public void OnBtnClick() { for (int i = 0; i < curItem.ParamCount; i++) { curItem.ParamObjs[i] = inputs[i].text; } GMController.ReceiveGM(curItem); }
// Use this for initialization void Start() { instance = this; isGameOver = false; lives = GlobalGameController.Instance.Lives; scores = GlobalGameController.Instance.Score; UpdateStatsUI(); }
// Start is called before the first frame update void Start() { if (gmInstance == null) { gmInstance = this; } //instance addEnergyPrefab At Random Position for (int i = 0; i < numberofSpawn; i++) { Vector3 randomPos = new Vector3(Random.Range(-15, 15), 0.4f, Random.Range(-15, 15)); if (Random.Range(0, 2) < 1) { Instantiate(addEnergyPrefab, randomPos, Quaternion.identity); } else { Instantiate(minusEnergyPrefab, randomPos, Quaternion.identity); } } }
// Start is called before the first frame update void Start() { if (gmInstance == null) { gmInstance = this; } /* * // Instantate addEnergyPrefab At Random Position // * for (int i = 0; i < numberOfSpawn; i++) * { * Vector3 randomPos = new Vector3(Random.Range(-15, 15), 0, Random.Range(-15, 15)); * * if (Random.Range(0, 2) < 1) * { * Instantiate(addEnergyPrefab, randomPos, Quaternion.identity); * } * else * { * Instantiate(minusEnergyPrefab, randomPos, Quaternion.identity); * } * } */ int Size = 10; while (Size > 0) { RandomPos = Random.Range(0, EnergyCubePrefab.Length); // Total Random size Vector3 randomPos = new Vector3(Random.Range(-15, 15), 0, Random.Range(-15, 15)); // Create Object Instantiate(EnergyCubePrefab[RandomPos], randomPos, Quaternion.identity); Size--; } }
protected override void Awake() { base.Awake(); m_GM = GetComponent <GMController>(); }
//------------------------------------------------------------------ void Awake() { #region SINGLETON //Check if instance already exists if (instance == null) { instance = this; } //If instance already exists and it's not this: else if (instance != this) { Destroy(gameObject); } #endregion // Sum up scenes and enemies totalScenes = maxEasyScenes + maxMediumScenes + maxHardScenes; maxEnemy = maxBats + maxNinja + maxKamikaze + maxSpiders + maxDogs + maxSentinel; //sum if all enemy types //Get all the players required for the current game mode if (currentMode != GAMEMODE.Menu) { inGame = true; // if the total score array doesn't exist the initialize one if (playersTotalScore == null) { playersTotalScore = new int[playersRequired]; } // GETS THE REQUIRED COMPONENTS FOR THIS MODE UI = FindObjectOfType <UIManager3D>(); bonusWeapon = UI.rewardPanel.GetComponent <BonusWeapon>(); currentEventSystem = UI.eventSystem; inputModule = currentEventSystem.GetComponent <CustomInputModule>(); CrescentScoreOrder = new int[playersRequired]; for (int i = 0; i < CrescentScoreOrder.Length; i++) { CrescentScoreOrder[i] = -1; } playerInfo = new PlayerInfo[playersRequired]; //spawn players and add them to the current playerInfo list, collect spawn and enemy info PlayerSetup(); StartEnemyCount(); CollectEnemySpawns(); CollectWeaponSpawns(); // set tension threshold and max bar dimension currentTensionMax = (int)(tensionStats.standardBarCapacity * (1 + (tensionStats.multiXPlayer * (playerInfo.Length - 1)))); tensionThreshold = currentTensionMax / tensionStats.barDivision; TensionBonusSetup(); //check if controller get connected/disconnected, MUST BE CALLED AFTER THE PLAYER SETUP StartCoroutine(ControllerCheck()); // if the current level is not the first of the current game if (levelCount > 1) { // add weapon of choice for (int i = 0; i < playerInfo.Length; i++) { SetStartingWeapon(i); } } else { weaponRewardFromLastLevel = new Weapon3D[playersRequired]; } } // refill the scene pool and reset total scores, weaponRewards if (currentMode == GAMEMODE.Menu) { currentEventSystem = GameObject.FindWithTag("EventSystem").GetComponent <EventSystem>(); inputModule = currentEventSystem.GetComponent <CustomInputModule>(); // if there are no inputs selected then assign defaults if (selectedInputConfig == null) { selectedInputConfig = new CharacterControlConfig[playersRequired]; } //check if controller get connected/disconnected StartCoroutine(MenuInputCheck()); inGame = false; currentEasyScenes = new List <string>(); for (int i = 0; i < easyScenes.Count; i++) { currentEasyScenes.Add(easyScenes[i]); } currentMediumScenes = new List <string>(); for (int i = 0; i < mediumScenes.Count; i++) { currentMediumScenes.Add(mediumScenes[i]); } currentHardScenes = new List <string>(); for (int i = 0; i < hardScenes.Count; i++) { currentHardScenes.Add(hardScenes[i]); } weaponRewardFromLastLevel = null; playersTotalScore = null; levelCount = 0; } }