/// <summary> /// Recogemos los datos del jugador y los guardamos en el fichero de guardado /// </summary> /// <param name="collision"></param> private void OnTriggerEnter2D(Collider2D collision) { if (!collision.CompareTag("Knuckles") || isActive) { return; } //Es un checkpoint válido. Reseteo todos los Chekpoints y lo habilito Knuckles knux = collision.GetComponent <Knuckles>(); isActive = true; _ani.SetTrigger("Activate"); if (_bgmChange && _bgmSource) { _bgmSource.clip = _bgmChange; _bgmSource.Play(); } AudioSource.PlayClipAtPoint(_sfxActivated, transform.position); FSaveData data = new FSaveData(); data.Position = collision.transform.position; data.SceneIndex = SceneManager.GetActiveScene().buildIndex; data.bDodge = knux.bDodge; data.bUppercut = knux.bUppercut; data.iMaxJumps = knux.iMaxJump; string s = JsonUtility.ToJson(data); Save(s); }
public CombatFactors(Character character, StatsHunter stats, CalculationOptionsHunter calcOpts, BossOptions bossOpts) { Char = character; if (Char != null) { if (Char.Ranged != null) { RW = Char.Ranged.Item; } else { RW = new Knuckles(); } if (Char.HunterTalents != null) { Talents = Char.HunterTalents; } else { Talents = new HunterTalents(); } } CalcOpts = (calcOpts == null ? new CalculationOptionsHunter() : calcOpts); BossOpts = (bossOpts == null ? new BossOptions() : bossOpts); StatS = stats; InvalidateCache(); // Optimizations //Set_c_values(); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.CompareTag("Knuckles")) { Knuckles knux = collision.GetComponent <Knuckles>(); ani.SetTrigger("Active"); knux.Victory(); if (_sfxGoal) { AudioSource.PlayClipAtPoint(_sfxGoal, transform.position); } } }
public CombatFactors(Character character, StatsHunter stats, CalculationOptionsHunter calcOpts, BossOptions bossOpts) { Char = character; if (Char != null) { if (Char.Ranged != null) RW = Char.Ranged.Item; else RW = new Knuckles(); if (Char.HunterTalents != null) Talents = Char.HunterTalents; else Talents = new HunterTalents(); } CalcOpts = (calcOpts == null ? new CalculationOptionsHunter() : calcOpts); BossOpts = (bossOpts == null ? new BossOptions() : bossOpts); StatS = stats; InvalidateCache(); // Optimizations //Set_c_values(); }
private MeleeWeapon ChangeWeapon(MeleeWeapon w) { MeleeWeapon n = null; if (w is Knuckles) { n = new Dagger(); } else if (w is Dagger) { n = new Knuckles(); } else if (w is Spear) { n = new Quarterstaff(); } else if (w is Quarterstaff) { n = new Spear(); } else if (w is Sword) { n = new Mace(); } else if (w is Mace) { n = new Sword(); } else if (w is Longsword) { n = new BattleAxe(); } else if (w is BattleAxe) { n = new Longsword(); } else if (w is Glaive) { n = new WarHammer(); } else if (w is WarHammer) { n = new Glaive(); } if (n == null) { return(null); } var level = w.level; if (level > 0) { n.Upgrade(level); } else if (level < 0) { n.Degrade(-level); } if (w.IsEnchanted) { n.Enchant(Weapon.Enchantment.Random()); } n.levelKnown = w.levelKnown; n.cursedKnown = w.cursedKnown; n.cursed = w.cursed; Journal.Remove(Journal.Feature.WELL_OF_TRANSMUTATION); return(n); }