Пример #1
0
 void Start()
 {
     bossSpawned     = false;
     scoreManagement = GetComponent <ScoreManagement>();
     player          = GameObject.FindGameObjectWithTag("Player");
     playerHealth    = player.GetComponent <PlayerHealth>();
 }
Пример #2
0
        public void DrawTable()
        {
            var lst = new ScoreManagement().GetSavedTopScores();
            var aux = _header;

            if (lst.Count > 0)
            {
                foreach (var s in lst)
                {
                    var numberOfDots = s.Name.Length + s.Score.ToString().Length + " as ".Length +
                                       s.PlayerType.ToString().Length;
                    numberOfDots = _lineLength - numberOfDots;

                    aux += s.Name + " as " + s.PlayerType + new string('.', numberOfDots) + s.Score + "\n";
                }
            }
            else
            {
                aux += _emptyListText;
            }

            aux += _footer;

            var scoreTable = GameObject.Find("scoreTable");

            scoreTable.GetComponent <UnityEngine.UI.Text>().text = aux;
        }
Пример #3
0
 void Start()
 {
     startTime       = Time.time;
     timeToDisappear = timeAppearToHit + timeHitToDisappear;
     originalScale   = childOutter.transform.localScale;
     scoreManagement = transform.parent.GetComponent <ScoreManagement> ();
 }
Пример #4
0
 private void HitByEraser(Collider2D coll)
 {
     if (coll.CompareTag("Eraser"))
     {
         currentState = BehaviourState.DIE;
         ScoreManagement.GetInstance().IncreaseKilledEnemyCount();
     }
 }
Пример #5
0
    void Start()
    {
        score           = GameObject.FindGameObjectWithTag("GameController");
        scoreManagement = score.GetComponent <ScoreManagement>();

        healthSlider.maxValue = startingHealth;
        isDead        = false;
        currentHealth = startingHealth;
    }
Пример #6
0
    public void PlayerDead()
    {
        fpsCamera.enabled = false;
        EnemyManager.Instance.DestroyAllEnemies();
        //save score
        Debug.Log(_curPlayerScore);
        ScoreManagement.AddNewRecord("player", _curPlayerScore);


        SceneManager.LoadScene(2);
    }
Пример #7
0
 private void Awake()
 {
     if (singleton == null)
     {
         singleton = this;
     }
     else if (singleton != this)
     {
         Destroy(gameObject);
     }
     m_CurScore = 0;
 }
Пример #8
0
 void Start()
 {
     if (scoreManagement == null)
     {
         scoreManagement = this;
         DontDestroyOnLoad(this);
     }
     else
     {
         Destroy(gameObject);
     }
 }
Пример #9
0
 private void Start()
 {
     if (ScoreManagement.Instance == null)
     {
         Instance = this;
         DontDestroyOnLoad(Instance);
     }
     else
     {
         Destroy(this.gameObject);
         ScoreManagement.Instance._score          = 0;
         ScoreManagement.Instance._scoreText.text = "Score: " + _score;
     }
 }
Пример #10
0
    //Initialize Method of this class
    private void Init()
    {
        prefab_walls      = Resources.Load("Prefabs/Walls") as GameObject;
        prefab_background = Resources.Load("Prefabs/Background") as GameObject;

        currentState     = GameState.INIT;
        previousState    = GameState.NULL;
        stageManagement  = StageManagement.GetInstance();
        playerManagement = PlayerManagement.GetInstance();
        enemyManagement  = EnemyManagement.GetInstance();
        uiManagment      = UIManagement.GetInstance();
        itemManagement   = ItemManagement.GetInstance();
        scoreManagement  = ScoreManagement.GetInstance();
        soundManagement  = SoundManagement.GetInstance();
        StartCoroutine(CheckState());
    }
Пример #11
0
    public void CheckScore(int score)
    {
        // スコア更新処理
        ArrayList array = ScoreManagement.Read();

        for (int i = 0; i < ScoreManagement.LIMIT_RANK; i++)
        {
            if (score >= (int)array[i])
            {
                ScoreManagement.Write(i + 1, score);
                isScoreUpdate_ = true;

                text_.enabled = true;

                break;
            }
        }
    }
Пример #12
0
 private void Awake()
 {
     instance = this;
     // FB.Init();
 }
Пример #13
0
 void Awake()
 {
     ScoreManagement.CreateDatas();
 }
Пример #14
0
 // Start is called before the first frame update
 void Start()
 {
     theScoreManager = FindObjectOfType <ScoreManagement>();
     gemSound        = GameObject.Find("coin_collecting").GetComponent <AudioSource>();
 }
Пример #15
0
 // Start is called before the first frame update
 void Start()
 {
     scoreManagement   = FindObjectOfType <ScoreManagement>();
     platformGenerator = FindObjectOfType <PlatformGenerator>();
 }
Пример #16
0
 // Use this for initialization
 void Start()
 {
     sM = GameObject.Find("CanvasObjectives").GetComponent <ScoreManagement>();
     sM.ResetScore();
 }
Пример #17
0
 // Start is called before the first frame update
 void Start()
 {
     platformStartPoint = platformGenerator.position;
     playerStartPoint   = thePlayer.transform.position;
     scoreManagement    = FindObjectOfType <ScoreManagement>();
 }
Пример #18
0
 private void Awake()
 {
     _scoreManager = FindObjectOfType <ScoreManagement>();
     _audioSource  = FindObjectOfType <AudioSource>();
 }
Пример #19
0
 // Start is called before the first frame update
 void Start()
 {
     _scoreManagement = GameObject.FindGameObjectWithTag("GameController").GetComponent <ScoreManagement>();
     health           = maxHealth;
 }
Пример #20
0
    private void Init()
    {
        currentState          = GameManagement.GameState.INIT;
        previousState         = GameManagement.GameState.NULL;
        prefab_beginBG        = Resources.Load("Prefabs/UI/BeginBG") as GameObject;
        prefab_exitBG         = Resources.Load("Prefabs/UI/ExitBG") as GameObject;
        prefab_gameOverBG     = Resources.Load("Prefabs/UI/GameOverBG") as GameObject;
        prefab_gameSceneBG    = Resources.Load("Prefabs/UI/GameSceneBG") as GameObject;
        prefab_startSceneBG   = Resources.Load("Prefabs/UI/StartSceneBG") as GameObject;
        prefab_optionBG       = Resources.Load("Prefabs/UI/OptionBG") as GameObject;
        prefab_inGameOptionBG = Resources.Load("Prefabs/UI/InGameOptionBG") as GameObject;

        uiTransform      = GameObject.Find("UI").transform;
        gameManagement   = GameManagement.GetInstance();
        scoreManagement  = ScoreManagement.GetInstance();
        stageManagement  = StageManagement.GetInstance();
        playerManagement = PlayerManagement.GetInstance();

        beginBG        = Instantiate <GameObject>(prefab_beginBG, uiTransform);
        exitBG         = Instantiate <GameObject>(prefab_exitBG, uiTransform);
        gameOverBG     = Instantiate <GameObject>(prefab_gameOverBG, uiTransform);
        startSceneBG   = Instantiate <GameObject>(prefab_startSceneBG, uiTransform);
        gameSceneBG    = Instantiate <GameObject>(prefab_gameSceneBG, uiTransform);
        optionBG       = Instantiate <GameObject>(prefab_optionBG, uiTransform);
        inGameOptionBG = Instantiate <GameObject>(prefab_inGameOptionBG, uiTransform);

        startSceneBG_play   = startSceneBG.transform.GetChild(1).gameObject;
        startSceneBG_option = startSceneBG.transform.GetChild(2).gameObject;
        startSceneBG_exit   = startSceneBG.transform.GetChild(3).gameObject;

        optionBG_back = optionBG.transform.GetChild(3).gameObject;

        exitBG_yes = exitBG.transform.GetChild(1).gameObject;
        exitBG_no  = exitBG.transform.GetChild(2).gameObject;

        gameOverBG_killTheEnemyText = gameOverBG.transform.GetChild(5).GetComponent <UILabel>();
        gameOverBG_scoreText        = gameOverBG.transform.GetChild(7).GetComponent <UILabel>();
        gameOverBG_timeText         = gameOverBG.transform.GetChild(6).GetComponent <UILabel>();
        gameOverBG_back             = gameOverBG.transform.GetChild(4).gameObject;

        gameSceneBG_score     = gameSceneBG.transform.GetChild(0).gameObject;
        gameSceneBG_time      = gameSceneBG.transform.GetChild(1).gameObject;
        gameSceneBG_white     = gameSceneBG.transform.GetChild(2).gameObject;
        gameSceneBG_option    = gameSceneBG.transform.GetChild(6).gameObject;
        gameSceneBG_hp        = gameSceneBG.transform.GetChild(9).gameObject;
        gameSceneBG_scoreText = gameSceneBG.transform.GetChild(7).GetComponent <UILabel>();
        gameSceneBG_timeText  = gameSceneBG.transform.GetChild(8).GetComponent <UILabel>();
        gameSceneBG_hpText    = gameSceneBG.transform.GetChild(10).GetComponent <UILabel>();

        inGameOptionBG_back  = inGameOptionBG.transform.GetChild(5).gameObject;
        inGameOptionBG_title = inGameOptionBG.transform.GetChild(4).gameObject;

        AddOnClick(startSceneBG_play, "OnPressedPlayInTitle");
        AddOnClick(startSceneBG_option, "OnPressedOptionInTitle");
        AddOnClick(startSceneBG_exit, "OnPressedExitInTitle");
        AddOnClick(optionBG_back, "OnPressedBackInOption");
        AddOnClick(exitBG_yes, "OnPressedYesInExit");
        AddOnClick(exitBG_no, "OnPressedNoInExit");
        AddOnClick(gameOverBG_back, "OnPressedBackInResult");
        AddOnClick(gameSceneBG_white, "OnPressedWhiteInGame");
        AddOnClick(inGameOptionBG_back, "OnPressedBackInGameOption");
        AddOnClick(inGameOptionBG_title, "OnPressedTitleInGameOption");
        AddOnClick(gameSceneBG_option, "OnPressedOptionInGame");

        beginBG.SetActive(false);
        exitBG.SetActive(false);
        gameOverBG.SetActive(false);
        optionBG.SetActive(false);
        startSceneBG.SetActive(false);
        gameSceneBG.SetActive(false);
        inGameOptionBG.SetActive(false);

        StartCoroutine(CheckState());
    }