示例#1
0
    void Awake()
    {
        that      = this;
        theRounds = new List <Round>();

        lvlReached = new bool[NUM_LVLS];

        for (int i = 0; i < NUM_LVLS; ++i)
        {
            lvlReached[i] = false;
        }

        // load prefabs
        wall       = Resources.Load <GameObject>("Wall");
        wallCircle = Resources.Load <GameObject>("WallCircle");
        spawnPoint = Resources.Load <GameObject>("SpawnPoint");

        //----- define the levels
        #region Level 0
        // define walls
        SmartGameObject wallL = new SmartGameObject(new Vector3(-39, 0, 0), Vector3.zero, wall.transform.localScale);
        SmartGameObject wallR = new SmartGameObject(new Vector3(39, 0, 0), Vector3.zero, wall.transform.localScale);
        SmartGameObject wallT = new SmartGameObject(new Vector3(0, 29, 0), new Vector3(0, 0, 90), new Vector3(2, 76, 0));
        SmartGameObject wallB = new SmartGameObject(new Vector3(0, -29, 0), new Vector3(0, 0, 90), new Vector3(2, 76, 0));

        // define spawn points
        SmartGameObject spTL = new SmartGameObject(new Vector3(-30, 20, 0), Vector3.zero, spawnPoint.transform.localScale);
        SmartGameObject spTR = new SmartGameObject(new Vector3(30, 20, 0), Vector3.zero, spawnPoint.transform.localScale);
        SmartGameObject spBL = new SmartGameObject(new Vector3(-30, -20, 0), Vector3.zero, spawnPoint.transform.localScale);
        SmartGameObject spBR = new SmartGameObject(new Vector3(30, -20, 0), Vector3.zero, spawnPoint.transform.localScale);

        Round lvl0 = new Round();
        lvl0.walls = new List <SmartGameObject>();
        lvl0.walls.Add(wallL);
        lvl0.walls.Add(wallR);
        lvl0.walls.Add(wallT);
        lvl0.walls.Add(wallB);

        lvl0.spawns = new List <SmartGameObject>();
        lvl0.spawns.Add(spTL);
        lvl0.spawns.Add(spTR);
        lvl0.spawns.Add(spBL);
        lvl0.spawns.Add(spBR);

        // add the round
        theRounds.Add(lvl0);
        #endregion Level 0

        #region Level 1
        // define walls
        SmartGameObject wallL2   = new SmartGameObject(new Vector3(-39, 0, 0), Vector3.zero, wall.transform.localScale);
        SmartGameObject wallR2   = new SmartGameObject(new Vector3(39, 0, 0), Vector3.zero, wall.transform.localScale);
        SmartGameObject wallT2   = new SmartGameObject(new Vector3(0, 29, 0), new Vector3(0, 0, 90), new Vector3(2, 76, 0));
        SmartGameObject wallB2   = new SmartGameObject(new Vector3(0, -29, 0), new Vector3(0, 0, 90), new Vector3(2, 76, 0));
        SmartGameObject leftEye  = new SmartGameObject(new Vector3(-11, 8, 0), new Vector3(0, 0, 90), new Vector3(5, 5, 0));
        SmartGameObject rightEye = new SmartGameObject(new Vector3(11, 8, 0), new Vector3(0, 0, 90), new Vector3(5, 5, 0));
        SmartGameObject mouth    = new SmartGameObject(new Vector3(0, -14, 0), new Vector3(0, 0, 90), new Vector3(2, 50, 0));
        SmartGameObject mouthL   = new SmartGameObject(new Vector3(-23.5f, -10.5f, 0), Vector3.zero, new Vector3(3, 5, 0));
        SmartGameObject mouthR   = new SmartGameObject(new Vector3(23.5f, -10.5f, 0), Vector3.zero, new Vector3(3, 5, 0));

        // define spawn points
        SmartGameObject spTL2 = new SmartGameObject(new Vector3(-30, 20, 0), Vector3.zero, spawnPoint.transform.localScale);
        SmartGameObject spTR2 = new SmartGameObject(new Vector3(30, 20, 0), Vector3.zero, spawnPoint.transform.localScale);
        SmartGameObject spBL2 = new SmartGameObject(new Vector3(-30, -20, 0), Vector3.zero, spawnPoint.transform.localScale);
        SmartGameObject spBR2 = new SmartGameObject(new Vector3(30, -20, 0), Vector3.zero, spawnPoint.transform.localScale);
        SmartGameObject spMid = new SmartGameObject(new Vector3(0, -5, 0), Vector3.zero, spawnPoint.transform.localScale);

        Round lvl1 = new Round();
        lvl1.walls = new List <SmartGameObject>();
        lvl1.walls.Add(wallL2);
        lvl1.walls.Add(wallR2);
        lvl1.walls.Add(wallT2);
        lvl1.walls.Add(wallB2);
        lvl1.walls.Add(leftEye);
        lvl1.walls.Add(rightEye);
        lvl1.walls.Add(mouth);
        lvl1.walls.Add(mouthL);
        lvl1.walls.Add(mouthR);

        lvl1.spawns = new List <SmartGameObject>();
        lvl1.spawns.Add(spTL2);
        lvl1.spawns.Add(spTR2);
        lvl1.spawns.Add(spBL2);
        lvl1.spawns.Add(spBR2);
        lvl1.spawns.Add(spMid);

        // add the round
        theRounds.Add(lvl1);
        #endregion Level 1

        #region Level 2
        // define walls
        SmartGameObject wallLi1  = new SmartGameObject(new Vector3(-39, 0, 0), Vector3.zero, wall.transform.localScale);
        SmartGameObject wallRi1  = new SmartGameObject(new Vector3(-13, 15.3f, 0), Vector3.zero, new Vector3(2, 28.62f, 0));
        SmartGameObject wallRi2  = new SmartGameObject(new Vector3(13, 15.3f, 0), Vector3.zero, new Vector3(2, 28.62f, 0));
        SmartGameObject wallRi3  = new SmartGameObject(new Vector3(39, 0, 0), Vector3.zero, wall.transform.localScale);
        SmartGameObject wallTop1 = new SmartGameObject(new Vector3(-25, 29, 0), new Vector3(0, 0, 90), new Vector3(2, 26, 0));
        SmartGameObject wallTop2 = new SmartGameObject(new Vector3(-0.877f, 1.987f, 0), new Vector3(0, 0, 90), new Vector3(2, 26, 0));
        SmartGameObject wallTop3 = new SmartGameObject(new Vector3(25, 29, 0), new Vector3(0, 0, 90), new Vector3(2, 26, 0));
        SmartGameObject wallBot  = new SmartGameObject(new Vector3(0, -29, 0), new Vector3(0, 0, 90), new Vector3(2, 80, 0));
        SmartGameObject wallCirc = new SmartGameObject(new Vector3(0, -14.5f, 0), Vector3.zero, wallCircle.transform.localScale);

        // define spawn points
        SmartGameObject spTL3  = new SmartGameObject(new Vector3(-30, 20, 0), Vector3.zero, spawnPoint.transform.localScale);
        SmartGameObject spBL3  = new SmartGameObject(new Vector3(-30, -20, 0), Vector3.zero, spawnPoint.transform.localScale);
        SmartGameObject spTR3  = new SmartGameObject(new Vector3(25, 20, 0), Vector3.zero, spawnPoint.transform.localScale);
        SmartGameObject spTR32 = new SmartGameObject(new Vector3(35, 25, 0), Vector3.zero, spawnPoint.transform.localScale);
        SmartGameObject spTR33 = new SmartGameObject(new Vector3(30, 15, 0), Vector3.zero, spawnPoint.transform.localScale);

        Round lvl2 = new Round();
        lvl2.walls = new List <SmartGameObject>();
        lvl2.walls.Add(wallLi1);
        lvl2.walls.Add(wallRi1);
        lvl2.walls.Add(wallRi2);
        lvl2.walls.Add(wallRi3);
        lvl2.walls.Add(wallTop1);
        lvl2.walls.Add(wallTop2);
        lvl2.walls.Add(wallTop3);
        lvl2.walls.Add(wallBot);
        lvl2.walls.Add(wallCirc);

        lvl2.spawns = new List <SmartGameObject>();
        lvl2.spawns.Add(spTL3);
        lvl2.spawns.Add(spBL3);
        lvl2.spawns.Add(spTR3);
        lvl2.spawns.Add(spTR32);
        lvl2.spawns.Add(spTR33);

        // add the round
        theRounds.Add(lvl2);
        #endregion Level 2
    }
示例#2
0
    void Awake()
    {
        that = this;
        theRounds = new List<Round>();

        lvlReached = new bool[NUM_LVLS];

        for(int i=0; i < NUM_LVLS; ++i){
            lvlReached[i] = false;
        }

        // load prefabs
        wall = Resources.Load<GameObject>("Wall");
        wallCircle = Resources.Load<GameObject>("WallCircle");
        spawnPoint = Resources.Load<GameObject>("SpawnPoint");

        //----- define the levels
        #region Level 0
        // define walls
        SmartGameObject wallL = new SmartGameObject(new Vector3(-39, 0, 0),	Vector3.zero, wall.transform.localScale);
        SmartGameObject wallR = new SmartGameObject(new Vector3(39, 0, 0), Vector3.zero, wall.transform.localScale);
        SmartGameObject wallT = new SmartGameObject(new Vector3(0, 29, 0), new Vector3(0, 0, 90), new Vector3(2, 76, 0));
        SmartGameObject wallB = new SmartGameObject(new Vector3(0, -29, 0),	new Vector3(0, 0, 90), new Vector3(2, 76, 0));

        // define spawn points
        SmartGameObject spTL = new SmartGameObject(new Vector3(-30, 20, 0),	Vector3.zero, spawnPoint.transform.localScale);
        SmartGameObject spTR = new SmartGameObject(new Vector3(30, 20, 0), Vector3.zero, spawnPoint.transform.localScale);
        SmartGameObject spBL = new SmartGameObject(new Vector3(-30, -20, 0), Vector3.zero, spawnPoint.transform.localScale);
        SmartGameObject spBR = new SmartGameObject(new Vector3(30, -20, 0), Vector3.zero, spawnPoint.transform.localScale);

        Round lvl0 = new Round();
        lvl0.walls = new List<SmartGameObject>();
        lvl0.walls.Add(wallL);
        lvl0.walls.Add(wallR);
        lvl0.walls.Add(wallT);
        lvl0.walls.Add(wallB);

        lvl0.spawns = new List<SmartGameObject>();
        lvl0.spawns.Add(spTL);
        lvl0.spawns.Add(spTR);
        lvl0.spawns.Add(spBL);
        lvl0.spawns.Add(spBR);

        // add the round
        theRounds.Add(lvl0);
        #endregion Level 0

        #region Level 1
        // define walls
        SmartGameObject wallL2 = new SmartGameObject(new Vector3(-39, 0, 0), Vector3.zero, wall.transform.localScale);
        SmartGameObject wallR2 = new SmartGameObject(new Vector3(39, 0, 0),	Vector3.zero, wall.transform.localScale);
        SmartGameObject wallT2 = new SmartGameObject(new Vector3(0, 29, 0), new Vector3(0, 0, 90),	new Vector3(2, 76, 0));
        SmartGameObject wallB2 = new SmartGameObject(new Vector3(0, -29, 0), new Vector3(0, 0, 90),	new Vector3(2, 76, 0));
        SmartGameObject leftEye = new SmartGameObject(new Vector3(-11, 8, 0), new Vector3(0, 0, 90), new Vector3(5, 5, 0));
        SmartGameObject rightEye = new SmartGameObject(new Vector3(11, 8, 0), new Vector3(0, 0, 90), new Vector3(5, 5, 0));
        SmartGameObject mouth = new SmartGameObject(new Vector3(0, -14, 0), new Vector3(0, 0, 90), new Vector3(2, 50, 0));
        SmartGameObject mouthL = new SmartGameObject(new Vector3(-23.5f, -10.5f, 0), Vector3.zero,new Vector3(3, 5, 0));
        SmartGameObject mouthR = new SmartGameObject(new Vector3(23.5f, -10.5f, 0), Vector3.zero, new Vector3(3, 5, 0));

        // define spawn points
        SmartGameObject spTL2 = new SmartGameObject(new Vector3(-30, 20, 0), Vector3.zero, spawnPoint.transform.localScale);
        SmartGameObject spTR2 = new SmartGameObject(new Vector3(30, 20, 0), Vector3.zero, spawnPoint.transform.localScale);
        SmartGameObject spBL2 = new SmartGameObject(new Vector3(-30, -20, 0), Vector3.zero, spawnPoint.transform.localScale);
        SmartGameObject spBR2 = new SmartGameObject(new Vector3(30, -20, 0), Vector3.zero, spawnPoint.transform.localScale);
        SmartGameObject spMid = new SmartGameObject(new Vector3(0, -5, 0), Vector3.zero, spawnPoint.transform.localScale);

        Round lvl1 = new Round();
        lvl1.walls = new List<SmartGameObject>();
        lvl1.walls.Add(wallL2);
        lvl1.walls.Add(wallR2);
        lvl1.walls.Add(wallT2);
        lvl1.walls.Add(wallB2);
        lvl1.walls.Add(leftEye);
        lvl1.walls.Add(rightEye);
        lvl1.walls.Add(mouth);
        lvl1.walls.Add(mouthL);
        lvl1.walls.Add(mouthR);

        lvl1.spawns = new List<SmartGameObject>();
        lvl1.spawns.Add(spTL2);
        lvl1.spawns.Add(spTR2);
        lvl1.spawns.Add(spBL2);
        lvl1.spawns.Add(spBR2);
        lvl1.spawns.Add(spMid);

        // add the round
        theRounds.Add(lvl1);
        #endregion Level 1

        #region Level 2
        // define walls
        SmartGameObject wallLi1 = new SmartGameObject(new Vector3(-39, 0, 0), Vector3.zero, wall.transform.localScale);
        SmartGameObject wallRi1 = new SmartGameObject(new Vector3(-13, 15.3f, 0), Vector3.zero, new Vector3(2, 28.62f, 0));
        SmartGameObject wallRi2 = new SmartGameObject(new Vector3(13, 15.3f, 0), Vector3.zero, new Vector3(2, 28.62f, 0));
        SmartGameObject wallRi3 = new SmartGameObject(new Vector3(39, 0, 0), Vector3.zero, wall.transform.localScale);
        SmartGameObject wallTop1 = new SmartGameObject(new Vector3(-25, 29, 0), new Vector3(0, 0, 90), new Vector3(2, 26, 0));
        SmartGameObject wallTop2 = new SmartGameObject(new Vector3(-0.877f, 1.987f, 0), new Vector3(0, 0, 90), new Vector3(2, 26, 0));
        SmartGameObject wallTop3 = new SmartGameObject(new Vector3(25, 29, 0), new Vector3(0, 0, 90), new Vector3(2, 26, 0));
        SmartGameObject wallBot = new SmartGameObject(new Vector3(0, -29, 0), new Vector3(0, 0, 90), new Vector3(2, 80, 0));
        SmartGameObject wallCirc = new SmartGameObject(new Vector3(0, -14.5f, 0), Vector3.zero, wallCircle.transform.localScale);

        // define spawn points
        SmartGameObject spTL3 = new SmartGameObject(new Vector3(-30, 20, 0), Vector3.zero, spawnPoint.transform.localScale);
        SmartGameObject spBL3 = new SmartGameObject(new Vector3(-30, -20, 0), Vector3.zero, spawnPoint.transform.localScale);
        SmartGameObject spTR3 = new SmartGameObject(new Vector3(25, 20, 0), Vector3.zero, spawnPoint.transform.localScale);
        SmartGameObject spTR32 = new SmartGameObject(new Vector3(35, 25, 0), Vector3.zero, spawnPoint.transform.localScale);
        SmartGameObject spTR33 = new SmartGameObject(new Vector3(30, 15, 0), Vector3.zero, spawnPoint.transform.localScale);

        Round lvl2 = new Round();
        lvl2.walls = new List<SmartGameObject>();
        lvl2.walls.Add(wallLi1);
        lvl2.walls.Add(wallRi1);
        lvl2.walls.Add(wallRi2);
        lvl2.walls.Add(wallRi3);
        lvl2.walls.Add(wallTop1);
        lvl2.walls.Add(wallTop2);
        lvl2.walls.Add(wallTop3);
        lvl2.walls.Add(wallBot);
        lvl2.walls.Add(wallCirc);

        lvl2.spawns = new List<SmartGameObject>();
        lvl2.spawns.Add(spTL3);
        lvl2.spawns.Add(spBL3);
        lvl2.spawns.Add(spTR3);
        lvl2.spawns.Add(spTR32);
        lvl2.spawns.Add(spTR33);

        // add the round
        theRounds.Add(lvl2);
        #endregion Level 2
    }
示例#3
0
    public void next()
    {
        // reset player to (0, 0)
        //if(Player.isSplit){
        //	Player.that.combine();
        //}

        Player.entity[0].GetComponent <Controller> ().FreezePlayer(1.0f);

        Player.entity[0].transform.position   = Vector3.zero;
        Player.entity[1].transform.position   = Vector3.zero;
        Player.entity[0].rigidbody2D.velocity = Vector2.zero;
        Player.entity[1].rigidbody2D.velocity = Vector2.zero;

        // load next level's architecture
        if (curLvl < theRounds.Count)
        {
            // deactivate the old level
            if (!firstRun)
            {
                // TODO: freeze player movement for a few seconds

                for (int i = 0; i < theRounds[curLvl].walls.Count; ++i)
                {
                    SmartGameObject w = theRounds[curLvl].walls[i];
                    w.inst.SetActive(false);
                }

                for (int i = 0; i < theRounds[curLvl].spawns.Count; ++i)
                {
                    SmartGameObject sp = theRounds[curLvl].spawns[i];
                    sp.inst.SetActive(false);
                }
            }

            // instantiatle the new level; TODO: check if already instantiated

            ++curLvl;

            if (curLvl >= NUM_LVLS)
            {
                curLvl = 0;
            }

            for (int i = 0; i < theRounds[curLvl].walls.Count; ++i)
            {
                SmartGameObject w = theRounds[curLvl].walls[i];

                if (lvlReached[curLvl])
                {
                    w.inst.SetActive(true);
                }
                else
                {
                    // hack for wall circle
                    if (curLvl == 2 && i == theRounds[curLvl].walls.Count - 1)
                    {
                        w.inst = Instantiate(wallCircle, w.data.transform.position, Quaternion.identity) as GameObject;
                    }
                    else
                    {
                        w.inst = Instantiate(wall, w.data.transform.position, Quaternion.identity) as GameObject;
                    }

                    w.inst.transform.localScale = w.data.transform.localScale;
                    w.inst.transform.rotation   = w.data.transform.rotation;
                }
            }

            for (int i = 0; i < theRounds[curLvl].spawns.Count; ++i)
            {
                SmartGameObject sp = theRounds[curLvl].spawns[i];

                if (lvlReached[curLvl])
                {
                    sp.inst.SetActive(true);
                }
                else
                {
                    sp.inst = Instantiate(spawnPoint, sp.data.transform.position, Quaternion.identity) as GameObject;
                    sp.inst.transform.localScale = sp.data.transform.localScale;
                    sp.inst.transform.rotation   = sp.data.transform.rotation;
                }
            }
        }

        lvlReached[curLvl] = true;
        firstRun           = false;
    }