void Start() { currentHealth = maxHealth; healthBar.SetMaxHealth(maxHealth); audioOuch = GetComponent <AudioSource>(); globalScoreKeeper = GameObject.Find("globalScoreObj").GetComponent <globalScore>(); }
public void Start() { scorekeeper = globalScore.Instance; dialogueSystem = MainInstances.Get <DialogueSystem>(); stringRegistry = MainInstances.Get <StringRegistry>(); beginTutorial(); }
// Start is called before the first frame update void Start() { passes = 2; //1 for odd # of passes, 2 for 0 or even # of passes despawnTime = 5.0f; despawnTimer = Time.time + despawnTime; scorekeeper = GameObject.Find("globalScoreObj").GetComponent <globalScore>(); rigidEnemy.velocity = transform.right * enemySpeed; whalePosition = transform.position; whaleSprite = gameObject.GetComponent <SpriteRenderer>(); }
void Start() { passes = 2; // 2 if 0 or even # of passes, 1 if odd # of passes despawnTime = 5.0f; //For single pass, despawns at this val; for double, check conditions after scorekeeper = GameObject.Find("globalScoreObj").GetComponent <globalScore>(); rigidEnemy.velocity = -transform.right * enemySpeed; shipPosition = transform.position; despawnTimer = Time.time + despawnTime; shipSprite = gameObject.GetComponent <SpriteRenderer>(); }
public void PlayGame() { scorekeeper = globalScore.Instance; if (scorekeeper.returnBlasterTutorial() == 0) { SceneManager.LoadScene("Scene_Tutorial", LoadSceneMode.Additive); } else { SceneManager.LoadScene("Scene_Game", LoadSceneMode.Additive); } }
void Awake() { if (Instance == null) { DontDestroyOnLoad(gameObject); Instance = this; } else if (Instance != this) { Destroy(gameObject); } blasterLevel = 1; }
void Start() { globalScoreKeeper = GameObject.Find("globalScoreObj").GetComponent <globalScore>(); activityNum = globalScoreKeeper.returnActivityNum(); if (activityNum == 1) { recent = globalScoreKeeper.returnBalanceRecent(); high = globalScoreKeeper.returnBalanceHigh(); } if (activityNum == 2) { recent = globalScoreKeeper.returnWeightRecent(); high = globalScoreKeeper.returnWeightHigh(); } highScoreText.text = "High Score: " + high; recentScoreText.text = "Recent Score: " + recent; }
void Start() { moveIncr = 1.5f; speed = 0; inBounds = true; playerSprite = player.GetComponent <SpriteRenderer>(); halfRange = 1.0f; outTime = 10; inOutText.text = " "; scoreTime = 0; scoreTimeInt = 0; timeAtStart = Time.time; gameTime = Time.time - timeAtStart; Debug.Log("timeAtStart " + timeAtStart + " Time.time " + Time.time); startWait = gameTime + 3.0f; lastIntTime = 0; globalScoreKeeper = GameObject.Find("globalScoreObj").GetComponent <globalScore>(); }
void Start() { scorekeeper = globalScore.Instance; gameLevel = scorekeeper.returnBlasterLevel(); /** * switch(gameLevel) { * case 1: * healIncr = UnityEngine.Random.Range(20, 30); * bulwarkIncr = UnityEngine.Random.Range(60, 90); * swiftIncr = UnityEngine.Random.Range(40, 60); * rapidIncr = UnityEngine.Random.Range(40, 60); * spreadIncr = UnityEngine.Random.Range(40, 60); * break; * case 2: * healIncr = UnityEngine.Random.Range(40, 60); * bulwarkIncr = UnityEngine.Random.Range(90, 240); * swiftIncr = UnityEngine.Random.Range(60, 120); * rapidIncr = UnityEngine.Random.Range(60, 120); * spreadIncr = UnityEngine.Random.Range(60, 120); * break; * case 3: * healIncr = UnityEngine.Random.Range(60, 120); * bulwarkIncr = UnityEngine.Random.Range(120, 300); * swiftIncr = UnityEngine.Random.Range(120, 240); * rapidIncr = UnityEngine.Random.Range(120, 240); * spreadIncr = UnityEngine.Random.Range(120, 240); * break; * }**/ var spawnFreq = SpawnFrequencyPerLevel[gameLevel - 1]; healIncr = GetRandomFromVector2Int(spawnFreq.HealIncreaseFreq); bulwarkIncr = GetRandomFromVector2Int(spawnFreq.BulwarkIncreaseFreq); swiftIncr = GetRandomFromVector2Int(spawnFreq.SwiftIncreaseFreq); rapidIncr = GetRandomFromVector2Int(spawnFreq.RapidFireIncreaseFreq); spreadIncr = GetRandomFromVector2Int(spawnFreq.SpreadIncreaseFreq); healTimer = Time.time + healIncr; bulwarkTimer = Time.time + bulwarkIncr; swiftTimer = Time.time + swiftIncr; rapidTimer = Time.time + rapidIncr; spreadTimer = Time.time + spreadIncr; }
void Start() { scorekeeper = globalScore.Instance; if (scorekeeper.returnBlasterLevel() == 1 || scorekeeper.returnBlasterLevel() == 2) { enemyDamage = 20; enemyBulletDamage = 10; } else if (scorekeeper.returnBlasterLevel() == 3) { enemyDamage = 40; enemyBulletDamage = 20; } speed = 50.0f; maxHealth = rocketHealth; blackHoleDrag = 0.0f; rb2d = GetComponent <Rigidbody2D> (); isSwift = false; }
void Awake() { scorekeeper = GameObject.Find("globalScoreObj").GetComponent <globalScore>(); if (scorekeeper.returnBlasterLevel() == 1) { spawnIncr = UnityEngine.Random.Range(0.5f, 5.0f); spawnIncr_Whale = UnityEngine.Random.Range(30.0f, 60.0f); spawnIncr_Ship = UnityEngine.Random.Range(55.0f, 120.0f); spawnIncr_Hole = UnityEngine.Random.Range(45.0f, 240.0f); } else { spawnIncr = UnityEngine.Random.Range(0.5f, 3.0f); spawnIncr_Whale = UnityEngine.Random.Range(20.0f, 45.0f); spawnIncr_Ship = UnityEngine.Random.Range(30.0f, 90.0f); spawnIncr_Hole = UnityEngine.Random.Range(30.0f, 180.0f); } //Debug.Log("Start time " + Time.time); spawnTimer = Time.time + spawnIncr; spawnTimer_Whale = Time.time + spawnIncr_Whale; spawnTimer_Ship = Time.time + spawnIncr_Ship; /** Rather than spawning a new black hole every time, Spawnscript refers * to a single hole that already exists in the scene— turns on/off and alters X coordinate. * The main reason for this is that the enemy hole behaviour influences player movement, * so it needs to reference the playerMovement script on the rocket. * * If spawnScript references the prefab, can't drag the rocket object into the black hole's * inspector (scriptableObject independent of scene, reference to rocket doesn't exist * outside of this scene). * Short of using GameObject.Find or GameObject.FindWithTag, not sure how else to work around * So instead of referencing black hole prefab, will just modify an object in scene * "Spawn" AND "despawn" will both be controlled here rather than in obj. script */ holeDespawnLength = 5.0f; spawnTimer_Hole = Time.time + spawnIncr_Hole; randomizerX = UnityEngine.Random.Range(0.0f, 1.0f); Debug.Log("Initial hole spawn time " + spawnTimer_Hole); holeScript = enem_Hole.GetComponent <enemyScriptHole>(); }
void Start() { timeAtStart = Time.time; lastIntTime = 0; globalScoreKeeper = GameObject.Find("globalScoreObj").GetComponent <globalScore>(); bounceIncr = 1.5f; playerInBounds = true; rb = GetComponent <Rigidbody2D> (); rb.transform.position = new Vector3(-2.4f, 0.08f, 0.0f); transX = UnityEngine.Random.Range(0, 10); transY = UnityEngine.Random.Range(0, 10); if (transX < 5) { if (transY < 5) { rb.velocity = -transform.up * speed - transform.right * speed; } else { rb.velocity = transform.up * speed - transform.right * speed; } } else { if (transY < 5) { rb.velocity = -transform.up * speed + transform.right * speed; } else { rb.velocity = transform.up * speed + transform.right * speed; } } bounceTimer = timeAtStart + bounceIncr; scoreTime = timeAtStart; outTime = 10; scoreTime = 0; scoreTimeInt = 0; }