// Start is called before the first frame update void Start() { if (!m_canvasManager) { m_canvasManager = GameObject.Find("Canvas").GetComponent <LevelCanvasManager>(); } }
void MinionSkillSelectedHandler(MinionType t) { if (_runnerCount == 3 && _doveCount == 0) { LevelCanvasManager.StopHoldDownMoveAnim(); var m = _minionManager.GetMinion(MinionType.Runner); m.SetWalk(true); } if (_doveCount == 1) { LevelCanvasManager.StopHoldDownMoveAnim(); var m = _minionManager.GetMinion(MinionType.Dove); m.SetWalk(true); LevelCanvasManager.SetMinionSkillButton(LevelCanvasManager.GetSpecificMinionSaleBtn(m.minionType).GetComponent <Button>() , m.skillType, false, MinionSkillManager); } if (_tankCount == 1) { LevelCanvasManager.StopHoldDownMoveAnim(); var m = _minionManager.GetMinion(MinionType.Tank); var minions = MinionManager.GetMinions(GetAllMinions); foreach (var item in minions) { item.SetWalk(true); } LevelCanvasManager.SetMinionSkillButton(LevelCanvasManager.GetSpecificMinionSaleBtn(m.minionType).GetComponent <Button>() , m.skillType, false, MinionSkillManager); } }
public override bool BuildMinion(MinionType t) { var result = base.BuildMinion(t); if (t == MinionType.Runner) { _runnerCount++; if (!tankTutoStarted) { ExecuteTutorialStep(gameObject); } else { ExecuteTutorialStep(null); } } else if (t == MinionType.Dove) { _doveCount++; if (_doveCount == 1) { _lvlCanvasManager.StopTapAnimation(); } } else if (t == MinionType.Tank) { _tankCount++; _livesRemoved = 0; if (_tankCount == 1) { LevelCanvasManager.StopTapAnimation(); } } if (tankTutoStarted && t != MinionType.Tank) { //ExecuteTutorialStep (MinionManager.GetMinion(t).gameObject); if (t == MinionType.Dove) { _spawnedAfterTank++; } else if (t == MinionType.Runner) { _spawnedAfterTank++; } if (_spawnedAfterTank == 2) { Time.timeScale = 1; _stopTutorial = true; } } return(result); }
void Awake() { currentPlayerTurn = 0; gameWon = false; /* * 1. This is semi-hardcoded. I don't like it, but well... * 2. Row height changes only when row is done; therefore, * the x loop (row filler) has to be nested inside the y loop * 3. This creates the rows FROM LEFT TO RIGHT, BOTTOM TO TOP * 4. This method uses a flattened array, so the index is incremented * every loop, from 0 to 41 */ int index = 0; for (int y = 0; y < 6; ++y) { for (int x = 0; x < 7; ++x) { Vector3 detectorPosition = new Vector3(-2.75f + (float)x, 1.0f + (float)y, 0.0f); m_detectors[index] = new GameObject(); m_detectors[index].transform.position = this.gameObject.transform.position + detectorPosition; m_detectors[index].transform.rotation = this.gameObject.transform.rotation; m_detectors[index].transform.parent = this.gameObject.transform; index++; } } m_iMinSlot = 0; m_iMaxSlot = 6; m_vTopSlots = new Vector3[7]; for (int i = 0; i < m_vTopSlots.Length; ++i) { Vector3 topSlot = new Vector3(-2.75f + (float)i, 8.0f, 0.0f); m_vTopSlots[i] = this.gameObject.transform.position + topSlot; } for (int i = 0; i < m_players.Length; ++i) { m_players[i] = GameObject.Instantiate(m_playerPrefab[i], this.gameObject.transform); //m_players[i].transform.parent = this.gameObject.transform; m_Behaviours[i] = m_players[i].GetComponent <PlayerBehaviour>(); m_Behaviours[i].SetTurn(false); m_Behaviours[i].SetPlayerId(i); m_Behaviours[i].SetPlayerSlot(i * 6); m_Behaviours[i].transform.position = GetSlotPosition(i * 6); } m_canvasManager = GameObject.Find("Canvas").GetComponent <LevelCanvasManager>(); }
public void LeveInitFinished(MinionManager minionMan, TowerManager towerMan, LevelCanvasManager lvlCanvas) { _minionManager = minionMan; _towerManager = towerMan; _lvlCanvasManager = lvlCanvas; if (!_isEnableForThisLevel) { return; } _startSystem = true; _minionManager.OnNewMinionSpawned += NewMinionSpawnHandler; _minionManager.OnMinionWalkFinished += MinionWalkFinishedHandler; }
protected virtual void InitLevelCanvas() { if (_lvlCanvasManager == null) { _lvlCanvasManager = FindObjectOfType <LevelCanvasManager>(); } _lvlCanvasManager.level = this; _lvlCanvasManager.BuildMinionSlots(availableMinions, levelID, _minionSkillManager); _lvlCanvasManager.UpdateLevelTimer(levelTime, levelTime); _lvlCanvasManager.UpdateLevelLives(LivesRemoved, objetives[objetives.Length - 1]); UpdatePoints(0); }
void Start() { _canvas = GetComponentInParent <LevelCanvasManager>(); }