示例#1
0
    private void Start()
    {
        // For debuggin and testing (normally game starts at scene START)
        if (SceneManager.GetActiveScene().buildIndex == INGAME)
        {
            GetInGameVariables();
            pauseScreen.UnPause();
            gameOverSeq.enabled = false;
            music = GameObject.Find("Background Music").GetComponent <BackgroundMusic>();
            music.Init();
            music.StartVariatedLoop();
            showIntro        = true;
            worldMan.enabled = false;
            introSeq.enabled = true;
        }

        // Make sure this class can only be instantiated once
        if (instance == null)
        {
            SceneManager.sceneLoaded += OnSceneLoaded;
            DontDestroyOnLoad(gameObject);
            instance = this;
        }
        else
        {
            Destroy(gameObject);
        }

        //print(SceneManager.GetActiveScene().name);

        if (SceneManager.GetActiveScene().name == scenePaths[START])
        {
            startMenu = GameObject.Find("Start Menu").GetComponent <StartMenu>();
            music     = GameObject.Find("Background Music").GetComponent <BackgroundMusic>();
            music.Init();
            music.StartNormalLoop();
            startMenu.StartMenuInit();
            showIntro = true;
            diffLvl   = 1; // Set default difficult level to 1 (normal)
            //print("In active scene start in gamecontroller start");
        }
    }
示例#2
0
    /* Initiates the end of the game session. Retrives information required by GAME_OVER scene,
     * disables WorldManager and either switches to GAME_OVER scene or enables GameOverSeq. */
    public void GameOver()
    {
        nrRescuedVictims = worldMan.player.nrRescuedVictims;
        gameplayTime     = (int)Time.time - worldMan.player.gamePlayStartTime;
        gameSuccess      = nrRescuedVictims == VictimFactory.maxVictims[instance.diffLvl];
        worldMan.enabled = false;
        worldMan.intManager.ResetInRangeInteractable();
        worldMan.player.infoBox.Close();
        music.StartNormalLoop();

        if (gameSuccess)
        {
            SwitchScene(GAME_OVER);
        }
        else
        {
            gameOverSeq.enabled = true;
            gameOverSeq.Init();
        }
    }