Пример #1
0
    void UpdateWave()
    {
        if (waveValues == null)
        {
            waveValues = FindObjectOfType <WaveValues>();
        }

        uiWave.text = "Wave " + waveValues.waveNumber.ToString();

        // Fade the wave part of the UI beetween waves
        if (!waveValues.isWaveActive)
        {
            if (uiWave.canvasRenderer.GetAlpha() <= minOpacity)
            {
                uiWave.CrossFadeAlpha(1, fadeDuration, true);
            }
            else if (uiWave.canvasRenderer.GetAlpha() >= 1)
            {
                uiWave.CrossFadeAlpha(minOpacity, fadeDuration, true);
            }
        }
        else if (waveValues.isWaveActive && uiWave.canvasRenderer.GetAlpha() < 1)
        {
            uiWave.CrossFadeAlpha(1, fadeDuration, true);
        }
    }
Пример #2
0
    // Use this for initialization
    void Start()
    {
        waveValues   = FindObjectOfType <WaveValues>();
        spawnManager = FindObjectOfType <SpawnManager>();
        scoreManager = FindObjectOfType <ScoreManager>();

        navigationAgent = GetComponent <NavMeshAgent>();

        // Prepare the initial position
        NavMeshHit closestHit;

        // Get the height of the agent
        Vector3 mobHeight = new Vector3(0, navigationAgent.height, 0);

        // Get the nearest valid position on the NavMesh
        if (NavMesh.SamplePosition(transform.position, out closestHit, 20, NavMesh.AllAreas))
        {
            // Define the initial position
            transform.position = closestHit.position + mobHeight;
        }

        // Enabled the navigation agent
        navigationAgent.enabled = true;

        // Define the base target
        if (isServer)
        {
            SetDestination();
        }
    }
Пример #3
0
 // Use this for initialization
 void Start()
 {
     playerGun    = GetComponent <Gun>();
     playerAction = GetComponent <PlayerAction>();
     playerHealth = GetComponent <HealthValues>();
     waveValues   = FindObjectOfType <WaveValues>();
     scoreValues  = FindObjectOfType <ScoreValues>();
 }
Пример #4
0
    // Use this for initialization
    void Start()
    {
        if (!isServer)
        {
            Destroy(this);
        }

        Debug.Log("Wave manager initialized...");

        spawnManager = FindObjectOfType <SpawnManager>();
        waveValues   = FindObjectOfType <WaveValues>();
    }
Пример #5
0
    // Use this for initialization
    void Start()
    {
        if (!isServer)
        {
            Destroy(this);
        }

        waveManager = FindObjectOfType <WaveManager>();
        waveValues  = FindObjectOfType <WaveValues>();

        // Get all the enemies spawn on the map
        foreach (Spawners spawn in FindObjectsOfType <Spawners>())
        {
            spawners.Add(spawn);
        }
    }
Пример #6
0
    private void OnDestroy()
    {
        Debug.Log("On destroy...");

        WaveValues      waveValues      = FindObjectOfType <WaveValues>();
        NetworkIdentity networkIdentity = GetComponent <NetworkIdentity>();

        // Remove the information of the player
        if (waveValues != null && networkIdentity != null)
        {
            waveValues.RemovePlayer(networkIdentity);

            if (GetComponent <HealthValues>().isAlive)
            {
                waveValues.playerAlive--;
            }
        }
    }
Пример #7
0
    // Update is called once per frame
    void Update()
    {
        if (waveValues != null)
        {
            // Check if the game is over
            if (waveValues.gameStatus != -1)
            {
                // Define on which camera the canvas have to be rendered
                endCanvas.worldCamera = Camera.current;

                // Fade in of the panel and its children
                if (endPanel.alpha < 1)
                {
                    endPanel.alpha += fadeSpeed;
                }

                // Set the message to show
                switch (waveValues.gameStatus)
                {
                case 1:
                    endMessage.text = winMessage;
                    break;

                case 0:
                    endMessage.text = loseMessage;
                    break;
                }

                waittingTime += Time.deltaTime;

                // Check if the time passed on this screen has reached his end
                if (waittingTime >= waitBeforeLeaving)
                {
                    // Leave the game
                    FindObjectOfType <CustomNetworkManager>().LeaveGame();
                    Destroy(this);
                }
            }
        }
        else
        {
            waveValues = FindObjectOfType <WaveValues>();
        }
    }
Пример #8
0
    void AddPlayer()
    {
        WaveValues waveValues = FindObjectOfType <WaveValues>();

        // Prepare the addition of the player
        WaveValues.PlayerInfo thisPlayer = new WaveValues.PlayerInfo();

        // Add the NetID to the information of the player
        thisPlayer.playerNetID = GetComponent <NetworkIdentity>();

        if (waveValues != null)
        {
            // Add the player to the global list of the players
            waveValues.AddPlayer(thisPlayer);
        }
        else
        {
            // Retry to add the player
            AddPlayer();
        }
    }
Пример #9
0
    // Use this for initialization
    void Start()
    {
        Debug.Log("Player initialized...");

        // Get the default camera
        defaultCamera = Camera.main.gameObject;

        EnablePlayer();

        waveValues = FindObjectOfType <WaveValues>();

        if (!isServer)
        {
            return;
        }

        // Add the player to the global player list
        AddPlayer();

        // Add a player to the player alive count
        waveValues.playerAlive++;
    }
Пример #10
0
 // Use this for initialization
 void Start()
 {
     waveValues = FindObjectOfType <WaveValues>();
     endCanvas  = GetComponent <Canvas>();
 }