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