Пример #1
0
    public static void NewGamePlus()
    {
        foreach (var item in Gen_GameMaster.instance.Ali_List)
        {
            Destroy(item);
        }
        Gen_GameMaster.instance.Ali_List.Clear();
        foreach (var item in Gen_GameMaster.instance.Ast_List)
        {
            Destroy(item);
        }
        foreach (GameObject o in GameObject.FindGameObjectsWithTag("Shi_Holder"))
        {
            Destroy(o);
        }

        Gen_GameMaster.instance.Gen_ItsGameOver = false;
        Gen_GameMaster.instance.Ast_List.Clear();
        Gen_GameMaster.instance.Gen_GameOver.SetActive(false);
        Gen_GameMaster.instance.Gen_Pause.SetActive(false);
        Gen_GameMaster.instance.Gen_Life  = Gen_GameMaster.instance.Gen_MaxLife;
        Gen_GameMaster.instance.Sco_Value = 0;
        Gen_Funciones.Gen_Asteroids();          //TODO Quitar!!!
        Sou_SoundManager.instance.Gen_PlayBackgorund();
        Instantiate(Gen_GameMaster.instance.Shi_Holder);
    }
Пример #2
0
 public static void Ast_Check()
 {
     if (Gen_GameMaster.instance.Ast_Count == 0)
     {
         Gen_GameMaster.instance.Ast_List.Clear();
         Gen_Funciones.Gen_Asteroids();
     }
 }
Пример #3
0
    void OnTriggerEnter2D(Collider2D other)
    {
        if (other.tag == "Sho_Layer")
        {
            Sou_SoundManager.instance.Ast_PlayDestroy();
            Gen_GameMaster.instance.Sho_CurrentShot--;
            Gen_GameMaster.instance.Ast_Count--;
            Destroy(other.gameObject);
            if (Ast_level == 0)
            {
                GameObject clone;
                clone = Instantiate(Gen_GameMaster.instance.Ast_GameObject) as GameObject;
                Gen_GameMaster.instance.Ast_List.Add(clone);
                Ast_Script aux = clone.GetComponent <Ast_Script>();
                aux.Ast_level    = 1;
                aux.Ast_Position = this.transform.position;
                aux.Ast_Scale    = this.transform.localScale;
                clone            = Instantiate(Gen_GameMaster.instance.Ast_GameObject) as GameObject;
                Gen_GameMaster.instance.Ast_List.Add(clone);
                aux              = clone.GetComponent <Ast_Script>();
                aux.Ast_level    = 1;
                aux.Ast_Position = this.transform.position;
                aux.Ast_Scale    = this.transform.localScale;
                Gen_GameMaster.instance.Sco_Value += Gen_GameMaster.instance.Ast_ScorePoints;
            }
            if (Ast_level == 1)
            {
                GameObject clone;
                clone = Instantiate(Gen_GameMaster.instance.Ast_GameObject) as GameObject;
                Gen_GameMaster.instance.Ast_List.Add(clone);
                Ast_Script aux = clone.GetComponent <Ast_Script>();
                aux.Ast_level    = 2;
                aux.Ast_Position = this.transform.position;
                aux.Ast_Scale    = this.transform.localScale;
                clone            = Instantiate(Gen_GameMaster.instance.Ast_GameObject) as GameObject;
                Gen_GameMaster.instance.Ast_List.Add(clone);
                aux              = clone.GetComponent <Ast_Script>();
                aux.Ast_level    = 2;
                aux.Ast_Position = this.transform.position;
                aux.Ast_Scale    = this.transform.localScale;
                Gen_GameMaster.instance.Sco_Value += Gen_GameMaster.instance.Ast_ScorePointsSmall;
            }
            if (Ast_level == 2)
            {
                Gen_GameMaster.instance.Sco_Value += Gen_GameMaster.instance.Ast_ScorePointsSmall;
                Gen_Funciones.Ast_Check();
            }

            Instantiate(Gen_GameMaster.instance.Gen_Explotion, this.transform.position, Quaternion.identity);

            Destroy(this.gameObject);
        }
    }
Пример #4
0
 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.tag == "Ast_Layer" || other.tag == "Sho_AliLayer")
     {
         if (other.tag == "Sho_AliLayer")
         {
             Destroy(other.gameObject);
         }
         Gen_GameMaster.instance.Gen_Life--;
         Sou_SoundManager.instance.Shi_PlayDestroy();
         if (Gen_GameMaster.instance.Gen_Life > 0)
         {
             Instantiate(Gen_GameMaster.instance.Shi_Holder);
         }
         else
         {
             Gen_Funciones.GameOver();
         }
         //Gen_GameMaster.instance.Gen_GameOver.enabled =true;
         Instantiate(Gen_GameMaster.instance.Gen_Explotion, this.transform.position, Quaternion.identity);
         Destroy(this.gameObject);
     }
 }
Пример #5
0
    // Update is called once per frame
    void Update()
    {
        if (Shi_CanShoot)
        {
            //Manejo del Movimiento de rotacion
            float shi_horizontal = Input.GetAxisRaw("Horizontal") * Time.deltaTime * Shi_RotationSpeed;
            this.transform.Rotate(new Vector3(0, 0, -shi_horizontal));


            float shi_vertical = Input.GetAxisRaw("Vertical") * Shi_MovementSpeed * Shi_Force;
            if (shi_vertical > 0.0)
            {
                Shi_CurrentForce += this.transform.up * shi_vertical;
                Shi_Sprite.sprite = Shi_On;
            }
            else
            {
                Shi_Sprite.sprite = Shi_Off;
            }

            //Validacion de Velocidad Maxima
            if (Shi_CurrentForce.magnitude > Shi_MaxSpeed)
            {
                Shi_CurrentForce = Shi_CurrentForce.normalized * Shi_MaxSpeed;
            }

            Shi_CurrentSpeed += Shi_CurrentForce * Time.deltaTime;

            Shi_CurrentSpeed        = Gen_Funciones.Gen_CheckWarp(Shi_CurrentSpeed);
            this.transform.position = Shi_CurrentSpeed;
            //this.transform.position += this.transform.up * shi_vertical;
            ShotCheck();
        }
        //Si se quiere mas cl'asico usando los senos y cosenos JueJueJue
        //this.transform.position += (new Vector3 (-Mathf.Sin(this.transform.rotation.eulerAngles.z * Mathf.Deg2Rad), Mathf.Cos(this.transform.rotation.eulerAngles.z * Mathf.Deg2Rad))) * shi_vertical;
    }
Пример #6
0
 // Update is called once per frame
 void Update()
 {
     this.transform.position += this.transform.right * Gen_GameMaster.instance.Ali_MaxSpeed * Time.deltaTime;
     this.transform.position  = Gen_Funciones.Gen_CheckWarp(this.transform.position);
 }
Пример #7
0
	public void NewGame()
	{
		Time.timeScale = 1;
		Gen_Funciones.NewGamePlus ();
	}
Пример #8
0
 // Update is called once per frame
 void Update()
 {
     this.transform.position += this.transform.up * Ast_Speed * Time.deltaTime;
     this.transform.position  = Gen_Funciones.Gen_CheckWarp(this.transform.position);
 }
Пример #9
0
 // Use this for initialization
 void Start()
 {
     Gen_Funciones.NewGame();
 }