So I’m developing this survival shooter and want the enemy type to change after a score of 15 (15 kills). I’m a total beginner at unity and pretty much don’t understand any of it, although I do want to learn. Everything is pretty much foreign to me so please forgive my noobness,
So far I have been able to get the GUI Text going and every time I kill an enemy it adds to the score count. I have two c# scripts that accomplish this.
using UnityEngine;
using System.Collections;
public class GameController : MonoBehaviour
{
public GameObject hazard;
public Vector3 spawnValues;
public int hazardCount;
public float spawnWait;
public float startWait;
public float waveWait;
public GUIText scoreText;
public GUIText restartText;
public GUIText gameOverText;
private bool gameOver;
private bool restart;
private int score;
void Start ()
{
gameOver = false;
restart = false;
restartText.text = "";
gameOverText.text = "";
score = 0;
UpdateScore ();
StartCoroutine (SpawnWaves ());
}
void Update ()
{
if (restart)
{
if (Input.GetKeyDown (KeyCode.R))
{
Application.LoadLevel (Application.loadedLevel);
}
}
}
IEnumerator SpawnWaves ()
{
yield return new WaitForSeconds (startWait);
while (true)
{
for (int i = 0; i < hazardCount; i++)
{
Vector3 spawnPosition = new Vector3 (Random.Range (-spawnValues.x, spawnValues.x), Random.Range (-spawnValues.y, spawnValues.y), Random.Range(-spawnValues.z, spawnValues.z));
Quaternion spawnRotation = Quaternion.identity;
Instantiate (hazard, spawnPosition, spawnRotation);
yield return new WaitForSeconds (spawnWait);
}
yield return new WaitForSeconds (waveWait);
if (gameOver)
{
restartText.text = "Press 'R' for Restart";
restart = true;
break;
}
}
}
public void AddScore (int newScoreValue)
{
score += newScoreValue;
UpdateScore ();
}
void UpdateScore ()
{
scoreText.text = "Score: " + score;
}
public void GameOver ()
{
gameOverText.text = "Game Over!";
gameOver = true;
}
}
And
using UnityEngine;
using System.Collections;
public class DestroyByContact : MonoBehaviour
{
public GameObject explosion;
public GameObject playerExplosion;
public int scoreValue;
private GameController gameController;
//reference to the next asteriod.
public GameObject ChildAsteroid;
//Number of child asteroids to spawn.
public int NumChildAsteroid;
void Start ()
{
GameObject gameControllerObject = GameObject.FindWithTag ("GameController");
if (gameControllerObject != null)
{
gameController = gameControllerObject.GetComponent <GameController>();
}
if (gameController == null)
{
Debug.Log ("Cannot find 'GameController' script");
}
}
void OnTriggerEnter(Collider other)
{
if (other.tag == "Boundary")
{
return;
}
Instantiate(explosion, transform.position, transform.rotation);
if (other.tag == "Player")
{
Instantiate(playerExplosion, other.transform.position, other.transform.rotation);
gameController.GameOver ();
}
gameController.AddScore (scoreValue);
Destroy(other.gameObject);
Destroy(gameObject);
{
if (ChildAsteroid != null)
{
for (int i =0; i < NumChildAsteroid; i++) {
Instantiate (ChildAsteroid, transform.position, new Quaternion ());
}
}
}
}
}