3)
        {
            currentImage = 0;
        }

        foreach (Image i in icons)
        {
            i.gameObject.SetActive(false);
        }

        icons[currentImage].gameObject.SetActive(true);
    }
Exemplo n.º 7
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.A))
        {
            currentImage--;
        }
        if (Input.GetKeyDown(KeyCode.D))
        {
            currentImage++;
        }
        if (Input.GetKeyDown(KeyCode.Space))
        {
            P1Ready = true;
            ReadyText.SetActive(true);
            InstructionText.SetActive(false);
        }


        if (currentImage < 0)
        {
            currentImage = 5;
        }

        else if (currentImage > 5)
        {
            currentImage = 0;
        }

        foreach (Image i in icons)
        {
            i.gameObject.SetActive(false);
        }

        icons[currentImage].gameObject.SetActive(true);

        if (P1Ready)
        {
            switch (currentImage)
            {
            case 0:
                SceneManager.LoadScene("Scene001");
                break;

            case 1:
                SceneManager.LoadScene("Scene002");
                break;

            case 2:
                SceneManager.LoadScene("Scene003");
                break;

            case 3:
                SceneManager.LoadScene("Scene004");
                break;

            case 4:
                SceneManager.LoadScene("Scene005");
                break;

            case 5:
                SceneManager.LoadScene("Scene006");
                break;
            }
        }
    }