private void SubscribeToEvents(SpawnWaves room) { room.onNewWave += TriggerWaveStart; room.onWaveComplete += TriggerWaveEnd; room.onBossRoomEnter += TriggerBossEnter; room.onBossDefeated += TriggerBossDefeated; }
// spawn enemy bees static void StartWave(int wave) { SpawnZone[] zones = SpawnWaves.GetWave(wave); foreach (SpawnZone zone in zones) { Bee[] bList = beeSpawner.SpawnBees(zone); foreach (Bee bee in bList) { waveBees.Add(bee); } } }
private void Initialize() { RoomManager[] allRooms = FindObjectsOfType <RoomManager>(); // Check for Level2 - Puzzle SpawnWaves p = FindObjectOfType <SpawnWaves>(); if (p) { SubscribeToEvents(p); } // Otherwise, iterate through S1, S2, W, BR foreach (RoomManager r in allRooms) { SubscribeToEvents(r); } }
void Start() { // default components gameStatus = new SaveGameStatus(); displayText = GetComponent <InGameDisplayText>(); findPlayerController = GetComponent <FindControllers>(); phase = GetComponent <PhaseController>(); player = findPlayerController.FindPlayerController(); challenge = GetComponent <ChallengeController>(); cheat = new PhaseCheater(); // setting scores and others // gameStatus.SetGameDifficultToPlayerPrefs(3); - to tests gameStatus.GetGameDifficultToPlayerPrefs(); phase.MultiplierNextPhase(); GameOverFlag = false; RestartFlag = false; score = 0; difficultCounter = 0; // setting start texts VerifyIfFirstGame(); SetDisplayTexts(); player.PlayerWait(); // start the phase spawnWaves = new SpawnWaves(); spawnWaves.GetGameControllerReference(this); startTheGame = new StartPhase(); startTheGame.GetDisplayTextFromGameController(displayText); startTheGame.GetThePhaseFromGameController(phase); startTheGame.GetThePlayerFromGameController(player); StartCoroutine(startTheGame.StartTheGame(this)); ContinueSpawnWaves = true; CanSpawnWaves(); restart = new Restart(this, challenge); restart.GetDisplayTextFromGameController(displayText); }
void Awake() { spawn = this; }