// Use this for initialization void Start() { tutorialDialog = this.transform.GetComponent <TutorialDialog>(); player = GameObject.Find("character1").GetComponent <Player>(); craftSystem = GameObject.Find("CraftSystem").GetComponent <CraftSystem>(); pickWeapon = GameObject.Find("PickWeapon").GetComponent <CPickWeapon>(); trapSystem = GameObject.Find("character2").GetComponent <TrapSystem>(); tutorialDialog.tutorialRequest = this; Debug.Log(GameObject.Find("CraftSystem")); craftSystem.tutorialRequest = this; pickWeapon.tutorialRequest = this; player.tutorialRequest = this; trapSystem.tutorialRequest = this; Transform tempProjectile = GameObject.Find("ProjectileSystem").transform; projectile = new Projectile[tempProjectile.childCount]; for (int i = 0; i < projectile.Length; i++) { projectile[i] = tempProjectile.GetChild(i).GetComponent <Projectile>(); projectile[i].tutorialRequest = this; } }
private void OnMenuDisarmTrap(GameEvent e) { var data = (MenuSystem.MenuOptionSelected)e.EventData; TimedActionStarted(data.ActorID, RPGGameEvent.Menu_DisarmTrap, TrapSystem.ActionTimeToDisarmTrap(data.ItemID), true, data.ItemID); }
// Use this for initialization void Start() { theGridSystem = GameObject.Find("PlayerTetrisGrid").GetComponent <GridSystem>(); enemyGridSystem = GameObject.Find("EnemyTetrisGrid").GetComponent <enemyGridSystem>(); thePowerupsSystem = GameObject.Find("PowerUpSystem").GetComponent <PowerupsSystem>(); if (!enemyGridSystem.multi) { theTrapSystem = GameObject.Find("TrapSystem").GetComponent <TrapSystem>(); } thePlayer = GameObject.Find("Player"); game = GameObject.Find("EventSystem").GetComponent <GameCode>(); health = this.gameObject.AddComponent <HealthSystem>(); attackHeight = 40; originPos = transform.position; Pos = originPos; canvasLocalScale = GameObject.FindGameObjectWithTag("Canvas").transform.localScale; //Attack adjacent tiles attackWidth = 150; //Debug.Log("Cavalry"); if (type == "Cavalry") { health.InitHealth(PlayerPrefs.GetFloat("calvaryHP")); attckDmg = PlayerPrefs.GetFloat("calvaryAtt"); attckSpd = PlayerPrefs.GetFloat("calvaryAttSpd"); speed = PlayerPrefs.GetFloat("calvarySpd"); vision = 100; range = 100; state = (int)States.CHARGE; //prevhealth = health; activ = true; _class = 3; if (terrainName == "Hills") { attckDmg = (attckDmg * game.TMV_Cavalry.attackDamage); speed = (speed * game.TMV_Cavalry.speed); attckSpd = (attckSpd * game.TMV_Cavalry.attackSpeed); } else if (terrainName == "Forest") { attckDmg = (attckDmg * game.TMV_Cavalry.attackDamage); speed = (speed * game.TMV_Cavalry.speed); attckSpd = (attckSpd * game.TMV_Cavalry.attackSpeed); } else if (terrainName == "River") { attckDmg = (attckDmg * game.TMV_Cavalry.attackDamage); speed = (speed * game.TMV_Cavalry.speed); attckSpd = (attckSpd * game.TMV_Cavalry.attackSpeed); } else if (terrainName == "Plains") { attckDmg = (attckDmg * game.TMV_Cavalry.attackDamage); speed = (speed * game.TMV_Cavalry.speed); attckSpd = (attckSpd * game.TMV_Cavalry.attackSpeed); } } else if (type == "Infantry") { // Debug.Log("Infantry"); health.InitHealth(PlayerPrefs.GetFloat("infantryHP")); attckDmg = PlayerPrefs.GetFloat("infantryAtt", attckDmg); attckSpd = PlayerPrefs.GetFloat("infantryAttSpd"); speed = PlayerPrefs.GetFloat("infantrySpd"); range = 100; vision = 100; state = (int)States.CHARGE; //prevhealth = health; activ = true; _class = 1; if (terrainName == "Hills") { attckDmg = (attckDmg * game.TMV_Infantry.attackDamage); speed = (speed * game.TMV_Infantry.speed); attckSpd = (attckSpd * game.TMV_Infantry.attackSpeed); } else if (terrainName == "Forest") { attckDmg = (attckDmg * game.TMV_Infantry.attackDamage); speed = (speed * game.TMV_Infantry.speed); attckSpd = (attckSpd * game.TMV_Infantry.attackSpeed); } else if (terrainName == "River") { attckDmg = (attckDmg * game.TMV_Infantry.attackDamage); speed = (speed * game.TMV_Infantry.speed); attckSpd = (attckSpd * game.TMV_Infantry.attackSpeed); } else if (terrainName == "Plains") { attckDmg = (attckDmg * game.TMV_Infantry.attackDamage); speed = (speed * game.TMV_Infantry.speed); attckSpd = (attckSpd * game.TMV_Infantry.attackSpeed); } } else if (type == "Bowmen") { // Debug.Log("Bowmen"); health.InitHealth(PlayerPrefs.GetFloat("bowmenHP")); attckDmg = PlayerPrefs.GetFloat("bowmenAtt", attckDmg); attckSpd = PlayerPrefs.GetFloat("bowmenAttSpd"); speed = PlayerPrefs.GetFloat("bowmenSpd"); theProjectile = GetComponent <Projectile>(); range = 300; vision = 300; state = (int)States.CHARGE; //prevhealth = health; activ = true; _class = 2; if (terrainName == "Hills") { attckDmg = (attckDmg * game.TMV_Bowmen.attackDamage); speed = (speed * game.TMV_Bowmen.speed); attckSpd = (attckSpd * game.TMV_Bowmen.attackSpeed); } else if (terrainName == "Forest") { attckDmg = (attckDmg * game.TMV_Bowmen.attackDamage); speed = (speed * game.TMV_Bowmen.speed); attckSpd = (attckSpd * game.TMV_Bowmen.attackSpeed); } else if (terrainName == "River") { attckDmg = (attckDmg * game.TMV_Bowmen.attackDamage); speed = (speed * game.TMV_Bowmen.speed); attckSpd = (attckSpd * game.TMV_Bowmen.attackSpeed); } else if (terrainName == "Plains") { attckDmg = (attckDmg * game.TMV_Bowmen.attackDamage); speed = (speed * game.TMV_Bowmen.speed); attckSpd = (attckSpd * game.TMV_Bowmen.attackSpeed); } } //Debug.Log(transform.position }