private IEnumerator KilledCoroutine() { if (_line == 2) { CEnemyManager.Inst.stopEnemySfx(); } CAudioManager.Inst.playSfx("explosion", _explosion, _deathVolume); SetMovementState(_STATE_DEATH); _anim.SetTrigger("Trigger2"); CEnemyManager.Inst.ImOut(this); EyesOff(); yield return(new WaitForSeconds(1f)); Destroy(this.gameObject); CSingingStage SS = CLevelManager.Inst.getCurrentState() as CSingingStage; if (SS != null) { if (!(SS.tutorialEnabled)) { CScoreManager.Inst.AddToScore(50); } } //Do something yield return(null); }
public void updateBarAndClassification() { // inicio min score final max score CSingingStage state = CLevelManager.Inst.getCurrentState() as CSingingStage; if (state != null && state.tutorialEnabled) { return; } // de 0 a max score. // Total de enemies. int enemiesRemaining = mScroller._cantidadMaxSpawn - mScroller._currentCantidadSpawn + CEnemyManager.Inst.cantEnemies(); int posibleScore = enemiesRemaining * 50; float val = CMath.lerp(_minScore, _maxScore, 0, 1, _score + posibleScore); Debug.Log("val: " + val); if (val <= 0) { Debug.Log("lost!"); if (state != null) { state.notifyLoss(); } } // _maxScore _playerScore.setCurrentPercent(val); int clas = getClassification(val); if (mCurrentClassification != clas) { _scoreText.sprite = mScores[clas]; mCurrentClassification = clas; } }
private IEnumerator SpawnCoroutine() { bool spawning = true; _startedCoroutine = true; CSingingStage state = CLevelManager.Inst.getCurrentState() as CSingingStage; while (spawning) { if (mDeltaTime >= _songLimitTime) { spawning = false; } int ran = Random.Range(1, 4); if (state != null) { if (state.getState() == CSingingStage.STATE_ENDING) { spawning = false; } if (state.tutorialEnabled) { int currentTutorial = state.getCurrentTutorialStage(); if (currentTutorial == 1) { ran = 2; } else if (currentTutorial == 2) { ran = 1; } else if (currentTutorial == 3) { ran = 3; } } } if (ran == 1) { SpawnEnemy(_spawn1.position + _offset, 1, 45); } else if (ran == 2) { SpawnEnemy(_spawn2.position + _offset, 2, 47); } else if (ran == 3) { SpawnEnemy(_spawn3.position + _offset, 3, 49); } _currentCantidadSpawn += +1; //if (_currentCantidadSpawn >= _cantidadMaxSpawn) // spawning = false; // Hack para convocar en una sola fila comentando los if de ran. //SpawnEnemy(_spawn2.position + _offset, 2); //int tutorialMultiplayer = 1; //if (SS != null) //{ // if (SS.tutorialEnabled) // { // tutorialMultiplayer = 2; // } //} //yield return new WaitForSeconds(Random.Range(_spawnMinTimer, _spawnMaxTimer) * tutorialMultiplayer); yield return(new WaitForSeconds(state.tutorialEnabled ? _tutorialTimer : Random.Range(_spawnMinTimer, _spawnMaxTimer))); } Debug.Log("mDeltaTime: " + mDeltaTime); yield return(null); }