public bool UsingPlayerEnergy() { // player get phase down when spawning the attacker if (LandMgr.GetInstance().IsPhaseDown()) { if (playerEnergy - energyAttackerCost < 0) { CreateTextPlayerEnergy(energyAttackerCost, true); return(false); } playerEnergy -= energyAttackerCost; sliderPlayerEnergy.value = playerEnergy / maxEnergy; CreateTextPlayerEnergy(energyAttackerCost, false); } // player get phase up when spawning the defender if (LandMgr.GetInstance().IsPhaseUp()) { if (playerEnergy - energyDefenderCost < 0) { CreateTextPlayerEnergy(energyDefenderCost, true); return(false); } playerEnergy -= energyDefenderCost; sliderPlayerEnergy.value = playerEnergy / maxEnergy; CreateTextPlayerEnergy(energyDefenderCost, false); } return(true); }
public void OnPressButtonOK() { Reset(); LandMgr.GetInstance().ChangePhaseGame(); Owner.ChangeState(Owner.m_sceneInGame); }
private void Reset() { // reset Mgr GameMgr.GetInstance().Reset(); LandMgr.GetInstance().Reset(); SpawnMgr.GetInstance().ResetEnergy(); finder.Reset(); }
public void SpawnDefender(Vector3 position) { if (LandMgr.GetInstance().IsPhaseDown()) { tmp = Instantiate(prefabDefender, position, Quaternion.Euler(0f, 180f, 0f)); } if (LandMgr.GetInstance().IsPhaseUp()) { tmp = Instantiate(prefabDefender, position, Quaternion.Euler(0f, 0f, 0f)); } listDefender.Add(tmp); }
public void CheckPhaseWinInGate(bool hasBall) { // Gate: attacker spawning in phase down is player -> player win if (LandMgr.GetInstance().IsPhaseDown() && hasBall) { SetPhasePlayerWin(); } // Gate: attacker spawning in phase up is enemy -> enemy win if (LandMgr.GetInstance().IsPhaseUp() && hasBall) { SetPhaseEnemywin(); } }
public void CheckPhaseWinOfAttacker() { // attacker spawning in phase down is player -> enemy win if (LandMgr.GetInstance().IsPhaseDown()) { SetPhaseEnemywin(); } // attacker spawning in phase up is enemy -> player win if (LandMgr.GetInstance().IsPhaseUp()) { SetPhasePlayerWin(); } }
public bool CheckValidPostion(Transform tran) { if (LandMgr.GetInstance().IsPhaseDown()) { return(tran.position.z < 12); } if (LandMgr.GetInstance().IsPhaseUp()) { return(tran.position.z > -12); } return(false); }
public void SetBallRandomPosition(Transform tranBall) { if (LandMgr.GetInstance().IsPhaseDown()) { float randX = Random.Range(-7.5f, 7.5f); float randZ = Random.Range(-12f, 0f); tranBall.position = new Vector3(randX, 0f, randZ); } if (LandMgr.GetInstance().IsPhaseUp()) { float randX = Random.Range(-7.5f, 7.5f); float randZ = Random.Range(0f, 12f); tranBall.position = new Vector3(randX, 0f, randZ); } }
public void CreateTheBall() { if (LandMgr.GetInstance().IsPhaseDown()) { float randX = Random.Range(-7.5f, 7.5f); float randZ = Random.Range(-12f, 0f); ballTmp = Instantiate(prefabBall, new Vector3(randX, 0f, randZ), Quaternion.identity); } if (LandMgr.GetInstance().IsPhaseUp()) { float randX = Random.Range(-7.5f, 7.5f); float randZ = Random.Range(0f, 12f); ballTmp = Instantiate(prefabBall, new Vector3(randX, 0f, randZ), Quaternion.identity); } }