示例#1
0
    // A Delay To Ensure Everything It Needs Is Spawned In
    public void Delay()
    {
        // Gets The Stage Number And Powerup Type For That Stage
        level_number  = Data.game_data.level_number;
        power_up_type = Data.game_data.powerup_types[level_number];

        // Gets The Amount Of Each Enemy Type that Spwans In For The Particular Stage
        enemy_spawing_numbers[0] = Data.game_data.balloom_spawn_number[level_number];
        enemy_spawing_numbers[1] = Data.game_data.oneal_spawn_number[level_number];
        enemy_spawing_numbers[2] = Data.game_data.doll_spawn_number[level_number];
        enemy_spawing_numbers[3] = Data.game_data.minvo_spawn_number[level_number];
        enemy_spawing_numbers[4] = Data.game_data.kondoria_spawn_number[level_number];
        enemy_spawing_numbers[5] = Data.game_data.ovapi_spawn_number[level_number];
        enemy_spawing_numbers[6] = Data.game_data.pass_spawn_number[level_number];
        enemy_spawing_numbers[7] = Data.game_data.pontan_spawn_number[level_number];

        // Assigns The Spawn Locations To A Temporary List For Use
        temp_all_spots = all_spots;

        // Normal Spawning For Stages
        if (Data.game_data.bonus_stage == Bonus_Stage.Off)
        {
            Spawn_Cubes();
            Spawn_Enemies();
        }
        // Spawning For Bonus Stages
        else
        {
            Instantiate(exit_prefab, new Vector3(1000, 0, 0), transform.rotation);
            StartCoroutine(Bonus_Stage_Spawn_Enemies());
        }
    }
示例#2
0
    public void addPower(Power_Ups power, float time = 10)
    {
        power_timers[(int)power] = time;
        power_up.gameObject.SetActive(true);
        power_up.enablePower(power);

        GetComponent <PlayerUI>().SetBoostUI(power.ToString());
    }
示例#3
0
    /// <summary>
    /// checks if possible to add an item to cart, adds it and sets image if so.
    /// </summary>
    /// <param name="item">Item object to be added</param>
    /// <returns></returns>
    public bool AddItem(StoreItem item)
    {
        if (item.group == "Power_Up" && heldPU == Power_Ups.Empty)
        {
            //Debug.Log("grabbed PU");
            heldPU = (Power_Ups)(item.index - 16);

            if (player_controlled)
            {
                Debug.Log(heldPU + "_icon");
                PUIcon.sprite = Resources.Load <Sprite>(heldPU + "_icon");
            }
            return(true);
        }
        else if (items.Count < maxItems)//checks to see if cart is full
        {
            items.Add(item);
            Debug.Log("item count: " + items.Count);
            if (items.Count == 1)//needed to adjust the first item to the right spot
            {
                if (player_controlled)
                {
                    CartItem.transform.position = new Vector3(0, 1.6f, -0.05f);
                }
                else
                {
                    CartItem.transform.position = new Vector3(0, 0.6f, -0.05f);
                }
            }
            else if (items.Count == 2)//subsequent items are parented so they can be at 0
            {
                CartItem.transform.position = new Vector3(0, 0, -0.05f);
            }

            CartItem.transform.Rotate(Vector3.back * Random.Range(0, 360));//give it a nice spin
            CartItem.GetComponent <SpriteRenderer>().sprite = item.image;

            TopItem = Instantiate(CartItem, TopItem.transform);
            return(true);
        }
        return(false);//cart is full, dont update shelf
    }
示例#4
0
    /// <summary>
    /// handles shield and boost initial uses, and redirects for Grabber/Scanner functions
    /// </summary>
    public void UsePowerup()
    {
        if (heldPU != Power_Ups.Empty)
        {
            switch (heldPU)
            {
            case Power_Ups.Boost:
                BoostTimer = BoostDuration;
                if (player_controlled)
                {
                    GetComponent <Movement>().temp_speed *= BoostPower;
                }
                else
                {
                    GetComponent <AIPath>().maxSpeed *= BoostPower;
                }
                break;

            case Power_Ups.Shield:
                ShieldTimer = ShieldDuration;
                Shielded    = true;
                break;

            case Power_Ups.Grabber:
                UseGrabber();
                break;

            case Power_Ups.Scanner:
                SpawnScanners();
                break;
            }
            heldPU = Power_Ups.Empty;
            if (player_controlled)
            {
                PUIcon.sprite = Resources.Load <Sprite>("empty_icon");
            }
        }
    }
示例#5
0
 public void enablePower(Power_Ups power)
 {
     powers_active[(int)power] = true;
 }
示例#6
0
 public bool powerActive(Power_Ups power)
 {
     return(power_timers[(int)power] > 0);
 }