therook
New Member
Posts: 5
Posts: 5
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Post by therook on Sept 10, 2015 18:30:20 GMT
As the title says, I want to have a gui image pop up after each round, in the time between the previous round and the next one. what's the easiest way to go about this?
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Post by DarkTonic Dev on Sept 11, 2015 4:13:58 GMT
There is no time "between rounds" unless you put extra empty (no spawners) waves between each. Anyway, you'd use LevelSettingsListener and put code into the WaveEnded method to do whatever you want.
Let me know if you need any more detail. There's more about Listeners in the readme.
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therook
New Member
Posts: 5
Posts: 5
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Post by therook on Sept 14, 2015 14:35:24 GMT
Ok so another question. instead of spawning an enemy from the spawn point, is there a way to spawn the enemy (or in this case the game object with an image attached) as a child to the canvas? thanks in advance
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a1001
New Member
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Posts: 7
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Post by a1001 on Sept 14, 2015 16:00:25 GMT
Hi i myself am new to this asset but i did went through the documentation , so am going to try to help . Please dont hate if it doesnt work ha . seems what you want to achieve is : start wave > finish wave > show GUI > GUI disapear > start next wave ? right ? so do what darktonic dev suggested put your GUI code into waveended function and also put LevelSettings.PauseWave (); that should pause your waves and when you want to unpause just do LevelSettings.UnpauseWave (); I hope it helps 
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Post by DarkTonic Dev on Sept 15, 2015 0:36:20 GMT
Ok so another question. instead of spawning an enemy from the spawn point, is there a way to spawn the enemy (or in this case the game object with an image attached) as a child to the canvas? thanks in advance If you don't want to put a spawner component on the canvas itself, then you'll need to subclass the spawner so you can override the SpawnWaveItem method to do that.
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Post by DarkTonic Dev on Sept 15, 2015 0:36:47 GMT
Hi i myself am new to this asset but i did went through the documentation , so am going to try to help . Please dont hate if it doesnt work ha . seems what you want to achieve is : start wave > finish wave > show GUI > GUI disapear > start next wave ? right ? so do what darktonic dev suggested put your GUI code into waveended function and also put LevelSettings.PauseWave (); that should pause your waves and when you want to unpause just do LevelSettings.UnpauseWave (); I hope it helps  It should work, I haven't tested it though. Thanks!
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therook
New Member
Posts: 5
Posts: 5
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Post by therook on Oct 7, 2015 13:58:57 GMT
Another question. You said I could just put the spawner on the canvas to spawn gui items correct? When I try to child the spawner to the canvas all of the features in the inspector go away. So do I have to create a new LevelWaveManager thing and make that a child to the canvas? Thanks in advance
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Post by DarkTonic Dev on Oct 7, 2015 15:17:22 GMT
I'm talking about "Triggered Spawners" on the canvas. True that Syncro Spawners cannot be moved out of the Hierarchy under LevelSettings.
You can only have 1 LevelSettings game object in a Scene.
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