void Awake() { Debug.Log(PlayerHealth.playerHealthStatic + " player health"); menuPrimaryLocation.transform.position = menuHolder.transform.position; menuHolder.transform.position = menuPrimaryLocation.transform.position; primaryPlayerCanvasLocation.transform.position = healthPoints.transform.position; healthPoints.transform.position = menuSecondaryLocation.transform.position; menuHolder.SetActive(true); //playerCanvasHolder.SetActive(false); failureText.SetActive(false); foreach (GameObject enemyTurret in GameObject.FindGameObjectsWithTag("Enemy")) { enemyList.Add(enemyTurret); } for (int i = 0; i < enemyList.Count; i++) { TurretMaster turretMaster = (TurretMaster)enemyList[i].GetComponent(typeof(TurretMaster)); turretMaster.Disarm(); } playerHealthReference = PlayerHealth.playerHealthStatic; PlayerHealth.playerHealthStatic = playerHealthReference; }
public virtual GameObject UpgradeTwo() { cost = upgradeTwoCost; if (GameManager._instance.LoseBiomatter(cost)) { GameManager._instance.turretManager.turret = (GameObject)Instantiate(turretPrefabs [1], transform.position, transform.rotation); GameManager._instance.turretManager.turretList.Add(GameManager._instance.turretManager.turret); GameManager._instance.turretManager.turretList.Remove(gameObject); TurretMaster curr = GameManager._instance.turretManager.turret.GetComponent <TurretMaster> (); curr.health = GameManager._instance.turretManager.turret.GetComponent <TurretMaster> ().maxHealth - (maxHealth - health); curr.kills = kills; curr.damage = damage; curr.accuracy = accuracy; curr.DPS = DPS; curr.damageTaken = damageTaken; Destroy(gameObject); upgradeTwoCounter++; return(GameManager._instance.turretManager.turret); } else { print("Not enough biomatter"); //turretCanvas.enabled = !turretCanvas.enabled; groundIndicator.enabled = !groundIndicator.enabled; } return(null); }
public void ActivateMoreTurrets() { TurretMaster turretMaster = (TurretMaster)turretList[turretToActivate].GetComponent(typeof(TurretMaster)); turretMaster.Arm(); turretToActivate += 1; time = 0; }
public void AtStartOfGame() { for (int i = 0; i < turretsActiveAtStart; i++) { //turretList[i].turretMaster.Arm(); TurretMaster turretMaster = (TurretMaster)turretList[i].GetComponent(typeof(TurretMaster)); turretMaster.Arm(); } }
public void ResetTurrets() { for (int i = 0; i < numberOfTurrets; i++) { // turretList[i].turretMaster.Disarm(); TurretMaster turretMaster = (TurretMaster)turretList[i].GetComponent(typeof(TurretMaster)); turretMaster.Disarm(); } turretToActivate = turretsActiveAtStart + 1; }
public void PlayerFailureState() { // menuHolder.SetActive(true); menuHolder.transform.position = menuPrimaryLocation.transform.position; //playerCanvasHolder.SetActive(false); healthPoints.transform.position = menuSecondaryLocation.transform.position; failureText.transform.position = primaryPlayerCanvasLocation.transform.position; failureText.SetActive(true); for (int i = 0; i < enemyList.Count; i++) { TurretMaster turretMaster = (TurretMaster)enemyList[i].GetComponent(typeof(TurretMaster)); turretMaster.Disarm(); } PlayerHealth.playerHealthStatic = playerHealthReference; }