// Start is called before the first frame update void Start() { sceneLoader = new SceneLoaderService(); characterPrefab = (GameObject)Resources.Load("Prefabs/Characters/RandomCharacter"); playerDataController = GameObject.FindObjectOfType <PlayerDataController>(); GameObject playerLocations = GameObject.FindGameObjectWithTag("PlayerLocations"); GameObject enemyLocations = GameObject.FindGameObjectWithTag("EnemyLocations"); var numOfCharacters = playerDataController.PlayerData.CurrentCrew.Count >= 5 ? 5 : playerDataController.PlayerData.CurrentCrew.Count; for (int i = 0; i < numOfCharacters; i++) { var newPlayer = Instantiate(characterPrefab); var newNpcBase = newPlayer.GetComponent <NpcBase>(); newNpcBase.stats = playerDataController.PlayerData.CurrentCrew[i]; newNpcBase.SetPlayerTeam(true); newNpcBase.SetStartPosition(playerLocations.transform.GetChild(i).transform); goodBois.Add(newNpcBase); } var eventDifficulty = playerDataController.PlayerData.EventDifficulty; var numOfEnemies = Random.Range(3, eventDifficulty * 2 - 1); //TODO change num by parameter for (int i = 0; i < numOfEnemies; i++) { var newPlayer = Instantiate(characterPrefab); var newNpcBase = newPlayer.GetComponent <NpcBase>(); //TODO change level by parametes newNpcBase.stats = new NpcStats(eventDifficulty, eventDifficulty * 2); newNpcBase.SetPlayerTeam(false); newNpcBase.SetStartPosition(enemyLocations.transform.GetChild(i).transform); badBois.Add(newNpcBase); } turn = 0; PrepareBattle(); }
private void Awake() { sceneLoaderService = new SceneLoaderService(); paused = false; PauseMenu.SetActive(false); playerDataController = FindObjectOfType <PlayerDataController>(); }
private void Awake() { dropdown.value = PlayerPrefs.HasKey(Constants.LANGUAGEINDEXSELECTED) ? PlayerPrefs.GetInt(Constants.LANGUAGEINDEXSELECTED) : 0; saveLoadService = new SaveLoadService(); sceneLoaderService = new SceneLoaderService(); btnContinue.SetActive(saveLoadService.CheckExistSave()); }
private void addRandomResources() { int quantity = Random.Range(1, 6); int resourceType = Random.Range(1, 11); switch (resourceType) { case 1: // water case 2: case 3: pDController.PlayerData.CurrentWater += quantity * 2; break; case 4: // food case 5: case 6: pDController.PlayerData.CurrentFood += quantity * 2; break; case 7: // Medicine pDController.PlayerData.CurrentMedicine += quantity; break; case 8: // Gold pDController.PlayerData.CurrentGold += quantity * 10; break; default: // No encuentra nada, puede pasar. break; } Debug.Log("quedan: " + numberOfDebris); if (numberOfDebris == 0) { pDController.Save(); SceneLoaderService sceneLoaderService = new SceneLoaderService(); sceneLoaderService.LoadScene(SceneNames.MAIN_SCENE); } }
private void Awake() { languageController = FindObjectOfType <LanguageController>(); sceneLoaderService = new SceneLoaderService(); }