示例#1
0
 private void Awake()
 {
     Instance   = this;
     Bricks     = new Queue <BrickObject>();
     BuffQueue  = new Queue <IEnumerator>();
     brickSpeed = brickSpeedInit;
 }
示例#2
0
 void Start()
 {
     gameSys   = GetComponent <GameSystem>();
     goalSys   = GetComponent <Objectives>();
     userIn    = GetComponent <UserInput>();
     brickGen  = GetComponent <BrickGenerator>();
     currLevel = gameSys.level;
 }
示例#3
0
        private void brickGeneratorRibbonButton_Click(object sender, EventArgs e)
        {
            UnselectAllTools();
            btnBrickGenerator.Checked = true;

            BrickGenerator bg = new BrickGenerator(LevelEditor.Level);

            mParent.SetEditorTool(new DrawEditorTool(bg, false));
        }
 private void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else if (instance != this)
     {
         Destroy(gameObject);
     }
     DontDestroyOnLoad(gameObject);
 }
示例#5
0
    public void AddWaveButtonClick()
    {
        int index = rand.Next() % WaveCollection.Waves.Count;
        Func <float, float> func = WaveCollection.Waves[index];

        AddWave(func);

        if (BrickGenerator != null)
        {
            BrickGenerator bg = BrickGenerator.GetComponent <BrickGenerator>();
            if (bg != null)
            {
                //bg.Generate(index);
                bg.GenerateBrickInCanvas(index);
            }
        }
    }
示例#6
0
文件: Manager.cs 项目: TadeoM/HitEm
    // Use this for initialization
    void Awake()
    {
        playerOneScore = 0;
        playerTwoScore = 0;
        gameTimer      = 60;
        brickGenerator = gameObject.GetComponent <BrickGenerator>();
        ballGenerator  = gameObject.GetComponent <BallGenerator>();
        brickGenerator.Generate();

        ballGenerator = gameObject.GetComponent <BallGenerator>();
        player1       = Instantiate(player1, new Vector3(-4.33f, 7.57f), Quaternion.identity);
        player1Script = player1.GetComponent <Player>();
        player2       = Instantiate(player2, new Vector3(25.62f, 7.57f), Quaternion.identity);
        player2Script = player2.GetComponent <Player>();
        ballGenerator.Startup();
        gameState = GameState.Unpaused;
    }
示例#7
0
    private void OnEnable()
    {
        BallObject = null;
        InitPatterns();
        InitCoolTime();
        //BossHpPointBar.OnSetPoint(m_nHP);

        BossHpPointBar.InitalizeAll?.Invoke();
        int offset = 8 - m_nHP;

        for (int i = 0; i < offset; i++)
        {
            BossHpPointBar.OnAddPoint(-1);
        }


        brickGenerator = FindObjectOfType <BrickGenerator>();
        StartCoroutine(EBossLoop());
        StartCoroutine(BallDelay());
    }
示例#8
0
    private void SetState(State state)
    {
        Debug.LogWarning("SetState " + state);

        _currentState = state;

        switch (state)
        {
        case State.Ready:
            SetState(State.GenerateNext);
            break;

        case State.GenerateNext:

            var x = CellMatrix.Width / 2;
            var y = 0;
            _currentBrick = BrickGenerator.GenerateNext(x, y);

            break;

        case State.GameOver:
            break;
        }
    }