Beispiel #1
0
    public void AddItem(ChimneyTileTemplate newItem, int itemValue, int chimneyTileIndex)
    {
        tileStored[freeSpace] = newItem;
        slots[freeSpace].GetComponent <SpriteRenderer>().sprite   = newItem.artwork;
        slots[freeSpace].GetComponent <InventorySlot>().ItemValue = itemValue;
        slots[freeSpace].GetComponent <InventorySlot>().ChimneyTileTemplateIndex = chimneyTileIndex;
        itemValues[freeSpace].text = itemValue.ToString();

        // Give them the correct backgrounds
        switch (tileStored[freeSpace].catagory)
        {
        case ChimneyTileTemplate.Catagory.ARMOUR:
            tileBackgrounds[freeSpace].GetComponent <SpriteRenderer>().sprite = catagoryTileBackground[0];
            break;

        case ChimneyTileTemplate.Catagory.WEAPON:
            tileBackgrounds[freeSpace].GetComponent <SpriteRenderer>().sprite = catagoryTileBackground[1];
            break;

        case ChimneyTileTemplate.Catagory.POTION:
            tileBackgrounds[freeSpace].GetComponent <SpriteRenderer>().sprite = catagoryTileBackground[2];
            break;

        case ChimneyTileTemplate.Catagory.SKIPTOOL:
            tileBackgrounds[freeSpace].GetComponent <SpriteRenderer>().sprite = catagoryTileBackground[3];
            break;

        case ChimneyTileTemplate.Catagory.ENEMY:
            tileBackgrounds[freeSpace].GetComponent <SpriteRenderer>().sprite = catagoryTileBackground[4];
            break;

        case ChimneyTileTemplate.Catagory.BOMB:
            tileBackgrounds[freeSpace].GetComponent <SpriteRenderer>().sprite = catagoryTileBackground[5];
            break;

        default:
            break;
        }

        tileBackgrounds[freeSpace].transform.position = new Vector3(slots[freeSpace].transform.position.x, slots[freeSpace].transform.position.y, slots[freeSpace].transform.position.z);
        slots[freeSpace].GetComponent <InventorySlot>().TileBackgroundSprite = tileBackgrounds[freeSpace].GetComponent <SpriteRenderer>().sprite;
    }
Beispiel #2
0
    // Update is called once per frame
    void Update()
    {
        //Update the UI
        moneyText.text           = "\u00A3" + currentMoney;
        hitPointsText.text       = currentHitPoints + "/" + maxHitPoints;
        armourHitPointsText.text = currentArmourHitPoints + "/" + maxArmourHitPoints;

        if (currentHitPoints > maxHitPoints)
        {
            currentHitPoints = maxHitPoints;
        }

        if (tileSwipeLeft.CollisionWithEnemyTile && !endDayMenu.activeSelf)
        {
            tileSwipeRight.CollisionWithTile = false;
            if (Input.GetMouseButtonUp(0))
            {
                ToggleEndDayMenu();
                tileSwipeLeft.CollisionWithEnemyTile = false;
            }
        }

        // Handles swiping tiles to the left
        LeftSwipingHandler();

        // Handles swiping tiles to the right
        RightSwipingHandler();

        // Check if an item is being used
        CheckIfUsingItem();

        // Deal with armour ui
        UpdateArmourUI();

        // Activate gameovermenu if hit points are at 0
        if (currentHitPoints <= 0 && gameOverMenu.activeSelf != true)
        {
            gameOverMenu.SetActive(!gameOverMenu.activeSelf);
            onToggleEndDayMenu.Invoke(gameOverMenu.activeSelf);
        }

        //// Make it so that you can't move the chimney about when the description screen is active
        //if (tileDescriptionMenu.activeSelf == true)
        //{
        //	onToggleEndDayMenu.Invoke(tileDescriptionMenu.activeSelf);
        //}

        // Set the current tile type
        currentTileType = tileManager.ChimneyTileTemplateArray[tileManager.CurrentlySelectedTile.GetComponent <ChimneyTile>().RandomTileTypeNum];

        // Passing the current money value between scenes
        StaticValueHolder.DailyMoney = currentMoney - StaticValueHolder.TotalMoney;

        if (resurrectionActive)
        {
            resurrectionIconObject.SetActive(true);
        }
        else
        {
            resurrectionIconObject.SetActive(false);
        }
    }