public GameSetup() : base(false) { playerAlreadyDead = false; GM.engineM.DebugDisplay = Debug.none;// Debug.fps | Debug.version | Debug.sprite; GM.engineM.ScreenColour = Color.Black; //create players and generate level layout playerChar = new PlayerOne(); //Create cursor and places centre on mouse position Cursor cursor = new Cursor(); //new PlayerTwo(); GenerateLevel(); //create a timer to track game time GM.eventM.AddTimer(tiGameTimer = new Event(0.01f, "timer")); //listen out for player death to manage lives and score MessageBus.Instance.Subscribe(ExtraMessageTypes.PlayerDestroyed, PlayerKilled); //Enemy generation enemySpawnSystem = new EnemySpawnSystem(); }
public void TestEnemySpawnSystem() { Texture2D tex = null; AssetsManager.Instance.AddTexture("sprEnemy0", tex); AssetsManager.Instance.AddTexture("sprEnemy1", tex); AssetsManager.Instance.AddTexture("sprEnemy2", tex); AssetsManager.Instance.AddAnimation("sprEnemy0", null); AssetsManager.Instance.AddAnimation("sprEnemy1", null); AssetsManager.Instance.AddAnimation("sprEnemy2", null); var state = new GameState(); for (int i = 0; i < NUMBER_OF_ENTITIES; ++i) { state.GameData.EnemySpawner[i] = new EnemySpawner(); state.GameData.Tags[i] = 1; state.EntityCount++; } Console.WriteLine($"Number of entities: {state.EntityCount}"); for (int i = 1; i < 33; ++i) { var system = new EnemySpawnSystem("EnemySpawn", state); RunSystem(system, i); } state.ClearState(); }
public static EnemySpawnSystem GetInstance() { if (Instance == null) { Instance = new EnemySpawnSystem(); } return(Instance); }
private void Start() { enemySpawnSystem = EnemySpawnSystem.Instance; foreach (var trigger in enemySpawnTrigger) { trigger.SetCollider(GetComponent <Collider>()); } }
void Start() { poolPoint = GameObject.FindGameObjectWithTag("PoolPoint").GetComponent <BulletPooler>(); //Point pooler StartCoroutine("AddRotation"); //Add rotation spriteRendererComponent = GetComponentInChildren <SpriteRenderer>(); lifeScript = GetComponent <EnemyLife>(); //Get life script enemySpawnSystem = GameObject.FindGameObjectWithTag("GameController").GetComponent <EnemySpawnSystem>(); //Find the enemySpawnSystem }
void Update() { InputSystem.GetInstance().Update(); PlayerMovementSystem.GetInstance().Update(); SkillSystem.GetInstance().Update(); EnemySpawnSystem.GetInstance().Update(); EnemyMoveSystem.GetInstance().Update(); }
void Awake() { InputSystem.GetInstance(); PlayerMovementSystem.GetInstance(); SkillSystem.GetInstance(); EnemySpawnSystem.GetInstance(); EnemyMoveSystem.GetInstance(); singletonContainer = transform.GetChild(0).gameObject; singletonContainer.AddComponent <InputSingleton>(); }
void Awake() { // if the singleton hasn't been initialized yet if (Instance != null && Instance != this) { Destroy(gameObject); return; } Instance = this; }
public void Start() { BPButtonOne = GameObject.Find("BPButtonEN"); BuildPanel = GameObject.Find("InGameUI").transform.Find("BuildPanel").gameObject; _buildSystem = GameObject.Find("UniversalManager").GetComponent <BuildSystem>(); _enemySpawnSystem = GameObject.Find("UniversalManager").GetComponent <EnemySpawnSystem>(); _player = GameObject.Find("Player").GetComponent <Player>(); healthText = healthTextGO.GetComponent <TextMeshProUGUI>(); bankText = bankTextGO.GetComponent <TextMeshProUGUI>(); wavesText = wavesTextGO.GetComponent <TextMeshProUGUI>(); scoreText = scoreTextGO.GetComponent <TextMeshProUGUI>(); waveTimerText = waveTimerTextGO.GetComponent <TextMeshProUGUI>(); }
void Start() { if(instance == null){ //checks if singleton exist or not instance = this; }else{ //if exists waiting_to_attack.Clear(); //clear the list of enemy attacks waiting_to_attack.TrimExcess(); //trims queue to original capacity Enemy.enemyAttack = false; //resets enemy permission to attack count = 0; Object.Destroy(this.gameObject); // destroys potential new instance of SpawnSystem index = 0; } DontDestroyOnLoad(transform.gameObject); spawn(); }
void Start() { chapter = select_manager.GetEChapter; #if UNITY_EDITOR // for debug if (onDebug) { chapter = debug_chapter; } #endif // none is for debug if (chapter == EChapter.none) { spawnLimits = new SpawnLimits( new SpawnLimit(soldier_SpawnTime, soldier_MaxNum), new SpawnLimit(tower_SpawnTime, tower_MaxNum), new SpawnLimit(roller_SpawnTime, roller_MaxNum)); boss_obj = boss1_obj; } else if (chapter == EChapter.chapter_one) { spawnLimits = st1_limit; boss_obj = boss1_obj; } else if (chapter == EChapter.chapter_two) { spawnLimits = st2_limit; boss_obj = boss2_obj; } else if (chapter == EChapter.chapter_three) { spawnLimits = st3_limit; boss_obj = boss3_obj; } enemySpawnSystems[(int)EEnemy.SOLDIER] = new EnemySpawnSystem(soldier_obj, soldier_offset_pos, soldier_spawn_range, spawnLimits.Soldier); enemySpawnSystems[(int)EEnemy.TOWER] = new EnemySpawnSystem(tower_obj, tower_offset_pos, tower_spawn_range, spawnLimits.Tower); enemySpawnSystems[(int)EEnemy.ROLLER] = new EnemySpawnSystem(roller_obj, roller_offset_pos, roller_spawn_range, spawnLimits.Roller); //enemySpawnSystems[(int)EEnemy.SOLDIER] = new EnemySpawnSystem(soldier_obj, soldier_offset_pos, soldier_spawn_range, soldier_spawn_time, soldier_max_num); //enemySpawnSystems[(int)EEnemy.TOWER] = new EnemySpawnSystem(tower_obj, tower_offset_pos, tower_spawn_range, tower_spawn_time, tower_max_num); //enemySpawnSystems[(int)EEnemy.ROLLER] = new EnemySpawnSystem(roller_obj, roller_offset_pos, roller_spawn_range, roller_spawn_time, roller_max_num); bossSpawnSystem = new EnemySpawnSystem(boss_obj, boss_offset_pos, boss_spawn_range); turn_dir_time = base_turn_dir_time; }
void Start() { enemySpawnSystem = EnemySpawnSystem.Instance; if (enemySpawnSystem == null) { throw new System.Exception("no enemySpawnSystem in scene"); } col = GetComponent <Collider>(); if (col != null) { col.isTrigger = true; } defalseSpawnParticle = enemySpawnSystem.defalseSpawnParticle; defalseSpawnParticle.gameObject.SetActive(true); }
private void Start() { //Initializing variables _buildSystem = GameObject.Find("UniversalManager").GetComponent <BuildSystem>(); spawnSystem = GameObject.Find("UniversalManager").GetComponent <EnemySpawnSystem>(); _player = GameObject.Find("Player").GetComponent <Player>(); //Difficulty is increased by increasing the health of the enemy. //Health/Bounty is scaled by the current wave and a specified scale factor. float healthScale = (health * scaleFactor); health += (healthScale * spawnSystem.currentWave); float bountyScale = (float)(bounty * moneyScaleFactor); bounty += (int)(bountyScale * spawnSystem.currentWave); baseHealth = health; }
// Use this for initialization void Start() { GameManager.sTheGlobalBehavior = this; // Singleton pattern // This must occur before EnemySystem's Start(); Debug.Assert(mWayPoints != null); Debug.Assert(mHero != null); mMainCamera = Camera.main.GetComponent <CameraSupport>(); Debug.Assert(mMainCamera != null); Bounds b = mMainCamera.GetWorldBound(); mEnemySystem = new EnemySpawnSystem(b.min, b.max); // Make sure all enemy sees the same EnemySystem and WayPointSystem EnemyBehavior.InitializeEnemySystem(mEnemySystem, mWayPoints); mEnemySystem.GenerateEnemy(); // Can only create enemies when WayPoint is initialized in EnemyBehavior }
public static void NewGame() { EnemySpawnSystem.SetupComponentData(World.Active.GetOrCreateManager <EntityManager>()); var entityManager = World.Active.GetOrCreateManager <EntityManager>(); var data = entityManager.GetComponentData <PlayerSessionData>(playerDataEntity); data.gameState = GameState.PLAYING; entityManager.SetComponentData(playerDataEntity, data); // var entityManager = World.Active.GetOrCreateManager<EntityManager>(); // Entity curencyEntity = entityManager.CreateEntity(PlayerDataArchetype); // entityManager.SetComponentData(curencyEntity, new PlayerSessionData {CurrencyAmount = 10, Score = 0, Health = 10}); }
int NumEnemies() { int num = 0; if (spawnSystem == null) { spawnSystem = GetComponent <EnemySpawnSystem>(); } foreach (GameObject enemy in spawnSystem.currentEnemies) { if (enemy != null && enemy.GetComponent <MemoryComponent>().IsActive()) { num++; } } return(num); }
public PlayState(StateManager managerRef) { manager = managerRef; //wonStateRef = new WonState(manager); if (GameData.currentLevel == 0) { Application.LoadLevel("ArcadeScene"); } playerControllerRef = GameObject.Find("PlayerShip").GetComponent <PlayerController>(); player = GameObject.FindGameObjectWithTag("Player"); enemySpawnSystemRef = GameObject.Find("GameManager").GetComponent <EnemySpawnSystem>(); playerControllerRef.canShoot = true; player.GetComponent <Renderer>().enabled = true; lJet = player.GetComponentInChildren <ParticleSystem>(); lJet.Play(true); healthBarLength = Screen.width / 4; Cursor.visible = false; }
// Start is called before the first frame update void Start() { enemySpawnSystem = FindObjectOfType <EnemySpawnSystem>(); enemyCount = enemySpawnSystem.maxEnemys; currTimeBetweenWaves = maxTimebetweenWaves; }
void Start() { scoreText = GetComponent <Text>(); scoreText.text = score.ToString(); spawnSystem = FindObjectOfType <EnemySpawnSystem>(); }
void Start() { spawnSystem = GetComponent <EnemySpawnSystem>(); timekeeper = Timekeeper.getInstance(); }
private void Awake() { instance = this; }
static public void InitializeEnemySystem(EnemySpawnSystem s, WayPointSystem w) { sEnemySystem = s; sWayPoints = w; }