public void Init (BoatHandler handler, float angle, float speed, float sailColorIndex) { // set boat stats boatHandler = handler; boatSpeed = speed; boatDeathTimer = 0; sailRenderer.material.SetFloat ("_Blender", sailColorIndex); // set location transform.localPosition = Vector3.zero; transform.localEulerAngles = new Vector3 (0, angle, 0); // wake system settings wakeSystem.startSpeed = boatSpeed / 2; wakeSystem.startLifetime = boatSpeed * 4; }
public void SpawnDemon (Transform boatStartPoint, BoatHandler handler) { // choose a demon int demonIndex = Random.Range (0, demonPrefabs.Length); // create a demon DemonTarget newDemon = Instantiate (demonPrefabs [demonIndex]); newDemon.transform.SetParent (demonParent); // initialize the demon newDemon.Init ( handler, demonHealthMultiplier, demonSpeedMultiplier, boatStartPoint.position, demonTarget.position); }
public void Init (BoatHandler handler, float healthMultiplier, float speedMultiplier, Vector3 startPosition, Vector3 endPosition) { // make the demon move up startPosition.y += 5.0F; // set demon variables boatHandler = handler; demonStartPoint = startPosition; demonEndPoint = endPosition; demonHealth = demonBaseHealth * healthMultiplier; demonSpeed = demonBaseSpeed * speedMultiplier; // set the demon's position transform.position = startPosition; transform.LookAt (endPosition); // set the transparency of the demon fadeInTimer = 0.0F; Color newColor = demonRenderer.material.color; newColor.a = fadeInTimer; demonRenderer.material.color = newColor; }
public override void OnStartInitialize() { _gameStateHandler = new GameStateHandler(); _towerTracker = new TowerTrackerHandler(); _boatTracker = new BoatHandler(); }
public void SpawnDemon (Transform startPosition, BoatHandler handler) { demonHandler.SpawnDemon (startPosition, handler); }
public void StartWave () { Debug.Log ("Starting Wave " + waveCount); // remove the current wave if (currentWave != null) { currentWave.isCurrentWave = false; } // start a new boat wave currentWave = null; currentWave = Instantiate (boatHandlerPrefab); currentWave.transform.SetParent (transform); currentWave.isCurrentWave = true; // Start a new Wave if (waveCount < waveData.Count) { currentWave.StartWave (boatParent, waveData [waveCount]); } // demon waves demonHandler.StartWave (demonHealthMod, demonSpeedMod); // // increment wave stats demonSpeedMod += 0.125F; // // set the wave interval waveIntervalTimer = 2.0F; waveIntervalStart = false; // increment the wave waveCount++; }
public void StartWave () { Debug.Log ("Starting Wave " + waveCount); // remove the current wave if (currentWave != null) { currentWave.isCurrentWave = false; } // start a new boat wave currentWave = null; currentWave = Instantiate (boatHandlerPrefab); currentWave.transform.SetParent (transform); currentWave.isCurrentWave = true; // Start a new Wave if (waveCount < waveData.Count) { currentWave.StartWave (boatParent, waveData [waveCount]); } // wave mods // float boatCountPercentage = Random.Range (0, 1); // float boatSpeedPercentage = 1.0F - boatCountPercentage; // currentWave.StartWave ( // boatParent, // ((int)Mathf.Floor (boatsCount * (boatCountPercentage + 0.5F))), // (boatSpeedMod * (boatSpeedPercentage + 0.5F))); // demon waves demonHandler.StartWave (demonHealthMod, demonSpeedMod); // // increment wave stats // boatsCount += 1.5F; // boatSpeedMod += 0.25F; demonSpeedMod += 0.125F; // // // set the wave interval waveIntervalTimer = 2.0F; waveIntervalStart = false; // increment the wave waveCount++; }