public void TypeLetter(char letter) { ActiveWord.TypeLetter(letter); if (ActiveWord.IsWordTyped()) { Debug.Log("Player attack"); playerInBattle.GetComponent <PlayerInBattle>().attack(enemy); enemyHealth.text = enemy.GetComponent <EnemyInBattle>().health + "/" + maxEnemyHealth; if (enemy.GetComponent <EnemyInBattle>().health <= 0) { //Invoke the Restart function to start the next level with a delay of restartLevelDelay (default 1 second). Debug.Log("!!!!!!!!!!!!!!!!!!!!!!!!!!!! VICTORY"); Text foodText = GameObject.FindGameObjectWithTag("FoodText").GetComponent <Text>(); headline.text = "Victory!"; Invoke("Exit", exitDelay); } else { WordLevel wordLevel = EmotionMenager.GetInstance().WordLevelDifficulty(); ActiveWord = new WordToType(WordsRepository.GetRandomWord(wordLevel), WordSpawner.SpawnWord()); } // GameManager.instance.loadMainScene(); } }
public void TypeLetter(char letter) { if (_word[_index] == letter) { _index++; EmotionMenager.GetInstance().HandleEvent(EmotionEventType.TYPE_CORRECT_SIGN); _wordDisplay.RemoveLetter(); GameManager.instance.typedKeys += 1; } else { EmotionMenager.GetInstance().HandleEvent(EmotionEventType.MISSPELL); } }
// Update is called once per frame void Update() { foreach (var letter in Input.inputString) { BattleManager.TypeLetter(letter); } GameManager.instance.milisec += DateTime.Now.Subtract(timeStart).Milliseconds; milisec += DateTime.Now.Subtract(timeStart).Milliseconds; timeStart = DateTime.Now; double kps = GameManager.instance.typedKeys / (GameManager.instance.milisec / 60000); // 60 sekun * 1000 milisekund = 1 min GameManager.instance.meanKPM = kps; EmotionMenager.GetInstance().SatisfactionFromKPS(kps); //Debug.Log("mili " + GameManager.instance.milisec); //Debug.Log("KPS " + kps); }
//Update is called every frame. void Update() { if (isBattle) { EmotionMenager.GetInstance().HandleEvent(EmotionEventType.TIME_ELAPSED); } if ((int)(Input.GetAxisRaw("Cancel")) == 1) { exitToMenu(); } //Check that playersTurn or enemiesMoving or doingSetup are not currently true. if (playersTurn || enemiesMoving || doingSetup) { return; } StartCoroutine(MoveEnemies()); }
// Use this for initialization when manager is enabled with "setActive" void OnEnable() { Debug.Log("OnEnabled BattleManager"); // Prevent to init on very first start of the game if (GameManager.instance != null && GameManager.instance.isBattle) { WordsRepository = XmlManager.Deserialize <WordsRepository>(); WordLevel wordLevel = EmotionMenager.GetInstance().WordLevelDifficulty(); ActiveWord = new WordToType(WordsRepository.GetRandomWord(wordLevel), WordSpawner.SpawnWord()); // get random enemy from prefabs Debug.Log("Init enemy:"); EnemyType enemyType = getEnemyType(); Debug.Log(enemyType); if (enemyType.Equals(EnemyType.Wolf)) { Debug.Log("Loading Wolf."); enemy = Instantiate(Resources.Load("Prefabs/WolfBattle", typeof(GameObject)), enemyPosition.position, Quaternion.identity) as GameObject; } else if (enemyType.Equals(EnemyType.Zombie)) { Debug.Log("Loading Zombie."); enemy = Instantiate(Resources.Load("Prefabs/Zombie1Battle", typeof(GameObject)), enemyPosition.position, Quaternion.identity) as GameObject; } Debug.Log(enemy); // enemy.transform.parent = enemyPosition; //set up player&enemy health text Debug.Log("Player health: "); Debug.Log(playerInBattle.GetComponent <PlayerInBattle>().health); Debug.Log("Enemy health: "); Debug.Log(enemy.GetComponent <EnemyInBattle>().health); maxEnemyHealth = enemy.GetComponent <EnemyInBattle>().health; playerHealth.text = playerInBattle.GetComponent <PlayerInBattle>().health + "/" + Player.maxHealth; enemyHealth.text = enemy.GetComponent <EnemyInBattle>().health + "/" + enemy.GetComponent <EnemyInBattle>().health; headline.text = "Fight!"; } }