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Commit 3897a967 authored by dethaa's avatar dethaa
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feat: add weapon upgrade for wave mode

parent fda997f9
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...@@ -23,7 +23,7 @@ public class EnemyManagerWave : MonoBehaviour ...@@ -23,7 +23,7 @@ public class EnemyManagerWave : MonoBehaviour
public int numOfTotalWaves = 3; public int numOfTotalWaves = 3;
public int startWaves = 1; public int startWaves = 1;
public Text waveText; public Text waveText;
int currentWaves = 0; int currentWaves = 0;
UnityEngine.AI.NavMeshAgent nav; UnityEngine.AI.NavMeshAgent nav;
[SerializeField] [SerializeField]
...@@ -61,7 +61,7 @@ public class EnemyManagerWave : MonoBehaviour ...@@ -61,7 +61,7 @@ public class EnemyManagerWave : MonoBehaviour
GameObject enemy = GameObject.FindGameObjectWithTag("Enemy"); GameObject enemy = GameObject.FindGameObjectWithTag("Enemy");
if(enemy == null && currentWaves < numOfTotalWaves-1) if(enemy == null && currentWaves < numOfTotalWaves-1)
{ {
currentWaves += 1; currentWaves ++;
waveText.text = "Wave:" + (currentWaves + 1); waveText.text = "Wave:" + (currentWaves + 1);
if (currentWaves < numOfTotalWaves) if (currentWaves < numOfTotalWaves)
{ {
......
...@@ -56,7 +56,7 @@ public class PlayerHealth : MonoBehaviour ...@@ -56,7 +56,7 @@ public class PlayerHealth : MonoBehaviour
{ {
damaged = true; damaged = true;
// currentHealth -= amount; currentHealth -= amount;
healthSlider.value = currentHealth; healthSlider.value = currentHealth;
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WeaponUpgradeWave : MonoBehaviour
{
public GameObject weaponUpgradePanel;
public GameObject HUDCanvas;
public EnemyManagerWave enemyManager;
GameObject player;
int counter = 0;
int triggerWave = 0;
void Start()
{
player = GameObject.FindGameObjectWithTag ("Player");
}
void Update()
{
PlayerHealth playerHealth = player.GetComponent<PlayerHealth>();
int currentWave = enemyManager.getWave()-1;
if (currentWave % 3 == 0 && currentWave != triggerWave && playerHealth.currentHealth > 0 && counter < 5){
triggerWave = currentWave;
Pause();
}
}
public void Resume()
{
weaponUpgradePanel.SetActive(false);
HUDCanvas.SetActive(true);
Time.timeScale = 1f;
}
void Pause()
{
counter++;
weaponUpgradePanel.SetActive(true);
GameObject diagonalButton = GameObject.Find("DiagonalButton");
GameObject gunBarrelEnd = GameObject.Find("GunBarrelEnd");
PlayerShooting playerShooting = gunBarrelEnd.GetComponent<PlayerShooting>();
if (diagonalButton!= null && playerShooting.diagonalVersion == 2){
diagonalButton.SetActive(false);
}
GameObject fasterButton = GameObject.Find("FasterButton");
if (fasterButton!= null && playerShooting.fasterVersion == 3){
fasterButton.SetActive(false);
}
HUDCanvas.SetActive(false);
Time.timeScale = 0f;
}
}
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
...@@ -4,13 +4,12 @@ using UnityEngine; ...@@ -4,13 +4,12 @@ using UnityEngine;
public class WeaponUpgradeZen : MonoBehaviour public class WeaponUpgradeZen : MonoBehaviour
{ {
public static bool GameIsPaused = false;
public GameObject weaponUpgradePanel; public GameObject weaponUpgradePanel;
public GameObject HUDCanvas; public GameObject HUDCanvas;
GameObject player;
float time; float time;
public float interval = 30f; public float interval = 30f;
int counter = 0; int counter = 0;
GameObject player;
void Start() void Start()
{ {
...@@ -32,7 +31,6 @@ public class WeaponUpgradeZen : MonoBehaviour ...@@ -32,7 +31,6 @@ public class WeaponUpgradeZen : MonoBehaviour
weaponUpgradePanel.SetActive(false); weaponUpgradePanel.SetActive(false);
HUDCanvas.SetActive(true); HUDCanvas.SetActive(true);
Time.timeScale = 1f; Time.timeScale = 1f;
GameIsPaused = false;
} }
void Pause() void Pause()
...@@ -51,7 +49,6 @@ public class WeaponUpgradeZen : MonoBehaviour ...@@ -51,7 +49,6 @@ public class WeaponUpgradeZen : MonoBehaviour
} }
HUDCanvas.SetActive(false); HUDCanvas.SetActive(false);
Time.timeScale = 0f; Time.timeScale = 0f;
GameIsPaused = true;
} }
} }
......
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