Exemplo n.º 1
0
    public void LaunchWave()
    {
        CancelInvoke("LaunchWave");

        if (randomSpawning)
        {
            currentObjectNum = Random.Range(0, totalSpawnObjects - 1);
        }
        else
        {
            currentObjectNum++;

            // loop back to 0 when we reach the end of the current 'run' of things to spawn
            if (currentObjectNum > totalSpawnObjects - 1)
            {
                currentObjectNum = 0;
                // you could also implement something to tell game control that all waves have finished if
                // you were making a game that only lasted until that happens
            }
        }

        // create an object
        GameObject tempObj = SpawnController.Instance.SpawnGO(spawnObjectPrefabs[currentObjectNum], Vector3.zero, Quaternion.identity);

        WaveProperties tempProps = tempObj.GetComponent <WaveProperties>();

        currentWave = tempProps.enemiesInWave;

        // play a spawn sound effect, which should be a 2d sound so that its position doesn't matter
        BaseSoundController.Instance.PlaySoundByIndex(4, Vector3.zero);
    }
Exemplo n.º 2
0
    void InitializeFloor()
    {
        FloorID      = 0;
        CurrentFloor = Floors[FloorID];
        spawnArea    = CurrentFloor.GetComponent <FloorProperties>().GetSpawnArea();

        globalTimer = 0f;
        spawnTimer  = 0f;

        currentWave = ScriptableObject.Instantiate <WaveProperties>(WaveTypes[0]);
        currentWave.InitializeWaveProperties();
    }
Exemplo n.º 3
0
    IEnumerator spawnNewWave()
    {
        Stats.rounds++;
        Debug.Log("New wave...");
        WaveProperties wave = waves[waveCounts];

        for (int i = 0; i <= wave.count; i++)
        {
            spawnEnemy(wave.enemy);
            yield return(new WaitForSeconds(1f / wave.rate));
        }
        waveCounts++;
    }
Exemplo n.º 4
0
        static void Main(string[] args)
        {
            Toolbox.Logging.PrintGreeting();
            WaveProperties properties = GetWaveProperties(args);

            if (properties.Error == null)
            {
                Task.Run(() => CalculateWave(properties.Singularity, properties.Bailout, properties.Interval, properties.WaveFactor));
            }
            else
            {
                Toolbox.Logging.PrintUsage(properties.Error.Message);
            }
            Console.Read();
        }
Exemplo n.º 5
0
    IEnumerator SpawnWave(WaveProperties wave)
    {
        Debug.Log("Spawning Wave: " + wave.name);
        state = SpawnState.SPAWNING;

        for (int i = 0; i < wave.Amount; i++)
        {
            SpawnEnemy(wave.Enemy);
            yield return(new WaitForSeconds(1.0f / wave.Rate));
        }

        state = SpawnState.WAITING;

        yield break;
    }
Exemplo n.º 6
0
    // Update is called once per frame
    void Update()
    {
        switch (playState)
        {
        case PlayState._Begin:
        {
            InitializeFloor();
            playState = PlayState._Play;
            break;
        }

        case PlayState._Play:
        {
            globalTimer += Time.deltaTime;

            if (WaveTypes.Count > 0)
            {
                if (currentWave.CheckCurrentWave())
                {
                    Debug.Log("Checking no of enemies: ");
                    // Frequent (check for random or specific
                    switch (currentWave.waveType)
                    {
                    case WaveProperties.WaveType._Random:
                    {
                        switch (currentWave.frequency)
                        {
                        case WaveProperties.Frequency._Frequent:
                        {
                            if (currentWave.CheckSpawnTimer())
                            {
                                if (currentWave.GetNoOfEnemies() > 0)
                                {
                                    Debug.Log("Checking no of enemies: " + currentWave.GetNoOfEnemies());

                                    // This is where set Enemy checks for current enemy
                                    List <EnemyType.EnemyTypes> randomEnemyTypes = currentWave.GetCurrentEnemyType();
                                    if (randomEnemyTypes != null)
                                    {
                                        SpawnRandomEnemy(randomEnemyTypes);
                                        Debug.Log("Enemy Type set to an instance of enemy");
                                    }
                                    else
                                    {
                                        Debug.Log("Enemies is null");
                                    }
                                }
                            }
                            break;
                        }

                        case WaveProperties.Frequency._NonFrequent:
                        {
                            int NoOfEnemies = currentWave.GetNoOfEnemies();

                            if (NoOfEnemies != 0)
                            {
                                List <EnemyType.EnemyTypes> randomEnemyTypes = currentWave.GetCurrentEnemyType();
                                if (randomEnemyTypes != null)
                                {
                                    for (int enemies = 0; enemies < NoOfEnemies; enemies++)
                                    {
                                        //Debug.Log("Checking no of enemies: " + currentWave.GetNoOfEnemies());

                                        // This is where set Enemy checks for current enemy


                                        SpawnRandomEnemy(randomEnemyTypes);
                                        Debug.Log("Enemy Type set to an instance of enemy");

                                        //SpawnEnemy(currentWave.GetCurrentEnemyType());
                                    }
                                }
                            }
                            break;
                        }
                        }
                        break;
                    }

                    case WaveProperties.WaveType._Specific:
                    {
                        break;
                    }

                    case WaveProperties.WaveType._Variable:
                    {
                        break;
                    }
                    }
                }
                else if (spawnedEnemies.Count <= 0)
                {
                    WaveTypes.RemoveAt(0);
                    if (WaveTypes.Count >= 0)
                    {
                        currentWave = ScriptableObject.Instantiate <WaveProperties>(WaveTypes[0]);
                    }
                }
            }
            else
            {
                Debug.Log("You have cleared the floor");
                playState = PlayState._FloorCleared;
            }

            break;
        }

        case PlayState._FloorCleared:
        {
            break;
        }

        case PlayState._NextFloor:
        {
            break;
        }

        case PlayState._Defeat:
        {
            break;
        }

        case PlayState._StageCleared:
        {
            break;
        }
        }
    }