Zombies In Space
You are on an exhibition mission. Soaring through space… When suddenly, you hear a loud explosion. Warning messages, a meteorite edging closer. You think your time has come…
Includes: -4 different weapons -4 different zombie types -An amazing ending cut scene that you totally want to see! -A vending machine that dispatches guns. How? Black magic of course. -Zombies -A main menu -HOT GIRLS?!?!?! Maybe…. You’ll have to check it out for yourself.
Made With: Unity, Marcomedia Flash 8, Blender, MagicaVoxel, Sublime Text, Notepad and Trello.com!
Download Links(DISCLAIMER: MOST OF THE AUDIO EXCEPT FOR THE MUSIC IS NOT MADE BY US. ): Windows: http://www.mediafire.com/file/u4rtptxx98xc3bq/Zombies+In+Space+Windows.rar
Mac: http://www.mediafire.com/file/lolnjxgw6bu6ii8/Zombies+In+Space+Mac.zip
Linux(Untested): http://www.mediafire.com/file/hja6brk1zruc1h3/Zombies+In+Space+Linux.zip
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class ZombieSpawner : MonoBehaviour | |
{ | |
public Queue<Wave> waves; | |
[SerializeField] | |
private float secondsBetweenWaves = 5f; | |
private float timer = 0f; | |
private Transform[] spawnPionts; | |
private bool isGameStart; | |
[SerializeField] | |
private nextRound roundGUI; | |
[Header("Zombie Prefabs")] | |
[SerializeField] | |
private GameObject fastZombie; | |
[SerializeField] | |
private GameObject normalZombie; | |
[SerializeField] | |
private GameObject tankZombie; | |
[SerializeField] | |
private GameObject bossZombie; | |
// Use this for initialization | |
void Start() | |
{ | |
isGameStart = false; | |
spawnPionts = GetComponentsInChildren<Transform>(); | |
waves = new Queue<Wave>(); | |
//=========================================================================\\ | |
//WaveS Setup | |
waves.Enqueue(new Wave(spawnPionts, "1", 6, new GameObject[] { normalZombie })); | |
waves.Enqueue(new Wave(spawnPionts, "2", 12, new GameObject[] { normalZombie })); | |
waves.Enqueue(new Wave(spawnPionts, "3", 12, new GameObject[] { fastZombie })); | |
waves.Enqueue(new Wave(spawnPionts, "4", 20, new GameObject[] { normalZombie, tankZombie })); | |
waves.Enqueue(new Wave(spawnPionts, "5", 30, new GameObject[] { normalZombie })); | |
waves.Enqueue(new Wave(spawnPionts, "6", 30, new GameObject[] { normalZombie, fastZombie })); | |
waves.Enqueue(new Wave(spawnPionts, "7", 33, new GameObject[] { tankZombie, fastZombie })); | |
waves.Enqueue(new Wave(spawnPionts, "8", 4, new GameObject[] { bossZombie, fastZombie })); | |
waves.Enqueue(new Wave(spawnPionts, "9", 41, new GameObject[] { normalZombie })); | |
//waves.Enqueue(new Wave(spawnPionts, "9 1/2", 5, new GameObject[] { bossZombie, tankZombie })); | |
waves.Enqueue(new Wave(spawnPionts, "10", 45, new GameObject[] { normalZombie, fastZombie, bossZombie, tankZombie })); | |
//==========================================================================\\ | |
isGameStart = true; | |
} | |
private void Update() | |
{ | |
if (!isGameStart || waves.Count == 0) | |
return; | |
Wave fisrtInLine = waves.Peek(); | |
fisrtInLine.CheckDeadZombies(); | |
if (!fisrtInLine.GetIsWaveStarted()) //if not wave done or started | |
{ | |
fisrtInLine.StartWave(); | |
} | |
else if (fisrtInLine.GetIsWaveDone()) | |
{ | |
timer += Time.deltaTime; | |
if (timer > secondsBetweenWaves) | |
{ | |
timer = 0f; | |
roundGUI.playnextRound(); | |
waves.Dequeue(); | |
} | |
} | |
} | |
public void GameStart() | |
{ | |
isGameStart = true; | |
} | |
public string GetWaveName() | |
{ | |
if (waves.Count == 0) | |
return "No_wave"; | |
return waves.Peek().GetName(); | |
} | |
public int GetTotalZombiesInWave() | |
{ | |
if (waves.Count == 0) | |
return -1; | |
return waves.Peek().GetTotalZombiesInWave(); | |
} | |
public int GetZombiesLeft() | |
{ | |
if (waves.Count == 0) | |
return -1; | |
return waves.Peek().GetZombiesLeft(); | |
} | |
public List<GameObject> GetAliveZombies() | |
{ | |
if (waves.Count == 0) | |
return null; | |
return waves.Peek().GetAliveZombies(); | |
} | |
} |