示例#1
0
 // Start is called before the first frame update
 void Start()
 {
     rightSideCurrent = -1;
     leftSideCurrent  = -1;
     playersResources = GetComponent <CollectingResources>();
     allowedToFire    = true;
 }
示例#2
0
    private void Awake()
    {
        GameObject hs  = GameObject.Find("Health Slider");
        GameObject ht  = GameObject.Find("Health Count");
        GameObject ftb = GameObject.Find("FadeToBlack Canvas");

        playerSpawnPoint = GameObject.Find("PlayerSpawnPoint").transform;
        playersResources = GetComponent <CollectingResources>();
        fadeToBlackImage = ftb.GetComponentInChildren <Image>();
        slider           = hs.GetComponent <Slider>();
        healthCount      = ht.GetComponent <Text>();
        cam = GameObject.Find("Main Camera").transform;
    }
示例#3
0
    private void Start()
    {
        islandsStashOfGold = 1000f;

        playersCollection = FindObjectOfType <CollectingResources>();

        gameBrain = GameObject.Find("GameBrain").GetComponentInChildren <PlayerSpawnIn>();

        pS = GetComponentInChildren <ParticleSystem>();
        pS.Stop();

        digging = GetComponentInParent <DiggingUpTresure>();

        audioSource = GetComponent <AudioSource>();
    }
示例#4
0
    private void Update()
    {
        if (isOnIsland)
        {
            if (Input.GetKey(KeyCode.Space))
            {
                playersCollection = FindObjectOfType <CollectingResources>();
                if (islandsStashOfGold > 0 && playersCollection.playersGold <= playersCollection.playersMaxGold)
                {
                    islandsStashOfGold            -= 1 * speedOfLooting * Time.deltaTime;
                    playersCollection.playersGold += 1 * speedOfLooting * Time.deltaTime;


                    digging.treasureChest.transform.position += new Vector3(0, 0.001f, 0);
                    float distance = digging.treasureChest.transform.position.y - digging.treasureChestStartingPos.y;

                    if (!audioSource.isPlaying)
                    {
                        audioSource.PlayOneShot(digginSounds[Random.Range(0, digginSounds.Length)], 0.3f);
                    }

                    if (islandsStashOfGold <= 0)
                    {
                        if (!playChestOpen)
                        {
                            audioSource.PlayOneShot(chestOpen, 0.5f);
                            audioSource.PlayOneShot(goldCoins, 0.25f);

                            playChestOpen = true;
                            playersCollection.playerscannonBalls             += 10;
                            FindObjectOfType <PlayersHealth>().currentHealth += 25f;
                        }


                        pS.Play();

                        Invoke("StopPlayingPS", 5);

                        digging.treasureChest.GetComponent <MeshRenderer>().enabled     = false;
                        digging.openTreasureChest.GetComponent <MeshRenderer>().enabled = true;
                        digging.openLid.GetComponent <MeshRenderer>().enabled           = true;
                        displayWarning = true;
                    }
                    if (gameBrain.timesSpawned < 2)
                    {
                        if (!displayHoldSpace)
                        {
                            audioSource.PlayOneShot(squark, 0.5f);
                            displayHoldSpace = true;
                        }



                        gameBrain.instructionsText.text = "HOLD SPACE\n\nNow we will start to steal ol' Sealeg's Gold\n\n" +
                                                          "Legend states that he will return from the dead to hunt down the Pirate that stole his gold!\n\n" +
                                                          "All of 'SeaLegs' chests are located on the Map, we are the BLUE Marker.";
                    }
                }
            }
        }

        if (displayWarning)
        {
            if (gameBrain.timesSpawned < 2)
            {
                audioSource.PlayOneShot(squark, 0.5f);


                gameBrain.instructionsText.text = "WARNING!\n\nThe more of his gold on your ship the more of his" +
                                                  " undead fleet he will send after you to claim it back\n\nThe skull is your Reputation. " +
                                                  "The higher it is the more ships will be after our stolen gold\n\n" +
                                                  "Sail EAST, I see an Enemy ship!";
                displayWarning = false;
            }
        }
    }
示例#5
0
 // Start is called before the first frame update
 void Start()
 {
     bossHealth       = GetComponent <Health>();
     playersResources = FindObjectOfType <CollectingResources>();
 }
 private void Awake()
 {
     playersResources = FindObjectOfType <CollectingResources>();
 }
示例#7
0
    // Update is called once per frame
    void Update()
    {
        playersResources = FindObjectOfType <CollectingResources>();

        if (playersResources.playersNotoriety >= playersResources.playersMaxNotoriety / 100 * 25 && playersResources.playersNotoriety <= playersResources.playersMaxNotoriety / 100 * 49)
        {
            if (releaseTheEnemies == false)
            {
                for (int i = 0; i < 2; i++)
                {
                    GameObject newEnemy = Instantiate(EnemyLVL1, spawnPoints[i].position, Quaternion.identity);

                    EnemyChase enemyChase = newEnemy.GetComponent <EnemyChase>();
                    enemyChase.isPatrolling = false;
                    Transform player = GameObject.FindGameObjectWithTag("Player").transform;

                    enemyChase.shipTarget = player;
                }

                releaseTheEnemies = true;
            }
        }

        if (playersResources.playersNotoriety >= playersResources.playersMaxNotoriety / 100 * 50 && playersResources.playersNotoriety <= playersResources.playersMaxNotoriety / 100 * 74)
        {
            if (releaseTheEnemiesAgain == false)
            {
                for (int i = 0; i < 4; i++)
                {
                    GameObject newEnemy = Instantiate(EnemyLVL2, spawnPoints[i].position, Quaternion.identity);

                    EnemyChase enemyChase = newEnemy.GetComponent <EnemyChase>();
                    enemyChase.isPatrolling = false;
                    Transform player = GameObject.FindGameObjectWithTag("Player").transform;

                    enemyChase.shipTarget = player;
                }
                releaseTheEnemiesAgain = true;
            }
        }

        if (playersResources.playersNotoriety >= playersResources.playersMaxNotoriety / 100 * 75 && playersResources.playersNotoriety <= playersResources.playersMaxNotoriety / 100 * 99)
        {
            if (releaseTheEnemiesAgainAgain == false)
            {
                for (int i = 0; i < 4; i++)
                {
                    GameObject newEnemy = Instantiate(EnemyLVL3, spawnPoints[i].position, Quaternion.identity);

                    EnemyChase enemyChase = newEnemy.GetComponent <EnemyChase>();
                    enemyChase.isPatrolling = false;
                    Transform player = GameObject.FindGameObjectWithTag("Player").transform;

                    enemyChase.shipTarget = player;
                }
                releaseTheEnemiesAgainAgain = true;
            }
        }

        if (playersResources.playersNotoriety >= playersResources.playersMaxNotoriety)
        {
            if (releaseTheEnemiesAgainAgainAgain == false)
            {
                for (int i = 0; i < 3; i++)
                {
                    GameObject newEnemy = Instantiate(EnemyLVL4, spawnPoints[i].position, Quaternion.identity);

                    EnemyChase enemyChase = newEnemy.GetComponent <EnemyChase>();
                    enemyChase.isPatrolling = false;
                    Transform player = GameObject.FindGameObjectWithTag("Player").transform;

                    enemyChase.shipTarget = player;
                }

                for (int i = 0; i < 1; i++)
                {
                    GameObject newEnemy = Instantiate(Boss, spawnPoints[i].position, spawnPoints[i].rotation);

                    EnemyChase enemyChase = newEnemy.GetComponent <EnemyChase>();
                    enemyChase.isPatrolling = false;
                    Transform player = GameObject.FindGameObjectWithTag("Player").transform;

                    enemyChase.shipTarget = player;

                    floor.GetComponent <MeshRenderer>().enabled = false;

                    audioSource.clip = bossSong;

                    audioSource.Play();
                }
                releaseTheEnemiesAgainAgainAgain = true;
            }
        }
    }
示例#8
0
 // Start is called before the first frame update
 void Start()
 {
     playersResources  = FindObjectOfType <CollectingResources>();
     releaseTheEnemies = false;
     audioSource       = GetComponent <AudioSource>();
 }