Пример #1
0
 private void Init()
 {
     stageManagement  = StageManagement.GetInstance();
     killedEnemyCount = 0;
     elapsedTime      = 0;
     StartCoroutine(CheckState());
     StartCoroutine(CheckBehaviourState());
 }
Пример #2
0
 protected override void Init()
 {
     base.Init();
     rb2D                   = gameObject.GetComponent <Rigidbody2D>();
     uiRoot                 = GameObject.Find("UI Root").transform;
     target                 = GameObject.FindWithTag("Player").transform;
     stageManagement        = StageManagement.GetInstance();
     uiSprite               = gameObject.GetComponent <UISprite>();
     boxColl                = gameObject.GetComponent <BoxCollider2D>();
     prefab_item_pencilcase = Resources.Load("Prefabs/Item_PencilCase") as GameObject;
 }
Пример #3
0
 private void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else
     {
         Destroy(this.gameObject);
     }
 }
Пример #4
0
 // Start is called before the first frame update
 void Start()
 {
     SM = GameObject.FindGameObjectWithTag("StageManager").GetComponent <StageManagement>();
     Invoke("DestroyThisObj", DestroyTimer);
     waitingShedRoll = Random.Range(0, 100);
     //Debug.Log(waitingShedRoll);
     if (waitingShedRoll <= waitingShedChance)
     {
         Debug.Log("Waiting Shed spawned");
         shedHolder = Instantiate(waitingShed, shedSpawnPoint.position, Quaternion.identity);
         shedHolder.transform.SetParent(shedSpawnPoint);
     }
 }
Пример #5
0
 //Initialize Method of this class
 private void Init()
 {
     prefab_pencil      = Resources.Load("Prefabs/Pencil") as GameObject;
     prefab_ballPen     = Resources.Load("Prefabs/BallPen") as GameObject;
     prefab_fountainPen = Resources.Load("Prefabs/FountainPen") as GameObject;
     uiRoot             = GameObject.Find("UI Root").transform;
     uiRootScale        = uiRoot.lossyScale.x;
     stageManagement    = StageManagement.GetInstance();
     currentState       = GameManagement.GameState.INIT;
     previousState      = GameManagement.GameState.NULL;
     StartCoroutine(CheckState());
     StartCoroutine(CheckBehaviourState());
 }
Пример #6
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 #7
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());
    }