private void Awake() { Instance = this; Bricks = new Queue <BrickObject>(); BuffQueue = new Queue <IEnumerator>(); brickSpeed = brickSpeedInit; }
void Start() { gameSys = GetComponent <GameSystem>(); goalSys = GetComponent <Objectives>(); userIn = GetComponent <UserInput>(); brickGen = GetComponent <BrickGenerator>(); currLevel = gameSys.level; }
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); }
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); } } }
// 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; }
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()); }
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; } }