Наследование: MonoBehaviour
Пример #1
0
 void CalculateStats()
 {
     Hp      = (int)(61 * WaveManager.GetWaveNumber() * Random.Range(1, 1.43f));
     Attack  = (int)(26.4f * WaveManager.GetWaveNumber() * Random.Range(1, 1.43f));
     Defense = (int)(22.74f * WaveManager.GetWaveNumber() * Random.Range(1, 1.43f));
     exp     = (17.96f * WaveManager.GetWaveNumber() * Random.RandomRange(1, 1.43f));
 }
Пример #2
0
 private void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.GetComponent <ExploderAI>() != null)
     {
         WaveManager.GameOver();
     }
 }
Пример #3
0
 // Update is called once per frame
 protected virtual void Update()
 {
     if (Hero1.GetComponent <HeroHolder>().Get_GameObject().GetComponent <Hero>().Get_IsDead() && Hero2.GetComponent <HeroHolder>().Get_GameObject().GetComponent <Hero>().Get_IsDead() && Hero3.GetComponent <HeroHolder>().Get_GameObject().GetComponent <Hero>().Get_IsDead())
     {
         WaveManager.GameOver();
     }
 }
Пример #4
0
    public override void InitializeBattleSystem()
    {
        base.InitializeBattleSystem();

        //配置加载 如果有大厅之后最好放在大厅登陆成功
        ConfigService.Instance.Initialize();

        GameData.gameInfo.currentLevels = 100011;
        GameData.gameInfo.towersInfo.Add(2001);


        XEventBus.Instance.Register(EventId.GameResult, GameResult);
        XEventBus.Instance.Register(EventId.BattleHurt, NormalHurt);
        XEventBus.Instance.Register(EventId.BattleSkillHurt, SkillHurt);
        XEventBus.Instance.Register(EventId.BattleSkillEnd, BattleSkillEnd);
        XEventBus.Instance.Register(EventId.SpawningEnemies, SpawningEnemies);

        battleSystem = new BattleSystem(this);

        enemyFaction = new Faction();
        enemyFaction.Initialize(1, this);

        waveManager = GetComponent <WaveManager>();
        waveManager.spawningCompleted += OnSpawningCompleted;

        intro = GetComponent <LevelIntro>();
        if (intro != null)
        {
            intro.introCompleted += IntroCompleted;
        }
        else
        {
            IntroCompleted();
        }
    }
    // Use this for initialization
    void Start()
    {
        enemySpawns   = FindObjectsOfType <EnemySpawn>();
        canSpawnEnemy = true;

        waveManager = GetComponent <WaveManager>();
    }
Пример #6
0
    void Start()
    {
        switch (Options.difficulty)
        {
        case 0:
            healthAmplificationFactor = 0;
            break;

        case 1:
            healthAmplificationFactor = 8;
            break;

        case 2:
            healthAmplificationFactor = 15;
            break;
        }
        gm           = GameObject.Find("GameManager").GetComponent <GameManager>();
        playerCamera = GameObject.FindGameObjectWithTag("MainCamera");
        WaveManager wm = GameObject.Find("GameManager").GetComponent <WaveManager>();

        maxHealth = maxHealth + (wm.GetWaveNumber() * healthAmplificationFactor);
        Debug.Log("viata este = " + maxHealth);
        currentHealth         = maxHealth;
        healthSlider.maxValue = maxHealth;
        healthSlider.value    = currentHealth;
        isDead         = false;
        sm             = GameObject.Find("GameManager").GetComponent <SoundManager>();
        enemyHitSource = gameObject.AddComponent <AudioSource>();
        enemyDieSource = gameObject.AddComponent <AudioSource>();

        hitImpact = Resources.Load <GameObject>("FireImpact");
    }
Пример #7
0
    void Awake()
    {
        soundManager         = FindObjectOfType <SoundManager>();
        crowEnemyAI          = this.gameObject.GetComponent <CrowEnemy_AI>();
        animationComponent   = this.gameObject.transform.GetComponentInChildren <SkeletonEnemy_Animation>();
        pathfindingComponent = this.gameObject.transform.GetComponentInChildren <CrowEnemyAIPathfinding>();

        if (this.gameObject.transform.GetChild(0) != null)
        {
            spriteRenderer = this.gameObject.transform.GetChild(0).GetComponent <SpriteRenderer>();
        }

        waveManager = FindObjectOfType <WaveManager>();
        waveManager.AddActiveEnemy(this.gameObject);
        quirkManager = FindObjectOfType <QuirkManager>();
        playerCount  = FindObjectOfType <PlayerCount>();

        InitialiseClassInstance();

        if (quirkManager.CurrentQuirk.quirkID == 3)
        {
            int chosenModifier = quirkManager.RandomiseMSModifier();
            if (chosenModifier == 0)
            {
                basicEnemyClass.currentMovementSpeed = (basicEnemyClass.currentMovementSpeed / 2);
            }
            if (chosenModifier == 1)
            {
                basicEnemyClass.currentMovementSpeed = (basicEnemyClass.currentMovementSpeed * 2);
            }
        }
    }
Пример #8
0
        /// <summary>
        /// Initializes references to ReferenceManager and other managers, list of renderers and
        /// their materials for HitFlash(), and spawns the spawn particle emitter.
        /// </summary>
        protected override void Awake()
        {
            base.Awake();

            player            = reference.shipLookTarget;
            enemyAttributes   = reference.enemyAttributes;
            waveManager       = reference.waveManager;
            scoringSystem     = reference.scoringSystem;
            objectPoolManager = reference.objectPoolManager;

            renderers = new List <Renderer>();
            materials = new List <Material>();

            foreach (Renderer r in gameObject.GetComponentsInChildren <Renderer>())
            {
                if (r.gameObject.CompareTag("Emitter") ||
                    r.transform.parent.CompareTag("Emitter"))
                {
                    continue;
                }

                renderers.Add(r);
                materials.Add(r.material);
            }
        }
Пример #9
0
    // Start is called before the first frame update
    void Start()
    {
        timer = 0.0f;
        secondsBetweenSpawns = 0.7f;

        instance = this;
    }
Пример #10
0
    // Start is called before the first frame update
    void Start()
    {
        m_sceneManager = GameObject.Find("SceneManager").GetComponent <SceneManager>();
        m_waveManager  = GameObject.Find("Singletons").GetComponent <WaveManager>();
        m_objective    = GameObject.Find("Objective").GetComponent <RepairObjective>();
        if (m_objective == null)
        {
            Debug.LogError("No objective in scene. Place objective along with objective locations");
        }
        //Death and Hurt animation event hookup
        if (m_Health != null && m_playerAnimation != null)
        {
            m_Health.onDamaged.AddListener(m_playerAnimation.SetHurtTrue);
            m_Health.onDeath.AddListener(m_playerAnimation.SetAliveFalse);
            m_Health.onDeath.AddListener(m_sceneManager.IncrementPlayerDeath);
        }

        if (m_cameraController != null)
        {
            m_cameraController.controllerIndex = this.controllerIndex;
            m_cameraController.useKeyboard     = useKeyboard;
        }

        if (m_playerController != null)
        {
            m_playerController.controllerIndex = this.controllerIndex;
            m_playerController.useKeyboard     = useKeyboard;
        }

        if (m_HandController != null)
        {
            m_HandController.controllerIndex = this.controllerIndex;
        }
    }
Пример #11
0
    // Draw the GUI
    void OnGUI()
    {
        // Load the skin
        GUI.skin = Skin;

        // Scale the GUI stuff so that it stretches across the screen.
        float xRatio = Screen.width / 800.0f;
        float yRatio = Screen.height / 600.0f;

        GUI.matrix = Matrix4x4.TRS(new Vector3(0, 0, 0), Quaternion.identity, new Vector3(xRatio, yRatio, 1));

        // If the retry screen is enabled
        if (RetryScreenEnabled)
        {
            // Draw the stuff.
            if (GUI.Button(new Rect(300, 350, 200, 200), "Retry"))
            {
                ResetManager.Reset();
            }

            // Draw the wave we got to at the top.
            GUIStyle centered = GUI.skin.GetStyle("Label");
            centered.alignment = TextAnchor.MiddleCenter;
            GUI.Label(new Rect(0, 50, 800, 100), "You made it to Wave " + WaveManager.WaveNum.ToString(), centered);

            // Tell them what the furthest they ever got was
//			string tense = "";
//			if (WaveManager.WaveNum > WaveManager.GetPreviousFurthestWave()) // Make sure the tenses make sense.
//				tense = "was";
//			else
//				tense = "is";
            GUI.Label(new Rect(0, 150, 800, 200), "Your best wave: " + WaveManager.GetFurthestWave().ToString(), centered);
        }
    }
Пример #12
0
 /// <summary>
 /// Get Managers before starting game manager.
 /// </summary>
 void InitManagers()
 {
     buildingManager  = GetComponent <BuildingManager>();
     cameraController = GetComponent <CameraController>();
     resourceManager  = GetComponent <ResourceManager>();
     waveManager      = GetComponent <WaveManager>();
 }
Пример #13
0
 // Use this for initialization
 void Start()
 {
     instance = this;
     //SpawnSqures ();
     boundary = FloorSpawns * .5f;
     Physics.IgnoreLayerCollision(6, 6, true);
 }
Пример #14
0
 private void Awake()
 {
     protecteeManager = GetComponentInChildren <ProtecteeManager>();
     waveManager      = GetComponentInChildren <WaveManager>();
     enemyManager     = GetComponentInChildren <EnemyManager>();
     uiManager        = GetComponentInChildren <UIManager>();
 }
Пример #15
0
 // Start is called before the first frame update
 void Start()
 {
     // Setting up the timer's start value
     TimerReset();
     waveManager       = GameObject.FindGameObjectWithTag("WaveManager");
     waveManagerScript = waveManager.GetComponent <WaveManager>();
 }
Пример #16
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            // Textures:
            Texture2D  grass         = Content.Load <Texture2D>("grass");
            Texture2D  path          = Content.Load <Texture2D>("path");
            Texture2D  towerTexture  = Content.Load <Texture2D>("arrowtower");
            Texture2D  bulletTexture = Content.Load <Texture2D>("bullet");
            Texture2D  enemyTexture  = Content.Load <Texture2D>("enemy");
            Texture2D  topBar        = Content.Load <Texture2D>("toolbar");
            SpriteFont font          = Content.Load <SpriteFont>("Arial");
            // The "Normal" texture for the tower button.
            Texture2D btnNormal = Content.Load <Texture2D>("GUI\\arrow-button");
            // The "MouseOver" texture for the tower button.
            Texture2D btnHover = Content.Load <Texture2D>("GUI\\arrow-hover");
            // The "Pressed" texture for the tower button.
            Texture2D btnPressed = Content.Load <Texture2D>("GUI\\arrow-pressed");

            level.AddTexture(grass); // add grass first!
            level.AddTexture(path);  // add paths afterwards so grass tiles get replaces with paths.

            // players!
            player = new Player(level, towerTexture, bulletTexture);
            // Initializing the waves!
            waveManager = new WaveManager(player, level, 24, enemyTexture);
            // toolbar
            toolbar = new Toolbar(topBar, font, new Vector2(0, level.Height * 32));
            // Initialize the button.
            treeButton = new Button(btnNormal, btnHover, btnPressed, new Vector2(0, level.Height * 32));
            // create an event for button click
            treeButton.Clicked += new EventHandler(treeButton_Clicked);
        }
Пример #17
0
 void MakeInstance()
 {
     if (instance == null)
     {
         instance = this;
     }
 }
Пример #18
0
 void CalculateStats()
 {
     Hp      = (int)(146 * WaveManager.GetWaveNumber() * Random.Range(1, 1.43f));
     Attack  = (int)(60.9f * WaveManager.GetWaveNumber() * Random.Range(1, 1.43f));
     Defense = (int)(56.91f * WaveManager.GetWaveNumber() * Random.Range(1, 1.43f));
     exp     = (47.56f * WaveManager.GetWaveNumber() * Random.RandomRange(1, 1.43f));
 }
Пример #19
0
    // Use this for initialization
    protected override void Start()
    {
        if (WaveManager.GetWaveNumber() < 18)
        {
            Attack = (int)(26.4f * WaveManager.GetWaveNumber() * Random.Range(1, 1.43f));
        }
        else if (WaveManager.GetWaveNumber() > 18 && WaveManager.GetWaveNumber() < 24)
        {
            Attack = (int)(40.9f * WaveManager.GetWaveNumber() * Random.Range(1, 1.43f));
        }
        else if (WaveManager.GetWaveNumber() > 24 && WaveManager.GetWaveNumber() < 29)
        {
            Attack = (int)(60.9f * WaveManager.GetWaveNumber() * Random.Range(1, 1.43f));
        }
        else if (WaveManager.GetWaveNumber() > 29)
        {
            Attack = (int)(74.9f * WaveManager.GetWaveNumber() * Random.Range(1, 1.43f));
        }

        if (Attack > 5000)
        {
            Attack = 5000;
        }

        hit_Hero1 = false;
        hit_Hero2 = false;
        hit_Hero3 = false;
    }
Пример #20
0
    void LoadLevel(string levelName)
    {
        CleanupLevel();

        LevelDesc = LevelLoader.GetLevel(levelName);
        LevelLoader.LoadAndValidateLevel(LevelDesc);
        GameObjectFactory.Initialize(LevelDesc);
        Waves       = new WaveManager(LevelDesc);
        Turrets     = new TurretManager(LevelDesc);
        Projectiles = new ProjectileManager(LevelDesc);
        Utilities.Log("Creating road objects");
        GameObjectFactory.CreateMapObjects(LevelDesc);
        InitializeGameplayUISettings();

        Coin            = LevelDesc.StartingCoins;
        LivesRemaining  = LevelDesc.Lives;
        GameTime        = 0.0F;
        LastMissileTime = 0.0F;

        CountdownStartTime = GameTime;
        State = LevelState.WaveCountdown;
        Waves.AdvanceToNextWave(GameTime);
        ShowHUDUI();
        ShowCountdownUI();
    }
Пример #21
0
    private void SpawnMinionWave()
    {
        //GameObject objectToSpawn = _availableEnemyPrefabs[UnityEngine.Random.Range(0, _availableEnemyPrefabs.Count)];
        WaveManager.WavePredictionAI waveData = WaveManager.GetCurrentWave();
        GameObject objectToSpawn = waveData._aitype._aiObjectReference;
        bool       isEnhanced    = WaveManager.GetChanceOfEnhancedAI();

        int toSpawnCount = _waveSize.Random;

        for (int i = 0; i < toSpawnCount; i++)
        {
            Vector3    spawnPos   = _spawnLocation.position + (Vector3.up * objectToSpawn.transform.localScale.y * 1.1f) * i;
            GameObject waveObject = Instantiate(objectToSpawn, spawnPos, _spawnLocation.rotation);
            Enemy_AI   aiRef      = waveObject.GetComponent <Enemy_AI>();
            if (aiRef == null)
            {
                Debug.LogErrorFormat(waveObject, "Could not find reference to 'AI' script on object {0}", waveObject.name);
                continue;
            }

            aiRef.InitialiseAI(new object[] { spawnPos }, waveData._combatType);

            if (isEnhanced)
            {
                Debug.Log("I am enhancing DA AI");
                aiRef.EnhanceAI();
            }
        }
    }
Пример #22
0
 // Use this for initialization
 void Start()
 {
     waveManager = GameObject.Find("WaveManager").GetComponent<WaveManager>();
     difficult = Camera.main.GetComponent<GameMode>().GetGameMode();
     //Debug.Log(difficult);
     enemy = new GameObject[] { };
     modifyableInterval = interval;
     switch(difficult)
     {
         case "EASY":
             enemy = enemyEasy;
             //Debug.Log(enemy.Length);
             //Debug.Log(enemyEasy.Length);
             break;
         case "NORMAL":
             enemy = enemyNormal;
             modifyableInterval = interval - 1;
             break;
         case "HARD":
             enemy = enemyHard;
             modifyableInterval = interval - 2;
             break;
     }
     if (first)
     {
         InvokeRepeating("SpawnDebug", 3f, modifyableInterval);
     }
 }
        public TestMissionController(BaseMission mission) : base(mission)
        {
            TestObject testObj1  = new TestObject(new Vector3K(2f, 5f, 0f), new Vector3K(0f, 0f, 0f), new Vector3K(0.75f, 0.75f, 0.75f), new Vector3K(0f, 0f, 0f));
            TestObject testObj2  = new TestObject(new Vector3K(2f, 4f, 0f), new Vector3K(0f, 0f, 0f), new Vector3K(0.75f, 0.75f, 0.75f), new Vector3K(0f, 0f, 0f));
            TestObject testObj3  = new TestObject(new Vector3K(2f, 3f, 0f), new Vector3K(0f, 0f, 0f), new Vector3K(0.75f, 0.75f, 0.75f), new Vector3K(0f, 0f, 0f));
            TestObject testObj4  = new TestObject(new Vector3K(2f, 2f, 0f), new Vector3K(0f, 0f, 0f), new Vector3K(0.75f, 0.75f, 0.75f), new Vector3K(0f, 0f, 0f));
            TestObject testObj5  = new TestObject(new Vector3K(2f, 1f, 0f), new Vector3K(0f, 0f, 0f), new Vector3K(0.75f, 0.75f, 0.75f), new Vector3K(0f, 0f, 0f));
            TestObject testObj6  = new TestObject(new Vector3K(2f, 0f, 0f), new Vector3K(0f, 0f, 0f), new Vector3K(0.75f, 0.75f, 0.75f), new Vector3K(0f, 0f, 0f));
            TestObject testObj7  = new TestObject(new Vector3K(2f, -1f, 0f), new Vector3K(0f, 0f, 0f), new Vector3K(0.75f, 0.75f, 0.75f), new Vector3K(0f, 0f, 0f));
            TestObject testObj8  = new TestObject(new Vector3K(2f, -2f, 0f), new Vector3K(0f, 0f, 0f), new Vector3K(0.75f, 0.75f, 0.75f), new Vector3K(0f, 0f, 0f));
            TestObject testObj9  = new TestObject(new Vector3K(2f, -3f, 0f), new Vector3K(0f, 0f, 0f), new Vector3K(0.75f, 0.75f, 0.75f), new Vector3K(0f, 0f, 0f));
            TestObject testObj10 = new TestObject(new Vector3K(2f, -4f, 0f), new Vector3K(0f, 0f, 0f), new Vector3K(0.75f, 0.75f, 0.75f), new Vector3K(0f, 0f, 0f));

            AddObject(ObjectFactory.GetObject(testObj1));
            AddObject(ObjectFactory.GetObject(testObj2));
            AddObject(ObjectFactory.GetObject(testObj3));
            AddObject(ObjectFactory.GetObject(testObj4));
            AddObject(ObjectFactory.GetObject(testObj5));
            AddObject(ObjectFactory.GetObject(testObj6));
            AddObject(ObjectFactory.GetObject(testObj7));
            AddObject(ObjectFactory.GetObject(testObj8));
            AddObject(ObjectFactory.GetObject(testObj9));
            AddObject(ObjectFactory.GetObject(testObj10));

            waveManager = new WaveManager();
            waveManager.MissionController = this;
        }
Пример #24
0
 private void Start()
 {
     m_waveManager                = GetComponent <WaveManager>();
     m_waveManager.OnBattleEnd   += EndBattle;
     m_gateTrigger.OnExitTrigger += StartBattle;
     m_walls.SetActive(false);
 }
Пример #25
0
    /*
     * void ColorByEnergy(){
     *      morphDegree = (player.energyReg - player.minEnergyReg) / player.maxEnergyReg - player.minEnergyReg;
     * }
     */

    void ColorByDifficulty()
    {
        WaveManager wave = GameObject.Find("WaveManager").GetComponent <WaveManager> ();


        if (wave.difficulty < colorDiffSteps[0])
        {
            currentColor = 0;
        }
        else if (wave.difficulty < colorDiffSteps[1])
        {
            currentColor = 1;
        }
        else if (wave.difficulty < colorDiffSteps[2])
        {
            currentColor = 2;
        }


        if (currentColor == 0)
        {
            startColor  = Color.white;
            endColor    = colors [0];
            morphDegree = (wave.difficulty - minDiff) / colorDiffSteps[0] - minDiff;
        }
        else
        {
            startColor  = colors [currentColor - 1];
            endColor    = colors [currentColor];
            morphDegree = (colorDiffSteps[currentColor - 1] - minDiff / colorDiffSteps[currentColor] - minDiff);
        }
    }
Пример #26
0
 void CalculateStats()
 {
     Hp      = (int)(153 * WaveManager.GetWaveNumber() * Random.Range(1, 1.43f));
     Attack  = (int)(64.9f * WaveManager.GetWaveNumber() * Random.Range(1, 1.43f));
     Defense = (int)(68.91f * WaveManager.GetWaveNumber() * Random.Range(1, 1.43f));
     exp     = (51.34f * WaveManager.GetWaveNumber() * Random.RandomRange(1, 1.43f));
 }
Пример #27
0
    // Use this for initialization
    void Start()
    {
        wManage   = FindObjectOfType <WaveManager>();
        countDown = FindObjectOfType <Countdown>();

        //timer.SetTimer(59.0f);
    }
Пример #28
0
        public override void LoadContent()
        {
            CurrGame     = (PathDefenceGame)ScreenManager.Game;
            LevelManager = new LevelManager(CurrGame, this, levelName);
            LevelManager.Initialize();
            WaveManager = new WaveManager(CurrGame, this, levelName);
            WaveManager.Initialize();
            Background = new BackgroundGamePlayScreen(CurrGame, levelName);
            Background.Initialize();
            TowerManager = new TowerManager(CurrGame, this);
            TowerManager.Initialize();
            MoneyManager = new MoneyManager(CurrGame, this);
            MoneyManager.Initialize();
            LiveManager = new LiveManager(CurrGame, this);
            LiveManager.Initialize();
            PointsManager = new PointsManager();
            PointsManager.Initialize();

            GuiManager = new GuiManager(CurrGame, this);
            GuiManager.Initialize();
            CreepDeleteList.AddRange(CreepList);

            AddCreepList.Clear();

            CreepTimer.Start();

            gameState = EGameState.Running;
            CurrGame.IsMouseVisible = true;
            base.LoadContent();
        }
Пример #29
0
 void CalculateStats()
 {
     Hp      = (int)(110 * WaveManager.GetWaveNumber() * Random.Range(1, 1.43f));
     Attack  = (int)(40.9f * WaveManager.GetWaveNumber() * Random.Range(1, 1.43f));
     Defense = (int)(37.15f * WaveManager.GetWaveNumber() * Random.Range(1, 1.43f));
     exp     = (31.29f * WaveManager.GetWaveNumber() * Random.RandomRange(1, 1.43f));
 }
Пример #30
0
 void Awake()
 {
     S = this;
     this.WaveNumber = 1;
     StartCoroutine(CheckForDeadRoutine());
     IsWaveRunning = false;
 }
Пример #31
0
 void CalculateStats()
 {
     Hp      = (int)(7 * WaveManager.GetWaveNumber() * Random.Range(1, 1.43f));
     Attack  = (int)(11.4f * WaveManager.GetWaveNumber() * Random.Range(1, 1.43f));
     Defense = (int)(7.699f * WaveManager.GetWaveNumber() * Random.Range(1, 1.43f));
     exp     = (100.56f * WaveManager.GetWaveNumber() * Random.RandomRange(1, 1.43f));
 }
Пример #32
0
	// Use this for initialization
	void Start () {

        wmScript = transform.GetChild(0).GetComponent<WaveManager>();

        PoolBorders();

        PoolShapes();	
	}
Пример #33
0
    // Use this for initialization
    void Start()
    {
        m_HUD = FindObjectOfType<HUD>();

        m_WaveManager = FindObjectOfType<WaveManager>();
        m_WaveManager.gameObject.SetActive (false);

        m_Player = FindObjectOfType<PlayerInput>();
    }
Пример #34
0
    // Use this for initialization
    void Start ()
    {
        mapInstances = FindObjectsOfType<Map>().ToList();
        if (!waveManager)
            waveManager = FindObjectOfType<WaveManager>();
        waveManager.OnWaveFinished += OnWaveFinished;
        waveManager.OnWaveStart += OnWaveStart; 
        ga = GetComponent<GeneticAlgorithm>();

        state = SceneState.Idle;
    }
Пример #35
0
 void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else if (instance != null)
     {
         Destroy(gameObject);
     }
 }	
Пример #36
0
 // Use this for initialization
 void Start()
 {
     gameManager = GameObject.FindObjectOfType<GameManager>();
     waveManager = GameObject.FindObjectOfType<WaveManager>();
     secondsBetweenSpawning = waveManager.secondsBetweenSpawning;
     startWaveNumber = waveManager.startWaveNumber;
     secondsBetweenWaves = waveManager.secondsBetweenWaves;
     waveIncrement = waveManager.waveIncrement;
     savedTime = Random.Range(-1*secondsBetweenSpawning*0.9f, 0);
     waveManager.RegisterSpawner();
 }
 // Use this for initialization
 void Awake()
 {
     _Health = MaxHealth;
     _healthbarManager = GameObject.Find("HealthbarCanvas");
     if (!_healthbarManager)
         CreateHealthBarManager ();
     _waveManager = GameObject.Find("WaveManager").GetComponent<WaveManager>();
     _scoreManager = GameObject.Find("ScoreManager").GetComponent<ScoreManager>();
     _pickupManager = GameObject.Find("PickupManager").GetComponent<PickupManager>();
     _DeathHandler = GetComponent<CharacterDeath> ();
     if (_DeathHandler == null) {
         Debug.LogWarning("<CharacterHealth[Awake]>: "+gameObject.name+" has no death handler, adding default");
         _DeathHandler=(CharacterDeath)gameObject.AddComponent<GenericDeath>();
     }
 }
Пример #38
0
	// Update is called once per frame
	void Update () {
		if (!wm) {
			wm = GetComponent<EnemyMovement> ().wm;
		}
		if (health <= 0) {
			kc.score++;
			wm.enemies.Remove (gameObject);
			Destroy (gameObject);
		}
		if (timer < lifeTime) {
			timer += Time.deltaTime;
		} else {
			wm.enemies.Remove (gameObject);
			Destroy (gameObject);
		}
	}
Пример #39
0
	private void Start () 
	{
        waveManager = GameObject.FindObjectOfType<WaveManager>();
        formationType = GetComponent<FormationDetails>();
		numFormationShips = transform.childCount;
		positions = new Transform[numFormationShips];
		int curPos = 0;
		foreach (Transform child in transform)
		{
			positions[curPos] = child;
			curPos++;
		}
		if (formationType.UseRandomOrder)
		{
			ShuffleSpawnOrder();
		}
	}
Пример #40
0
    // LaunchGame is used to display the proper HUD for in game
    public void LaunchGame()
    {
        m_TitleMessage.SetActive(false);
        m_StartMessage.SetActive(false);
        m_ScoreMessage.SetActive (true);
        m_ScoreCanvas.SetActive (true);
        m_WinMessage.SetActive(false);
        m_LoseMessage.SetActive (false);
        m_ObsoleteInGameMessage.SetActive (false);

        CorrectMessage();

        m_GameLaunched = true;

        if(m_ScoreDisplay == null)
        {
            m_ScoreDisplay = GetComponentsInChildren<DigitManager>();
        }

        UpdateDisplay ();

        m_WaveManager = FindObjectOfType<WaveManager>();
    }
Пример #41
0
        public override void LoadContent()
        {
            Counter.Reset();

             _previousGesture = GestureType.None;
             _tapLocation = Vector2.Zero;
             _startVerticalDrag = Vector2.Zero;
             _endVerticalDrag = Vector2.Zero;
             _lengthVerticalDrag = 0;
             _directionVerticalDrag = 0;
             _startHorizontalDrag = Vector2.Zero;
             _endHorizontalDrag = Vector2.Zero;
             _lengthHorizontalDrag = 0;
             _directionHorizontalDrag = 0;
             _previousAction = GestureType.None;
             _waveManager = null;
             _leftBarrier = 0;
             _rightBarrier = 0;
             _lost = false;
             _won = false;
             _brettHead = null;
             _laynaHead = null;
             _dunkHead = null;
             _background = null;

             _background = DrawingHelper.GetTexture( "background_nofaces" );

             if ( _brettHead == null )
             {
            _brettHead = new Head( "BrettNormal", "BrettOpen", new Vector2( 430, 115 ), new Vector2( 425, 120 ) );
            _laynaHead = new Head( "LaynaNormal", "LaynaOpen", new Vector2( 300, 120 ), new Vector2( 290, 125 ) );
            _dunkHead = new Head( "DunkNormal", "DunkOpen", new Vector2( 363, 45 ), new Vector2( 330, 50 ) );

            _brettHead.LoadContent();
            _laynaHead.LoadContent();
            _dunkHead.LoadContent();
             }
        }
Пример #42
0
        public override void Update( GameTime gameTime )
        {
            if ( _waveManager == null )
             {
            _leftBarrier = DrawingHelper.Graphics.PreferredBackBufferWidth / 3.0;
            _rightBarrier = _leftBarrier * 2;
            var waveTime = 20;

            _waveManager = new WaveManager();
            _waveManager.AddWaves( new Wave[]
            {
               new Wave("Wave 1", waveTime, 3, 3, false, false),
               new Wave("Wave 2", waveTime, 2, 2, true, false),
               new Wave("Wave 3", waveTime, 1.5, 1.5, true, true),
               new Wave("Wave 4", waveTime, 1.0, 1.0, false, false),
               new Wave("Wave 5", waveTime, 1.0, 1.0, true, false),
               new Wave("Wave 6", waveTime, 1.0, 1.0, true, true),
               new Wave("Wave 4", waveTime, 0.75, 0.75, false, false),
            } );

            _waveManager.WaveComplete += WaveComplete;
            _waveManager.GameComplete += GameComplete;

            _waveManager.Start();
             }
             else
             {
            if ( _waveManager.Update( gameTime ) )
            {
               Counter.Add();

               if ( _actionLocation != null )
               {
                  ShakeHead( _actionLocation.Value );
                  SoundHelper.PlayVow( _actionLocation.Value );
                  _actionLocation = null;
               }
            }
             }

             if ( /*_previousGesture == GestureType.Flick ||*/ ( ( _lastGestureTime + _gestureTimeout ) < gameTime.TotalGameTime ) )
             {
            _previousGesture = GestureType.None;

            ResetTap();

            ResetHorizontalDrag();

            ResetVerticalDrag();

            _previousAction = GestureType.None;
             }

             while ( TouchPanel.IsGestureAvailable )
             {
            var gesture = TouchPanel.ReadGesture();

            switch ( gesture.GestureType )
            {
               case GestureType.Tap:
               {
                  ResetHorizontalDrag();
                  ResetVerticalDrag();

                  _tapLocation = gesture.Position;

                  _previousAction = gesture.GestureType;

                  _waveManager.ActionOccurred( GetLocation( _tapLocation ), ActionType.Tap );

                  _actionLocation = GetLocation( _tapLocation );

                  break;
               }
               case GestureType.Flick:
               {
                  switch ( _previousGesture )
                  {
                     case GestureType.VerticalDrag:
                     {
                        _previousAction = _previousGesture;

                        _waveManager.ActionOccurred( GetLocation( _startVerticalDrag ), _directionVerticalDrag > 0 ? ActionType.FlickDown : ActionType.FlickUp );

                        _actionLocation = GetLocation( _startVerticalDrag );

                        break;
                     }
                     case GestureType.HorizontalDrag:
                     {
                        _previousAction = _previousGesture;

                        _waveManager.ActionOccurred( GetLocation( _startHorizontalDrag ), _directionHorizontalDrag > 0 ? ActionType.FlickRight : ActionType.FlickLeft );

                        _actionLocation = GetLocation( _startHorizontalDrag );

                        break;
                     }
                  }

                  break;
               }
               case GestureType.VerticalDrag:
               {
                  ResetTap();
                  ResetHorizontalDrag();

                  if ( _previousGesture != GestureType.VerticalDrag )
                  {
                     _startVerticalDrag = gesture.Position;
                  }

                  _endVerticalDrag = gesture.Position;

                  var diff = ( _endVerticalDrag - _startVerticalDrag ).Y;
                  var newDirection = 0;
                  if ( diff < 0 )
                  {
                     newDirection = -1;
                  }
                  else if ( diff > 0 )
                  {
                     newDirection = 1;
                  }
                  else
                  {
                     newDirection = 0;
                  }

                  if ( newDirection != 0 && newDirection != _directionVerticalDrag )
                  {
                     _startVerticalDrag = gesture.Position;
                     _endVerticalDrag = gesture.Position;
                  }

                  _directionVerticalDrag = newDirection;

                  _lengthVerticalDrag = ( _endVerticalDrag - _startVerticalDrag ).Length();

                  break;
               }
               case GestureType.HorizontalDrag:
               {
                  ResetTap();
                  ResetVerticalDrag();

                  if ( _previousGesture != GestureType.HorizontalDrag )
                  {
                     _startHorizontalDrag = gesture.Position;
                  }

                  _endHorizontalDrag = gesture.Position;

                  var diff = ( _endHorizontalDrag - _startHorizontalDrag ).X;
                  var newDirection = 0;
                  if ( diff < 0 )
                  {
                     newDirection = -1;
                  }
                  else if ( diff > 0 )
                  {
                     newDirection = 1;
                  }
                  else
                  {
                     newDirection = 0;
                  }

                  if ( newDirection != 0 && newDirection != _directionHorizontalDrag )
                  {
                     _startHorizontalDrag = gesture.Position;
                     _endHorizontalDrag = gesture.Position;
                  }

                  _directionHorizontalDrag = newDirection;

                  _lengthHorizontalDrag = ( _endHorizontalDrag - _startHorizontalDrag ).Length();

                  break;
               }
            }

            _previousGesture = gesture.GestureType;
            _lastGestureTime = gameTime.TotalGameTime;
             }
        }
Пример #43
0
 // Use this for initialization
 void Start()
 {
     showUp = false;
     wave = GameObject.Find("WaveManager").GetComponent<WaveManager>();
 }
Пример #44
0
 void Awake()
 {
 	Instance = this;
 }
Пример #45
0
    void Start()
    {
        instance = this;

        enabled = false;
        GameEventManager.GameStart += GameStart;
        GameEventManager.GameOver += GameOver;
        GameEventManager.DayStart += DayStart;
        GameEventManager.NightStart += NightStart;
    }
Пример #46
0
    // Use this for initialization
    void Start()
    {
        m_Manager = transform.root.GetComponent<WaveManager>();

        m_PreviousPositionX = transform.position.x;
    }
Пример #47
0
 void Start()
 {
     waveManager = GameObject.Find("_Main").GetComponent<WaveManager>();
     boxTrigger = GetComponent<BoxCollider>();
 }
Пример #48
0
 // Use this for initialization
 void Start()
 {
     SpriteRenderer sr = transform.gameObject.GetComponent<SpriteRenderer> ();
     float radius = sr.bounds.size.x / 2;
     CircleCollider2D collider = transform.gameObject.GetComponent<CircleCollider2D> ();
     collider.radius = radius;
     if (isSplitBullet)
     {
         collider.radius *= 2f;
     }
     collide2D = collider;
     //Debug.Log ("bullet radius is: " + radius);
     if (arcDmg > 0)
     {
         isActive = false;
         collider.enabled = false;
     }
     if (isSplitBullet)
     {
         splitPivot = Instantiate (Resources.Load ("Prefabs/SplitPivot")) as GameObject;
         splitPivot.transform.position = new Vector3(0f,0f,0f);
         splitPivot.transform.rotation = new Quaternion (0f,0f,0f,0f);
         transform.SetParent (splitPivot.transform, true);
         LERP_TIME_CONSTANT = .34f; //CONSTANT - time to travel across one lane
         lerpTime = splitCount * LERP_TIME_CONSTANT;
         Debug.Log ("lerpTime is " + lerpTime);
         //StartCoroutine("splitMovement");
         splitTimer = new Timer();
         timerElapsed = false;
         splitTimer.Restart ();
     }
     gameManager = GameObject.Find ("GameManager");
     if (gameManager == null)
     {
         Debug.Log ("zoneconecontroller couldn't find GameManager!");
     }
     waveMan = gameManager.GetComponent<WaveManager>();
 }
Пример #49
0
 // Use this for initialization
 void Start()
 {
     currentTimer = enemySpawnTimer;
     enemiesSpawned = 0;
     waveManagerInstance = GameObject.FindGameObjectWithTag("WaveManager").GetComponent<WaveManager>();
     startSpawningEnemies = false;
 }
Пример #50
0
	void Awake()
    {
        manager = this;
	}
Пример #51
0
 public PlayGamePauseState(PlayGamePauseFSM fsm)
     : base(fsm)
 {
     gameMap = fsm.pauseMenu.gameMap;
     waveManager = fsm.pauseMenu.waveManager;
 }
Пример #52
0
    // Initialization
    void Start()
    {
        mWaveManager = GameObject.Find("Main Camera").GetComponent<WaveManager>();
        mEnemyManager = GameObject.Find("Main Camera").GetComponent<EnemyManager>();

        mPathCount = 1;
        mDead = false;
        mDirection = DIRECTION.NONE;
        mPreviousDirection = DIRECTION.NONE;

        hitPoints = baseHitPoints * (( mWaveManager.GetCurrentWaveCount()/num) + 1);
        startHitPoints = hitPoints;
    }
Пример #53
0
    void OnGUI()
    {
        //we loose the reference on restarting unity and letting the Wave Editor open,
        //or by starting and stopping the runtime, here we make sure to get it again
        //get reference to Wave Manager gameobject if we open the Wave Settings
        GameObject wavesGO = GameObject.Find("Wave Manager");

        //could not get a reference, gameobject not created? debug warning.
        if (wavesGO == null)
        {
            Debug.LogError("Current Scene contains no Wave Manager.");
            return;
        }

        //get reference to Wave Manager script and cache it
        waveScript = wavesGO.GetComponent<WaveManager>();

        //could not get component, not attached? debug warning.
        if (waveScript == null)
        {
            Debug.LogWarning("No Wave Manager Component found!");
            return;
        }

        //set the targeted script modified by the GUI for handling undo
        Undo.SetSnapshotTarget(waveScript, "Changed Settings");
        //save the current state of all objects set with SetSnapshotTarget to internal snapshot
        Undo.CreateSnapshot();
        //track if the amount of waves has been changed while drawing the gui
        bool waveChange = false;

        EditorGUILayout.BeginHorizontal();

        //button to add a new wave
        if (GUILayout.Button("+++ Add Wave +++"))
        {
            //create new wave option
            WaveOptions newWave = new WaveOptions();
            //initialize first row / creep of the new wave
            newWave.enemyPrefab.Add(null);
            newWave.enemyHP.Add(0);
            newWave.enemySH.Add(0);
            newWave.enemyCount.Add(1);
            newWave.startDelayMin.Add(0);
            newWave.startDelayMax.Add(0);
            newWave.delayBetweenMin.Add(0);
            newWave.delayBetweenMax.Add(0);
            newWave.path.Add(null);
            //add new wave option to wave list
            waveScript.options.Add(newWave);
            //set wave manipulation variable to true
            waveChange = true;
        }

        //button to delete all waves
        if (GUILayout.Button("Delete all Waves"))
        {
            waveScript.options.Clear();
        }

        EditorGUILayout.EndHorizontal();
        EditorGUILayout.Space();

        //begin a scrolling view inside GUI, pass in current Vector2 scroll position
        scrollPos = EditorGUILayout.BeginScrollView(scrollPos, GUILayout.Height(370));

        //editor window layout, top row with all labels
        EditorGUILayout.BeginHorizontal();
        GUILayout.Label("No. |", EditorStyles.boldLabel, GUILayout.Width(40));
        GUILayout.Label("      Prefab      ", EditorStyles.boldLabel, GUILayout.Width(100));
        GUILayout.Label("| Overwrite | Overwrite", EditorStyles.boldLabel, GUILayout.Width(155));
        GUILayout.Label("|  Count  |", EditorStyles.boldLabel, GUILayout.Width(70));
        GUILayout.Label(" Spawn-Delay  |", EditorStyles.boldLabel, GUILayout.Width(110));
        GUILayout.Label("Delay-Between |", EditorStyles.boldLabel, GUILayout.Width(115));
        GUILayout.Label("      Path      ", EditorStyles.boldLabel, GUILayout.Width(90));
        GUILayout.Label("| DELETE", EditorStyles.boldLabel, GUILayout.Width(60));
        EditorGUILayout.EndHorizontal();

        //additional description
        EditorGUILayout.BeginHorizontal();
        GUILayout.Space(170);
        GUILayout.Label("Health", EditorStyles.boldLabel, GUILayout.Width(75));
        GUILayout.Label("Shield", EditorStyles.boldLabel, GUILayout.Width(80));
        GUILayout.Space(70);
        GUILayout.Label("From-To", EditorStyles.boldLabel, GUILayout.Width(110));
        GUILayout.Label("From-To", EditorStyles.boldLabel, GUILayout.Width(125));
        EditorGUILayout.EndHorizontal();

        //if no wave was defined / wave list is empty, do not continue
        if (waveScript.options.Count == 0)
        {
            EditorGUILayout.EndScrollView();
            return;
        }

        EditorGUILayout.Space();

        //for each wave, display wave properties and delete button
        for (int i = 0; i < waveScript.options.Count; i++)
        {
            EditorGUILayout.BeginHorizontal();

            //show wave no.
            GUILayout.Label((i+1) + "", GUILayout.Width(90));
            GUILayout.Space(580);

            //show remove wave button ( this will remove all enemies contained in this wave )
            if (GUILayout.Button("X"))
            {
                //remove the whole wave and skip further code for this iteration
                waveScript.options.RemoveAt(i);
                //abort further execution but do track undo
                TrackChange(true);
                //draw editor gui again
                return;
            }

            EditorGUILayout.EndHorizontal();

            //for each enemy within each wave, display an input row
            for (int j = 0; j < waveScript.options[i].enemyPrefab.Count; j++)
            {
                //if final delay of an enemy would be greater than the seconds between waves,
                //this would result in shifted enemies (e.g. an enemy defined in wave 1 would spawn in wave 2)
                //here we check if the delay of an enemy exceeds the delay of a wave and debug a warning
                //we only need to do this if seconds between waves are used at all - only in 'interval'
                //allowedDelay also observes incrementing seconds between waves
                if (waveScript.waveStartOption == WaveManager.WaveStartOption.interval)
                {
                    float finalDelay = waveScript.options[i].startDelayMax[j] +
                                       (waveScript.options[i].enemyCount[j] - 1) * waveScript.options[i].delayBetweenMax[j];
                    float allowedDelay = waveScript.secBetweenWaves + i * waveScript.secIncrement;

                    //enemy delay exceeds specified wave delay and an enemy prefab is set,
                    //debug warning
                    if (finalDelay > allowedDelay && waveScript.options[i].enemyPrefab[j] != null)
                    {
                        Debug.LogWarning("Delay of Enemy " + waveScript.options[i].enemyPrefab[j].name + ", Wave " +
                                         (i + 1) + " exceeds Delay between Waves");
                    }
                }

                //Pre 1.4 compatibility checks for adding the new health and shield value rows
                for (int h = waveScript.options[i].enemyHP.Count; h < waveScript.options[i].enemyPrefab.Count; h++)
                    waveScript.options[i].enemyHP.Add(0);
                for (int h = waveScript.options[i].enemySH.Count; h < waveScript.options[i].enemyPrefab.Count; h++)
                    waveScript.options[i].enemySH.Add(0);

                EditorGUILayout.BeginHorizontal();

                //display enemy row with all properties
                GUILayout.Space(40);
                //show enemy prefab slot
                waveScript.options[i].enemyPrefab[j] = (GameObject)EditorGUILayout.ObjectField(waveScript.options[i].enemyPrefab[j], typeof(GameObject), false, GUILayout.Width(115));
                GUILayout.Space(15);
                //overwrite hp and/or shield values
                waveScript.options[i].enemyHP[j] = EditorGUILayout.FloatField(waveScript.options[i].enemyHP[j], GUILayout.Width(50));
                GUILayout.Space(20);
                waveScript.options[i].enemySH[j] = EditorGUILayout.FloatField(waveScript.options[i].enemySH[j], GUILayout.Width(50));
                GUILayout.Space(25);
                //amount of this enemy
                waveScript.options[i].enemyCount[j] = EditorGUILayout.IntField(waveScript.options[i].enemyCount[j], GUILayout.Width(40));
                GUILayout.Space(35);
                //show start delay input field
                waveScript.options[i].startDelayMin[j] = EditorGUILayout.FloatField(waveScript.options[i].startDelayMin[j], GUILayout.Width(25));
                waveScript.options[i].startDelayMax[j] = EditorGUILayout.FloatField(waveScript.options[i].startDelayMax[j], GUILayout.Width(25));
                GUILayout.Space(55);
                //show delay between each enemy input field
                waveScript.options[i].delayBetweenMin[j] = EditorGUILayout.FloatField(waveScript.options[i].delayBetweenMin[j], GUILayout.Width(25));
                waveScript.options[i].delayBetweenMax[j] = EditorGUILayout.FloatField(waveScript.options[i].delayBetweenMax[j], GUILayout.Width(25));
                GUILayout.Space(35);
                //show path to follow - slot
                waveScript.options[i].path[j] = (PathManager)EditorGUILayout.ObjectField(waveScript.options[i].path[j], typeof(PathManager), true, GUILayout.Width(105));

                //remove enemy row button
                if (GUILayout.Button("X"))
                {
                    //we remove all properties of this enemy in the specific wave
                    waveScript.options[i].enemyPrefab.RemoveAt(j);
                    waveScript.options[i].enemyHP.RemoveAt(j);
                    waveScript.options[i].enemySH.RemoveAt(j);
                    waveScript.options[i].enemyCount.RemoveAt(j);
                    waveScript.options[i].startDelayMin.RemoveAt(j);
                    waveScript.options[i].startDelayMax.RemoveAt(j);
                    waveScript.options[i].delayBetweenMin.RemoveAt(j);
                    waveScript.options[i].delayBetweenMax.RemoveAt(j);
                    waveScript.options[i].path.RemoveAt(j);

                    //if this was the last enemy of this wave, we remove the wave too
                    if (waveScript.options[i].enemyPrefab.Count == 0)
                        waveScript.options.RemoveAt(i);

                    //abort further execution but do track undo
                    TrackChange(true);
                    //draw editor gui again
                    return;
                }

                EditorGUILayout.EndHorizontal();
            }

            EditorGUILayout.BeginHorizontal();

            EditorGUILayout.Space();

            //add new enemy to this wave button
            if (GUILayout.Button("Add Enemy"))
            {
                //initialize new row / creep properties and add them to this wave
                waveScript.options[i].enemyPrefab.Add(null);
                waveScript.options[i].enemyHP.Add(0);
                waveScript.options[i].enemySH.Add(0);
                waveScript.options[i].enemyCount.Add(1);
                waveScript.options[i].startDelayMin.Add(0);
                waveScript.options[i].startDelayMax.Add(0);
                waveScript.options[i].delayBetweenMin.Add(0);
                waveScript.options[i].delayBetweenMax.Add(0);
                waveScript.options[i].path.Add(null);
                //set wave manipulation variable to true
                waveChange = true;
            }

            //button to insert a new wave below the current one
            if (i < (waveScript.options.Count-1) && GUILayout.Button("Insert Wave"))
            {
                //create new wave option
                WaveOptions newWave = new WaveOptions();
                //initialize first row / creep of the new wave
                newWave.enemyPrefab.Add(null);
                newWave.enemyHP.Add(0);
                newWave.enemySH.Add(0);
                newWave.enemyCount.Add(1);
                newWave.startDelayMin.Add(0);
                newWave.startDelayMax.Add(0);
                newWave.delayBetweenMin.Add(0);
                newWave.delayBetweenMax.Add(0);
                newWave.path.Add(null);
                //insert new wave option to wave list
                //waveScript.options.Add(newWave);
                waveScript.options.Insert(i+1, newWave);
                //set wave manipulation variable to true
                waveChange = true;
            }

            EditorGUILayout.Space();

            EditorGUILayout.EndHorizontal();
        }

        //ends the scrollview defined above
        EditorGUILayout.EndScrollView();
        //track if the gui has changed by user input
        TrackChange(waveChange);
    }
Пример #54
0
    void Start()
    {
        mTileManager = gameObject.GetComponent<TileManager>();
        mWaveManager = gameObject.GetComponent<WaveManager>();
        mTempoManager = gameObject.GetComponent<TempoManager>();
        mLevelManager = gameObject.GetComponent<LevelManager>();

        mTilePaths = new TilePath[2];

        if (mTileManager)
        {
            mLoadSuccess = true;
            mEnemyList = new List<GameObject>();

            mTilePaths[0] = mTileManager.GetTilePathOne();
            mTilePaths[1] = mTileManager.GetTilePathTwo();

            mTimer = 0.0f;
        }
    }
        public override void LoadContent()
        {
            ranks.LoadContent(game.Content);
            spriteBatch = new SpriteBatch(service.GraphicsDevice);
            // Create a new SpriteBatch, which can be used to draw textures.
            h1.LoadContent(game.Content);
            crosshair.LoadContent(game.Content);
            d1.LoadContent(game.Content);

            b1.initImage(game.Content);
            font = game.Content.Load<SpriteFont>("Font");
            crosshair.Position = new Vector2((service.GraphicsDevice.PresentationParameters.BackBufferWidth / 2)+ 400, service.GraphicsDevice.PresentationParameters.BackBufferHeight / 2);
            vip = new VIP(crosshair.Position);
            vip.LoadContent(game.Content);
            sprite = new PlayerAnimation();
            chopperAnimation = new AnimatedSprite(game.Content.Load<Texture2D>("Sprites/frontreel"), .15f, true);
            chopperAnimation.FrameDivisions = 3;
            chopperSound = game.Content.Load<SoundEffect>("Sounds\\Chopper").CreateInstance();

            wm = new WaveManager();
            wm.LoadContent(game.Content, crosshair, vip, service.GraphicsDevice.Viewport);
            // TODO: use this.Content to load your game content here
        }
Пример #56
0
	void Awake(){
		_instance = this;
	}
Пример #57
0
 public void setComponents(GameMap gameMap, WaveManager waveManager)
 {
     this.gameMap = gameMap;
     this.waveManager = waveManager;
 }
Пример #58
0
    public virtual void Start()
    {
        GetPlayers();
        CurHealth = MaxHealth;
        rB = GetComponent<Rigidbody>();

        gameManager = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<GameManager>();
        waveManager = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<WaveManager>();
        SetLevel();
        SetXP();
    }
Пример #59
0
    // Use this for initialization
    void Start()
    {
        if (wm == null)
            wm = gameObject.GetComponent<WaveManager>();

        gameManager = GameObject.FindObjectOfType<GameManager>();
    }
Пример #60
0
	// Use this for initialization
	void Start () 
    {
        waveManager = GameObject.FindObjectOfType<WaveManager>();
        spawner = GameObject.FindObjectOfType<EnemySpawner>();
        details = GameObject.FindObjectOfType<FormationDetails>();
	}