Beispiel #1
0
    // Start is called before the first frame update
    private void Start()
    {
        dataSavingManager = GameObject.FindGameObjectWithTag("DataSavingManager").GetComponent<DataSavingManager>();
        uiManager = GameObject.FindGameObjectWithTag("UIManager").GetComponent<UIManager>();
        blockSpawner = GameObject.FindGameObjectWithTag("BlockSpawner").GetComponent<BlockSpawner>();

        offlineProgress = new UnityAction<object>(HandleOfflineProgress);
        EventManager.StartListening("OfflineProgress", offlineProgress);
        blockKilled = new UnityAction<object>(BlockKilled);
        EventManager.StartListening("BlockKilled", blockKilled);

        prestige = new UnityAction<object>(Prestige);
        EventManager.StartListening("Prestige", prestige);

        tryUpgrade = new UnityAction<object>(UpgradeSkill);
        EventManager.StartListening("TryUpgrade", tryUpgrade);

        UpdatePlayerMoneyAndUI((double)dataSavingManager.GetOtherValue("Money"));
        UpdatePlayerPrestigeMoneyAndUI((double)dataSavingManager.GetOtherValue("PrestigeMoney"));
        UpdatePendingPrestigeMoneyAndUI((double)dataSavingManager.GetOtherValue("PendingPrestigeMoney"));

        playerMoneyMult = (double)dataSavingManager.GetOtherValue("MoneyMultiplier");

        // Load skill dictionary into shop and ui
        uiManager.LoadSkillDescriptions(dataSavingManager.GetSkillDictionary());
        uiManager.SetSkillPanelsVisibility(dataSavingManager.GetSkillDictionary());
        uiManager.SetDamagePanelsVisibilty(dataSavingManager.GetSkillDictionary());
        LoadHelpers();
    }
Beispiel #2
0
    private void BlockKilled(object b)
    {
        Block deadBlock = (Block)b;
        double moneyEarned = deadBlock.killReward * playerMoneyMult;

        GameObject gText = Instantiate(goldText, deadBlock.transform.position, Quaternion.identity);
        gText.transform.GetChild(0).GetComponent<TextMeshPro>().SetText(NumberUtils.FormatLargeNumbers(moneyEarned));

        dataSavingManager.SetOtherValue("TotalMoneyEarned", (double)dataSavingManager.GetOtherValue("TotalMoneyEarned") + moneyEarned);
        dataSavingManager.Save();

        UpdatePlayerMoneyAndUI(moneyEarned + playerMoney);
        UpdatePendingPrestigeMoneyAndUI(deadBlock.killPrestigeReward);
    }
    private void BlockKilled(object killed)
    {
        currentMapLevel.KilledBlock();

        dataSavingManager.SetOtherValue("TotalBlocksKilled", (int)dataSavingManager.GetOtherValue("TotalBlocksKilled") + 1);

        EventManager.TriggerEvent("UpdateLevelUI", currentMapLevel);
        EventManager.TriggerEvent("BlockStatsUpdate", Tuple.Create(blockHealth, blockKillReward));

        if (autoStage)
        {
            NextLevel(null);
        }
    }
Beispiel #4
0
    // Start is called before the first frame update
    private void Start()
    {
        dataSavingManager  = GameObject.FindGameObjectWithTag("DataSavingManager").GetComponent <DataSavingManager>();
        TotalBlocksSpawned = (int)dataSavingManager.GetOtherValue("TotalBlocksSpawned");
        blockSpawnData     = dataSavingManager.GetBlockSpawnData();
        blockDictionary    = new Dictionary <int, Transform>();

        loadMapLevel = new UnityAction <object>(HandleLevelChange);
        EventManager.StartListening("LoadMapLevel", loadMapLevel);

        blockKilled = new UnityAction <object>(BlockKilled);
        EventManager.StartListening("BlockKilled", blockKilled);
    }
Beispiel #5
0
    // Start is called before the first frame update
    private void Start()
    {
        shopPanel.SetActive(false);
        autoMoveButton.SetActive(false);
        autoStageButton.SetActive(false);
        offlinePanel.SetActive(false);

        currentMoney         = GameObject.FindGameObjectWithTag("CurrentMoney").GetComponent <TextMeshProUGUI>();
        currentMoneyAnimator = currentMoney.GetComponent <Animator>();
        currentPrestigeMoney = GameObject.FindGameObjectWithTag("CurrentPrestigeMoney").GetComponent <TextMeshProUGUI>();
        player            = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>();
        dataSavingManager = GameObject.FindGameObjectWithTag("DataSavingManager").GetComponent <DataSavingManager>();

        startBoss = new UnityAction <object>(StartBossFight);
        EventManager.StartListening("StartBoss", startBoss);

        setBossTimer = new UnityAction <object>(SetBossTimer);
        EventManager.StartListening("SetBossTimer", setBossTimer);

        endBoss = new UnityAction <object>(EndBossFight);
        EventManager.StartListening("EndBoss", endBoss);

        goldArrived = new UnityAction <object>(GoldArrived);
        EventManager.StartListening("GoldArrived", goldArrived);

        unlockedAuto = new UnityAction <object>(UnlockedAuto);
        EventManager.StartListening("UnlockedAuto", unlockedAuto);

        offlineProgress = new UnityAction <object>(HandleOfflineProgress);
        EventManager.StartListening("OfflineProgress", offlineProgress);

        playerUpgraded = new UnityAction <object>(LoadPlayerStats);
        EventManager.StartListening("PlayerUpgraded", playerUpgraded);

        blockStatsUpdate = new UnityAction <object>(LoadBlockStats);
        EventManager.StartListening("BlockStatsUpdate", blockStatsUpdate);

        currencyStatsUpdate = new UnityAction <object>(LoadCurrencyStats);
        EventManager.StartListening("CurrencyStatsUpdate", currencyStatsUpdate);

        miscStatsUpdate = new UnityAction <object>(LoadMiscStats);
        EventManager.StartListening("MiscStatsUpdate", miscStatsUpdate);

        LoadPlayerStats(null);
        LoadMiscStats(null);

        if ((bool)dataSavingManager.GetOtherValue("UnlockedAuto"))
        {
            UnlockedAuto(null);
        }
    }
Beispiel #6
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    private void ToggleAutoMove(object unused)
    {
        double autoMoveSpeedMult = (double)dataSavingManager.GetOtherValue("AutoMoveSpeedMultiplier");

        autoEnabled = !autoEnabled;
        if (autoEnabled)
        {
            finalMoveSpeed /= autoMoveSpeedMult;
        }
        else
        {
            finalMoveSpeed *= autoMoveSpeedMult;
        }
    }
Beispiel #7
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    private void LoadPlayerStats(object unused)
    {
        PlayerData playerData        = dataSavingManager.GetPlayerData();
        double     autoMoveSpeedMult = (double)dataSavingManager.GetOtherValue("AutoMoveSpeedMultiplier");

        baseDamage.text        = NumberUtils.FormatLargeNumbers(playerData.baseDamage);
        damageMult.text        = NumberUtils.FormatLargeNumbers(playerData.prestigeDmgMultiplier);
        attackSpeed.text       = NumberUtils.FormatLargeNumbers(playerData.baseAttackSpeed);
        movementSpeed.text     = NumberUtils.FormatLargeNumbers(playerData.baseMoveSpeed);
        autoMovementSpeed.text = NumberUtils.FormatLargeNumbers(playerData.baseMoveSpeed * autoMoveSpeedMult);
    }