Beispiel #1
0
    void StatsUpdated(Player.StatType type, float newValue, float oldValue)
    {
        if (type == Player.StatType.Hotness)
        {
            return;
        }

        Image image = null;

        switch (type)
        {
        case Player.StatType.Chimney:
            image = Chimney;
            break;

        case Player.StatType.Plumbing:
            image = Plumbing;
            break;

        case Player.StatType.Kitchen:
            image = Kitchen;
            break;

        case Player.StatType.Boiler:
            image = Boiler;
            break;
        }
        if (image == null)
        {
            return;
        }

        SetValue(image, newValue);
    }
Beispiel #2
0
    public void StatsUpdated(Player.StatType type, float hotness, float oldHotness)
    {
        // SEXYNESS OVERLOAD
        if (type == Player.StatType.Hotness && hotness == 1)
        {
            gameOver = true;
            endState = EndState.Overload;

            //AudioManager.PlaySingleShot(AudioManager.Sounds.KinkySound);

            GenerateEndCard(endState);


            Debug.Log("Perdu !");
        }
    }
Beispiel #3
0
    public void SetAllData(string n, string q, float hotness, Player.StatType type, float stat, GameObject ip, string repairIconPath)
    {
        name      = n;
        quote     = q;
        sexyStat  = hotness;
        houseType = type;
        houseStat = stat;
        //chimneyStat = cs;
        //plumbryStat = ps;
        //kitchenStat = ks;
        //boilerStat  = bs;
        //sprite = i;

        // Set image
        //Image cardImage = transform.Find("InCard/CharacterSprite").GetComponent<Image>();
        imagePrefab = Instantiate(ip, imageParent);

        //Set name
        //Text cardName = transform.Find("Background/CharacterName").GetComponent<Text>();
        nameComponent.text = name;

        //Set hotness points
        String sexyStr = "";

        if (sexyStat > 0)
        {
            sexyStr += "+";
        }
        sexyStr += ((int)(sexyStat * StatsPool.MaxSexAppeal)).ToString();
        //TextMesh cardHotness = transform.Find("StatsContainer/HotnessContener/HotnesIcon/HotnessPoint").GetComponent<TextMesh>();
        hotnessComponent.text = sexyStr;

        //Set repair points
        String repairStr = "";

        if (houseStat > 0f)
        {
            repairStr += "+";
        }
        repairStr += ((int)(houseStat * StatsPool.MaxRepair)).ToString();
        //TextMesh cardRepair = transform.Find("StatsContainer/RepairContener/RepairIcon/RepairPoint").GetComponent<TextMesh>();
        repairComponent.text = repairStr;

        repairIcon.sprite = Resources.Load <Sprite>(repairIconPath);
    }
Beispiel #4
0
    void HotnessUpdated(Player.StatType type, float hotness, float oldHotness)
    {
        if (type != Player.StatType.Hotness)
        {
            return;
        }
        int newStep = Mathf.Clamp((int)(hotness * 4f), 0, 3);
        int oldStep = Mathf.Clamp((int)(oldHotness * 4f), 0, 3);

        if (newStep != oldStep)
        {
            SetHotnessLevel(oldStep, hotness);
            if (newStep > oldStep)
            {
                Hotness[oldStep].transform.DOPunchScale(Vector3.one * 0.2f, 1f, 10, 1f);
            }
        }
        SetHotnessLevel(newStep, hotness);
    }
Beispiel #5
0
    Queue <Card> GenerateDeck(int size)
    {
        Queue <Card> ourDeck = new Queue <Card>();

        //ourDeck.Enqueue(DoorCard);

        for (int i = 0; i < size; i++)
        {
            GameObject cardGO  = Instantiate(cardPrefab, deckPlaceHolder.position, Quaternion.identity, deckPlaceHolder);
            Card       ourCard = cardGO.GetComponent <Card>();

            int    randGender = Random.Range(0, Genders.Count);
            string gender     = Genders[randGender];

            int    randName = Random.Range(0, Names[gender].Count);
            string name     = Names["M"][randName];

            /*
             * int randQuote = Random.Range(0, Quotes.Count);
             * string quote = Quotes[randQuote];
             */
            string quote = StatsPool.instance.Quote;

            //int randImage = (int)Random.Range(0, imagePaths.Count - 1);
            //string imagePath = imagePaths[randQuote];
            //Sprite image = Resources.Load(imagePath) as Sprite;
            //Sprite image = Resources.Load<Sprite>("wink");

            int        randImage   = Random.Range(0, ImagePrefabs.Count);
            GameObject imagePrefab = ImagePrefabs[randImage];

            // A CHANGER QUAND LES MODIFS DANS PLAYER SERONT PUSHÉS //////////////////////////////////
            //float sexyStat = Random.Range(-0.1f, 0.1f);

            float sexyStat = StatsPool.instance.BonusSexAppeal;

            /*
             * int chimneyStat = Random.Range(-10, 10);
             * int plumbryStat = Random.Range(-10, 10);
             * int kitchenStat = Random.Range(-10, 10);
             * int boilerStat = Random.Range(-10, 10);
             */

            System.Array    statValues    = System.Enum.GetValues(typeof(Player.StatType));
            int             randHouseType = Random.Range(0, 4);
            Player.StatType houseType     = (Player.StatType)statValues.GetValue(randHouseType);
            //float houseStat = Random.Range(-0.1f, 0.1f);
            float houseStat = StatsPool.instance.BonusRepair;

            string repairIconPath = "";

            switch (houseType)
            {
            case Player.StatType.Boiler:
                repairIconPath = "RepairIcons/Spr_Heater";
                break;

            case Player.StatType.Kitchen:
                repairIconPath = "RepairIcons/Spr_Electricity";
                break;

            case Player.StatType.Plumbing:
                repairIconPath = "RepairIcons/Spr_Tap";
                break;

            case Player.StatType.Chimney:
                repairIconPath = "RepairIcons/Spr_House";
                break;
            }

            Debug.Log(houseType);
            ///////////////////////////////////////////////////////////////////////////////////////////
            ourCard.SetAllData(name, quote, sexyStat, houseType, houseStat, imagePrefab, repairIconPath);

            ourCard.transform.SetAsFirstSibling();
            ourDeck.Enqueue(ourCard);

            Vector3 newScale = ourCard.transform.localScale;
            newScale.x = 0;

            //DoorCard.transform.SetAsLastSibling();
        }

        return(ourDeck);
    }