示例#1
0
    /// <summary>
    /// This fucntion spawns an instance of a hostage GO on the ySpawn pathway
    /// </summary>
    /// <param name="ySpawn">The pathway to be spawned</param>
    private void SpawnHostage(float ySpawn)
    {
        Vector3    spawnPosition  = new Vector3(OffscreenX, ySpawn + FirstY, 0);
        Quaternion spawnDirection = Quaternion.identity;

        Instantiate(Hostages[_currentHostage], spawnPosition, spawnDirection);
        _currentHostageGo        = GameObject.FindWithTag("Hostage");
        _hostage                 = _currentHostageGo.GetComponent <HostageBehaviour>();
        _hostage.HostagePosition = FirstHostagePosition.transform.position + (Vector3.left * (_currentHostage));
        _currentHostageGo.gameObject.GetComponent <SpriteRenderer>().sortingOrder = SetSortingOrder(ySpawn);
        _hostageAppeared = true;
        _currentHostage++;
    }
示例#2
0
    private void UpdateGameLogic()
    {
        if (SavedHostages + DeadHostages == _maxHostages)   //Checks for winning condition, at least one hostage saved
        {
            _currentHostageGo.gameObject.transform.localScale = new Vector3(1, 1, 1);
            Time.timeScale = 0;
            if (SavedHostages == _maxHostages)
            {
                WinText.enabled = true;
            }
            else if (DeadHostages == _maxHostages)
            {
                GameOverText.enabled = true;
                RestartButton.gameObject.SetActive(true);
                WaveText.enabled = false;
                Time.timeScale   = 0;
            }
            else
            {
                BadEndingText.enabled = true;
            }
            WaveText.enabled = false;
            _finished        = true;
            RestartButton.gameObject.SetActive(true);
        }
        else if (Bullets == 0)     // Checks for losing condition, no hostage saved or no bullets left
        {
            GameOverText.enabled = true;
            RestartButton.gameObject.SetActive(true);
            WaveText.enabled = false;
            Time.timeScale   = 0;
            _finished        = true;
        }



        if (NumberGuards == 0 && _hostageAppeared)
        {
            _hostage = _currentHostageGo.GetComponent <HostageBehaviour>();
            _hostage.SaveHostage();
            _hostageAppeared = false;
        }
    }