85 lines
2.0 KiB
C#
85 lines
2.0 KiB
C#
using UnityEngine;
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using UnityEngine.SceneManagement;
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using System.Collections;
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using UnityEngine.UI;
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public class Done_GameController : MonoBehaviour
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{
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public GameObject[] hazards;
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public Vector3 spawnValues;
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public int hazardCount;
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public float spawnWait;
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public float startWait;
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public float waveWait;
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public Text scoreText;
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public Text restartText;
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public Text gameOverText;
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private bool gameOver;
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private bool restart;
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private int score;
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void Start()
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{
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gameOver = false;
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restart = false;
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restartText.text = "";
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gameOverText.text = "";
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score = 0;
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UpdateScore();
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StartCoroutine(SpawnWaves());
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}
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void Update()
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{
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if (restart)
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{
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if (Input.GetKeyDown(KeyCode.R))
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{
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SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
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}
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}
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}
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IEnumerator SpawnWaves()
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{
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yield return new WaitForSeconds(startWait);
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while (true)
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{
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for (int i = 0; i < hazardCount; i++)
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{
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GameObject hazard = hazards[Random.Range(0, hazards.Length)];
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Vector3 spawnPosition = new Vector3(Random.Range(-spawnValues.x, spawnValues.x), spawnValues.y, spawnValues.z);
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Quaternion spawnRotation = Quaternion.identity;
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Instantiate(hazard, spawnPosition, spawnRotation);
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yield return new WaitForSeconds(spawnWait);
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}
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yield return new WaitForSeconds(waveWait);
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if (gameOver)
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{
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restartText.text = "Press 'R' for Restart";
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restart = true;
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break;
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}
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}
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}
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public void AddScore(int newScoreValue)
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{
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score += newScoreValue;
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UpdateScore();
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}
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void UpdateScore()
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{
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scoreText.text = "Score: " + score;
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}
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public void GameOver()
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{
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gameOverText.text = "Game Over!";
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gameOver = true;
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}
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} |