//Spawns the ammo prefab in game. Updates world ammo count void SpawnAmmo(int x, int z) { ammo box = ScriptableObject.CreateInstance <ammo>(); box.model = ammoBox; Instantiate(box.model, new Vector3(x, 1f, z), Quaternion.identity); ++totalWorldAmmo; }
/// <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); backgscroll = new scrollingbackground(Content, "space", 1, 5, 5); gameoverimage = new graphics2d(Content, "gameover", displaywidth, displayheight); for (int i = 0; i < numberofballs; i++) { float tempsize = (float)(randomiser.Next(100) + 1) * ballsizeratio; if (tempsize < miniballsize) { tempsize = miniballsize; } balls[i] = new sprites2d(Content, "ast1", displaywidth / 2, displayheight / 2, tempsize, new Color((byte)randomiser.Next(255), (byte)randomiser.Next(255), (byte)randomiser.Next(255)), true, randomiser); } collidesound = Content.Load <SoundEffect>("rocks"); soundtrack1 = Content.Load <SoundEffect>("explosive_attack"); music1 = soundtrack1.CreateInstance(); music1.IsLooped = true; music1.Volume = 0.5f; soundtrack2 = Content.Load <SoundEffect>("iron-man"); music2 = soundtrack2.CreateInstance(); music2.IsLooped = true; music2.Volume = 0.5f; mainfont = Content.Load <SpriteFont>("quartz4"); for (int i = 0; i < numberofballs; i++) { explosion[i] = new animation(Content, "effect_005", 0, 0, 1f, Color.White, false, 24, 4, 5, false); } shiphit[0] = new animation(Content, "effect_003", 0, 0, 1, Color.White, false, 24, 5, 5, false); shiphit[1] = new animation(Content, "effect_002", 0, 0, 1, Color.White, false, 24, 4, 5, false); bullet[0] = new ammo(Content, "bullet1", 0, 0, .1f, Color.White, false); bullet[1] = new ammo(Content, "bullet2", 0, 0, .1f, Color.White, false); for (int b = 0; b < numberofbullets; b++) { for (int s = 0; s < numberofships; s++) { bullets5[s, b] = new ammo(Content, "bullet2", 0, 0, .1f, Color.White, false); } } reset(); }
// Use this for initialization void Start() { //rand is picked from a range of 100 and the number chosen will tie into the chances of what the item will be int rand = UnityEngine.Random.Range (0, 100); if (rand >= 0 && rand < 70) { //70% of getting nothing type = "none"; } else if (rand >= 70 && rand < 85) { //15% of getting pistol ammo ammunition = new pistolammo (); ammunition.Start (); type = "pistol"; } else if (rand >= 85 && rand < 95) { //10% of getting rifle ammo ammunition = new rifleammo (); ammunition.Start (); type = "rifle"; } else if (rand >= 95 && rand < 98) { //3% of getting gas gas = 20; type = "gas"; } else { //2% chance of getting 20 health health = 20; type = "health"; } }
/// <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); backgscroll = new scrollingbackground(Content, "space", 1, 5, 5); gameoverimage = new graphics2d(Content, "gameover", displaywidth, displayheight); for (int i = 0; i < numberofballs; i++) { float tempsize = (float)(randomiser.Next(100) + 1) * ballsizeratio; if (tempsize < miniballsize) tempsize = miniballsize; balls[i] = new sprites2d(Content, "ast1", displaywidth / 2, displayheight / 2, tempsize, new Color((byte)randomiser.Next(255), (byte)randomiser.Next(255), (byte)randomiser.Next(255)), true, randomiser); } collidesound = Content.Load<SoundEffect>("rocks"); soundtrack1 = Content.Load<SoundEffect>("explosive_attack"); music1 = soundtrack1.CreateInstance(); music1.IsLooped = true; music1.Volume = 0.5f; soundtrack2 = Content.Load<SoundEffect>("iron-man"); music2 = soundtrack2.CreateInstance(); music2.IsLooped = true; music2.Volume = 0.5f; mainfont = Content.Load<SpriteFont>("quartz4"); for (int i = 0; i < numberofballs; i++) { explosion[i] = new animation(Content, "effect_005", 0, 0, 1f, Color.White, false, 24, 4, 5, false); } shiphit[0] = new animation(Content, "effect_003", 0, 0, 1, Color.White, false, 24, 5, 5, false); shiphit[1] = new animation(Content, "effect_002", 0, 0, 1, Color.White, false, 24, 4, 5, false); bullet[0] = new ammo(Content, "bullet1", 0, 0, .1f, Color.White, false); bullet[1] = new ammo(Content, "bullet2", 0, 0, .1f, Color.White, false); for (int b = 0; b < numberofbullets; b++) for (int s = 0; s < numberofships; s++) bullets5[s, b] = new ammo(Content, "bullet2", 0, 0, .1f, Color.White, false); reset(); }