public InputManager() { _controls = new PlayerInput(); #region Game _controls.Game.Movement.started += ctx => ShipMove.Invoke(true); _controls.Game.Movement.canceled += ctx => ShipMove.Invoke(false); _controls.Game.Rotation.performed += ctx => ShipRotate.Invoke(ctx.ReadValue <float>()); _controls.Game.Rotation.canceled += ctx => ShipRotate.Invoke(0); _controls.Game.Fire.started += ctx => ShipFire.Invoke(true); _controls.Game.Fire.canceled += ctx => ShipFire.Invoke(false); _controls.Game.Pause.started += ctx => GamePause.Invoke(); _controls.Game.Restart.started += ctx => GameRestart.Invoke(); #endregion #region Pause _controls.Pause.Exit.started += ctx => PauseExit.Invoke(); _controls.Pause.Resume.started += ctx => PauseResume.Invoke(); #endregion #region Game Over _controls.GameOver.Restart.started += ctx => GameOverRestart.Invoke(); _controls.GameOver.Exit.started += ctx => GameOverExit.Invoke(); #endregion GameManager.Instance.OnGameStateChanged += SwitchInputType; }
void ShowMenu(int a) { Menu.SetActive(false); PausedMenu.SetActive(false); if (a == 0) { Menu.SetActive(true); } else if (a == 1) { PausedMenu.SetActive(true); } else if (a == 2) { GameRestart.SetActive(true); lifeLeft = PlayerPrefs.GetInt("lifeLeft", 3); if (lifeLeft == 0) { GameRestart.transform.Find("checkpoint").gameObject.SetActive(false); } for (int i = (lifeLeft + 1); i <= 3; i++) { GameRestart.transform.Find("LifeHolder").Find("" + i).Find("Image").gameObject.SetActive(true); } } }
void Start() { gameRestart = GetComponent <GameRestart>(); pointCount = GetComponent <PointCount>(); actualTime = initialTime; timeCount.text = actualTime.ToString(); InvokeRepeating("DecreaseTime", 1f, 1f); }
public static void RestartGame() { GameRestart?.Invoke(); GameStartOrRestart?.Invoke(); CurrentGameState = GameState.Playing; if (Instance.debug) { Debug.Log("Restart Game"); } }
IEnumerator PowerUpSpawnRoutine() { gameRestart = GameObject.Find("GameRestart").GetComponent <GameRestart>(); while (gameRestart.gameOver == false) { yield return(new WaitForSeconds(10.0f)); int randomPowerup = Random.Range(-1, 2); Instantiate(powerups[randomPowerup], new Vector3(Random.Range(-1.913f, 1.77f), Random.Range(0.177f, 0.826f), 0), Quaternion.identity); } }
private IEnumerator EnemySpawnRoutine() { gameRestart = GameObject.Find("GameRestart").GetComponent <GameRestart>(); Player player = GetComponent <Player>(); while (gameRestart.gameOver == false) { yield return(new WaitForSeconds(5.0f)); Instantiate(enemyShipPrefab, new Vector3(Random.Range(-1.787f, 1.614f), 0.5488f), Quaternion.identity); } }
// Update is called once per frame void Update() { gameRestart = GameObject.Find("GameRestart").GetComponent <GameRestart>(); while (gameRestart.gameOver == true) { return; } transform.Translate(Vector3.down * _speed * Time.deltaTime); if (transform.position.y < boundaryYnegative) { Destroy(this.gameObject); } }
protected void UpdateEndOfGame(GameTime gameTime) { if ((GameRestart.enterButton(currentMouseState) && Mouse.GetState().LeftButton == ButtonState.Pressed) || (previousKeyboardState.IsKeyUp(Keys.Enter) && currentKeyboardState.IsKeyDown(Keys.Enter))) { Reset(); _state = GameState.GamePlay; } /*if (GameExit.isInsideCircle(currentMouseState) && Mouse.GetState().LeftButton == ButtonState.Pressed) * { * Exit(); * }*/ if (currentKeyboardState.IsKeyDown(Keys.Escape) && previousKeyboardState.IsKeyUp(Keys.Escape)) { Exit(); } }
// Update is called once per frame void Update() { gameRestart = GameObject.Find("GameRestart").GetComponent <GameRestart>(); while (gameRestart.gameOver == true) { return; } x = Random.Range(-1.787f, 1.614f); transform.Translate(Vector3.down * speed * Time.deltaTime); float boundaryYnegative = -1.108565f; if (transform.position.y < boundaryYnegative) { transform.position = new Vector3(x, 0.725f, 0); } }
// Start is called before the first frame update void Start() { _gameRestart = GameObject.Find("GameRestart").GetComponent <GameRestart>(); _gameRestart.gameOver = true; eliminations = 0; //current pos = new position transform.position = new Vector3(0, -0.799f, 0); TripleShotCooldown = Time.time + 4; lives = 3; shieldCount = 0; shieldActive = false; PowerupStatus.text = "Triple Shot Status: Not Ready"; LiveCounter.text = "Lives: " + lives; _startNewGame.SetActive(false); ShieldHealth.text = ""; }
private void Awake() { instance = this; }