// Start is called before the first frame update void Start() { if (instance == null) { instance = this; } }
void OnEnable() { me = (EnemyWaveManager)target; //State currentWave = serializedObject.FindProperty("currentWave"); waveState = serializedObject.FindProperty("waveState"); //Gizmo debugToggle = serializedObject.FindProperty("debugToggle"); gizmosColor = serializedObject.FindProperty("gizmosColor"); gizmosSize = serializedObject.FindProperty("gizmosSize"); //Setting settingToggle = serializedObject.FindProperty("settingToggle"); autoStart = serializedObject.FindProperty("autoStart"); autoProceed = serializedObject.FindProperty("autoProceed"); waveDelay = serializedObject.FindProperty("waveDelay"); separatedPattern = serializedObject.FindProperty("separatedPattern"); waveSequence = serializedObject.FindProperty("waveSequence"); //Event waveEventToggle = serializedObject.FindProperty("waveEventToggle"); onWaveStart = serializedObject.FindProperty("onWaveStart"); onWaveFinish = serializedObject.FindProperty("onWaveFinish"); onWaveClear = serializedObject.FindProperty("onWaveClear"); waveProcessingEventToggle = serializedObject.FindProperty("waveProcessingEventToggle"); onWaveProceedInt = serializedObject.FindProperty("onWaveProceedInt"); onWaveProceedString = serializedObject.FindProperty("onWaveProceedString"); sequenceEventToggle = serializedObject.FindProperty("sequenceEventToggle"); onAllWaveClear = serializedObject.FindProperty("onAllWaveClear"); rolist = new ReorderableList(serializedObject, waveSequence, true, true, true, true); }
internal void Activate(EnemyWaveManager manager, Pooler pool) { this.manager = manager; totalEnemy = enemigos.Count; for (int i = 0; i < totalEnemy; i++) { currentEnemy = pool.SpawnObjeto(enemigos[i].enemigo); currentEnemy.Reiniciar(); currentEnemy.SubscribirCaller(this); currentEnemy.transform.position = enemigos[i].spawnPosition; } }
bool CheckManager(Transform target, ref EnemyWaveManager manager) { bool check; if (target.GetComponentInParent <EnemyWaveManager>()) { manager = target.GetComponentInParent <EnemyWaveManager>(); check = true; } else { check = false; } serializedObject.ApplyModifiedProperties(); return(check); }
void Start() { enemyGrid = new bool[columnCount, rowCount]; enemyHolder = new GameObject("Enemies").transform; enemyWaveManager = this.GetComponent <EnemyWaveManager>(); patterns = this.GetComponent <MovementPattern>(); validColumns = new List <int> (); //List of index of columns on which enemies can spawn and move //The grid is divided in sectors next to each other //The activeSectors (here startingSectors) are the index of the current active sectors (ex: sector 1, 2 and 4) UpdateValidColumns(sectors, startingSectors); inclineAngleRad = arenaIncline * Mathf.Deg2Rad; tileAngleRad = 2 * Mathf.PI / columnCount; //sectorSize = columnCount / sectors; sectorSize = 7; }
private void Awake() { _enemyWaveManager = new EnemyWaveManager(_startWaveEnemyCount, _minNextWaveEnemyIncrease, _maxNextWaveEnemyIncrease); GameObject[] enemySpawnMarkers = GameObject.FindGameObjectsWithTag("EnemySpawnMarker"); foreach(GameObject enemySpawnMarker in enemySpawnMarkers) { GameObject enemySpawnerObject = Instantiate(_enemySpawnerPrefab, enemySpawnMarker.transform.position, Quaternion.identity) as GameObject; enemySpawnerObject.transform.parent = this.transform; Spawner spawner = enemySpawnerObject.GetComponent<Spawner>(); spawner.Init(_enemyWaveManager, this.GetComponent<EnemySpawnConfig>()); _enemySpawners.Add(spawner); } Transform playerSpawnMarker = this.transform.FindChild("PlayerSpawnMarker"); GameObject playerObject = Instantiate(_playerPrefab, playerSpawnMarker.position, Quaternion.identity) as GameObject; playerObject.transform.parent = this.transform; _player = playerObject.GetComponent<Player>(); }
void Awake() { #region Singleton boilerplate if (SINGLETON != null) { if (SINGLETON != this) { Debug.LogWarning($"There's more than one {SINGLETON.GetType()} in the scene!"); Destroy(gameObject); } return; } SINGLETON = this; #endregion Singleton boilerplate waves = WaveFileParser.ParseWaveFile(waveFile); }
private void Awake() { base.Awake(); if (!Head) { Head = GameObject.FindGameObjectWithTag("Player"); } enemyWaveManager = EnemyWaveManager.Instance; PlayerController = FindObjectOfType <PlayerController>(); Ship = FindObjectOfType <Ship>(); foreach (Pool pool in GenericPools) { Queue <GameObject> objectPool = new Queue <GameObject>(); for (int i = 0; i < pool.maxNumOfObject; i++) { GameObject obj = Instantiate(pool.objectPrefab); obj.SetActive(false); objectPool.Enqueue(obj); } objectPools.Add(pool.tag, objectPool); } foreach (Pool pool in ProjectilePools) { Queue <GameObject> objectPool = new Queue <GameObject>(); for (int i = 0; i < pool.maxNumOfObject; i++) { GameObject obj = Instantiate(pool.objectPrefab); obj.SetActive(false); objectPool.Enqueue(obj); } objectPools.Add(pool.tag, objectPool); } AsteroidsToRender = FindObjectsOfType <Asteroid>(); StartCoroutine("DisplayAsteroids"); StartCoroutine("MoveEnemies"); }
public void OnSceneGUI() { int waveid = 0; EnemyWaveManager manager = (EnemyWaveManager)target; foreach (EnemyWave wave in manager.waves) { if (wave.show) { int enemyid = 0; Handles.color = wave.color; foreach (EnemySpawn spawn in wave.enemigos) { var field = spawn.GetType().GetField("spawnPosition"); spawn.spawnPosition = Handles.FreeMoveHandle(spawn.spawnPosition, Quaternion.identity, 0.5f, Vector2.zero, Handles.CylinderHandleCap); Handles.Label(spawn.spawnPosition, "E_" + enemyid + "_" + waveid, style); enemyid++; } } waveid++; } }
public void Init(EnemyWaveManager enemyWaveManager, EnemySpawnConfig enemySpawnConfig) { _cooldown = Random.value * 3.0f; _enemyWaveManager = enemyWaveManager; _enemySpawnConfig = enemySpawnConfig; }
public void Init(EnemyWaveManager waveManager) { _instance = this; this.waveManager = waveManager; }
private void Awake() { Instance = this; }
private void Awake() { Instance = this; state = State.Offline; }
private void Start() { anim = GetComponentInChildren <Animator>(); chara = FindObjectOfType <Character>(); ewm = FindObjectOfType <EnemyWaveManager>(); }
public void SetMenu(EnemyWaveManager target, SerializedProperty waveSet, int index) { manager = target; managerWaveSet = waveSet; waveIndex = index; }
public void Init(EnemyWaveManager waveManager) { onWaveCompleted += waveManager.OnWaveCompleted; }
private void ReadyForNextWaveInput_Performed(InputAction.CallbackContext ctx) => EnemyWaveManager.ReadyForNextWave();
void Awake() => Instance = this;