Beispiel #1
0
    void Start()
    {
        Diss.transform.position = this.transform.position + new Vector3(0, 0, -3);
        if (PlayerPrefs.GetString("CurrentTile") == this.name)
        {
            Invoke("Delay", 0.0f);
        }
        GameObject      xp1   = GameObject.Find("Combat1XP");
        EnemyAllocation other = (EnemyAllocation)xp1.GetComponent(typeof(EnemyAllocation));

        other.CombatXPDisplay();
    }
Beispiel #2
0
 public void Start()
 {
     if (PlayerPrefs.GetInt("P2-Selected") == 0)
     {
         if (new string[] { "Abandoned Dungeon", "Shifting Sands", "The Ascension", "Courtyard", "Parish", "Outskirts" }.Contains(PlayerPrefs.GetString("CurrentStage")))
         {
             UnityEngine.Random.seed = PlayerPrefs.GetInt("Stage1Seed");
         }
         else if (new string[] { "Ramparts", "Glass Ocean", "The Labyrinth", "Stomach", "Plague Ward", "Nest" }.Contains(PlayerPrefs.GetString("CurrentStage")))
         {
             UnityEngine.Random.seed = PlayerPrefs.GetInt("Stage2Seed");
         }
         else if (new string[] { "Throne Room", "Sunken Tomb", "The Archives", "The Eye", "Inferno", "Veridian Lake" }.Contains(PlayerPrefs.GetString("CurrentStage")))
         {
             UnityEngine.Random.seed = PlayerPrefs.GetInt("Stage3Seed");
         }
         string p1Name = PlayerPrefs.GetString("P1-Name");
         int    p1     = 0;
         if (p1Name == "Reaper")
         {
             p1 = 1;
         }
         if (p1Name == "Matriarch")
         {
             p1 = 2;
         }
         if (p1Name == "Hollow")
         {
             p1 = 3;
         }
         if (p1Name == "Shadow")
         {
             p1 = 4;
         }
         if (p1Name == "Storm")
         {
             p1 = 5;
         }
         int p2A = UnityEngine.Random.Range(1, 6);
         while (p2A == p1)
         {
             p2A = UnityEngine.Random.Range(1, 6);
         }
         PSet(p2A, "P2A-Name");
         int p2B = UnityEngine.Random.Range(1, 6);
         while (p2B == p2A || p2B == p1)
         {
             p2B = UnityEngine.Random.Range(1, 6);
         }
         PSet(p2B, "P2B-Name");
     }
     if (PlayerPrefs.GetInt("CombatSet") == 0)
     {
         if (new string[] { "Abandoned Dungeon", "Shifting Sands", "The Ascension", "Courtyard", "Parish", "Outskirts" }.Contains(PlayerPrefs.GetString("CurrentStage")))
         {
             UnityEngine.Random.seed = PlayerPrefs.GetInt("Stage1Seed");
         }
         else if (new string[] { "Ramparts", "Glass Ocean", "The Labyrinth", "Stomach", "Plague Ward", "Nest" }.Contains(PlayerPrefs.GetString("CurrentStage")))
         {
             UnityEngine.Random.seed = PlayerPrefs.GetInt("Stage2Seed");
         }
         else if (new string[] { "Throne Room", "Sunken Tomb", "The Archives", "The Eye", "Inferno", "Veridian Lake" }.Contains(PlayerPrefs.GetString("CurrentStage")))
         {
             UnityEngine.Random.seed = PlayerPrefs.GetInt("Stage3Seed");
         }
         enemyAllocation.CombatSet();
         shopAllocation.ShopSet();
         gamblerAllocation.GamblerSet();
         PlayerPrefs.SetInt("CombatSet", 1);
     }
     enemyAllocation.CombatXPDisplay();
     CharacterIcon();
 }