void Start() { unitLevel = UnitLevel.Level1; unitManager(); manager = GameObject.Find("CityManager").GetComponent <citymanager>(); damageAmount = 30; }
public void UpgradeUnit() { int upgradeAmount = m_unitUpgradeCost[(int)m_type] * ((int)level + 1); if (level < UnitLevel.kLevel3 && GameManager.s_instance.m_gold >= upgradeAmount) { GameManager.s_instance.m_gold -= upgradeAmount; if (m_type == ProjectileType.kNormal) { UpgradeNormalUnit(); } else if (m_type == ProjectileType.kIceball) { UpgradeIceballUnit(); } else if (m_type == ProjectileType.kCannonball) { UpgradeCannonballUnit(); } level += 1; UpdateUpgradeMessage(); if (SceneManager.GetActiveScene().name != "TutorialLevel") { //socialManager?.UpdateUpgradeMasterAchivement(); } } }
public void SeedFighterLevels(IStarWars3Context context, string path) { string[] fighters = File.ReadAllLines(path); for (int i = 1; i < fighters.Length; i++) { string[] data = fighters[i] .Split(',') .Select(arg => arg.Replace("\"", string.Empty)) .ToArray(); UnitLevel fighter = new UnitLevel { Name = data[0], Type = (UnitType)int.Parse(data[1]), Level = int.Parse(data[2]), Damage = int.Parse(data[3]), Shield = int.Parse(data[4]), Armor = int.Parse(data[5]), Health = int.Parse(data[6]), Speed = int.Parse(data[7]), FuelConsumption = int.Parse(data[8]), }; //context.UnitLevels.AddOrUpdate(a => // new { a.Name, a.Level, ... }, // fighter); context.UnitLevels.Add(fighter); } context.SaveChanges(); }
//-------------------------------------------------- public PlayerLevel(Vector3 cell_size, int map_width, int map_lenght, GridMap playerlevel) { buildinglevel = new BuildingLevel(); buildinglevel.init(cell_size, map_width, map_lenght, playerlevel); unitlevel = new UnitLevel(cell_size); setConnectionsBetweenLevels(); }
//upgrade tower public void UpgradeTower() { int upgradeAmount = m_towerUpgradeCost * ((int)level + 1); if (level < UnitLevel.kLevel3 && GameManager.s_instance.m_gold >= upgradeAmount) { GameManager.s_instance.m_gold -= upgradeAmount; m_healthComponent.UpgradeMaxHealth(m_healthComponent.m_maxHealth + 100 * ((int)level + 1)); level += 1; UpdateUpgradeMessage(); } }
// Start is called before the first frame update void Start() { m_towerPanel.SetActive(false); level = UnitLevel.kLevel1; m_healthComponent = GetComponent <HealthComponent>(); Color green = Color.green; green.a = 0.4f; m_healthFillImage.color = green; tookDamage = false; UpdateUpgradeMessage(); }
// Start is called before the first frame update void Start() { level = UnitLevel.kLevel1; if (SceneManager.GetActiveScene().name != "TutorialLevel") { m_unitPanel = LevelManager.s_instance.m_unitPanel; m_selectionPanel = LevelManager.s_instance.m_selectionPanel; //socialManager = GameObject.Find("SocialManager").GetComponent<GooglePlayGamesManager>(); } else if (SceneManager.GetActiveScene().name == "TutorialLevel") { m_unitPanel = TutorialManager.s_instance.m_unitPanel; m_selectionPanel = TutorialManager.s_instance.m_selectionPanel; } }
public bool UpgradeLevel() { if (unitLevel == UnitLevel.Level3) { return(false); } if (unitType == ItemType.GENERIC) { return(false); } else { unitLevel = unitLevel + 1; ammoIncrement++; resourceIncrement++; unitHealth += 15; } return(true); }
protected override void OnModelCreating(ModelBuilder modelBuilder) { base.OnModelCreating(modelBuilder); modelBuilder.Entity <FlowManager>(); modelBuilder.Entity <ReefCastle>(); modelBuilder.Entity <Alchemy>(); modelBuilder.Entity <StormSeal>(); foreach (var relationship in modelBuilder.Model.GetEntityTypes().SelectMany(e => e.GetForeignKeys())) { relationship.DeleteBehavior = DeleteBehavior.NoAction; } var laserShark = new LaserShark { Id = 1 }; var sharkLv1 = new UnitLevel() { Id = 1, Level = 1, AttackScore = 5, DefenseScore = 5, UnitTypeId = 1, BattlesNeeded = 0 }; var sharkLv2 = new UnitLevel() { Id = 2, Level = 2, AttackScore = 7, DefenseScore = 7, UnitTypeId = 1, BattlesNeeded = 3 }; var sharkLv3 = new UnitLevel() { Id = 3, Level = 3, AttackScore = 10, DefenseScore = 10, UnitTypeId = 1, BattlesNeeded = 8 }; var stormSeal = new StormSeal { Id = 2, }; var sealLv1 = new UnitLevel() { Id = 4, Level = 1, AttackScore = 6, DefenseScore = 2, UnitTypeId = 2, BattlesNeeded = 0 }; var sealLv2 = new UnitLevel() { Id = 5, Level = 2, AttackScore = 8, DefenseScore = 3, UnitTypeId = 2, BattlesNeeded = 3 }; var sealLv3 = new UnitLevel() { Id = 6, Level = 3, AttackScore = 10, DefenseScore = 5, UnitTypeId = 2, BattlesNeeded = 8 }; var combatSeaHorse = new CombatSeaHorse { Id = 3 }; var horseLv1 = new UnitLevel() { Id = 7, Level = 1, AttackScore = 2, DefenseScore = 6, UnitTypeId = 3, BattlesNeeded = 0 }; var horseLv2 = new UnitLevel() { Id = 8, Level = 2, AttackScore = 3, DefenseScore = 8, UnitTypeId = 3, BattlesNeeded = 3 }; var horseLv3 = new UnitLevel() { Id = 9, Level = 3, AttackScore = 5, DefenseScore = 10, UnitTypeId = 3, BattlesNeeded = 8 }; var reefCastle = new ReefCastle { Id = 1 }; var flowManager = new FlowManager { Id = 2 }; var stoneMine = new StoneMine { Id = 3 }; var alchemy = new Alchemy { Id = 1 }; var coralWall = new CoralWall { Id = 2 }; var mudHarvester = new MudHarvester { Id = 3 }; var mudTractor = new MudTractor { Id = 4 }; var sonarCannon = new SonarCannon { Id = 5 }; var underwaterMartialArts = new UnderwaterMartialArts { Id = 6 }; var upgrade1 = new Upgrade { Id = 1, CountryId = 1, State = UpgradeState.Unresearched, TypeId = 1 }; var upgrade2 = new Upgrade { Id = 2, CountryId = 1, State = UpgradeState.Unresearched, TypeId = 2 }; var upgrade3 = new Upgrade { Id = 3, CountryId = 1, State = UpgradeState.Researched, TypeId = 3 }; var upgrade4 = new Upgrade { Id = 4, CountryId = 1, State = UpgradeState.Unresearched, TypeId = 4 }; var upgrade5 = new Upgrade { Id = 5, CountryId = 1, State = UpgradeState.Unresearched, TypeId = 5 }; var upgrade6 = new Upgrade { Id = 6, CountryId = 1, State = UpgradeState.Researched, TypeId = 6 }; var upgrade7 = new Upgrade { Id = 7, CountryId = 2, State = UpgradeState.Unresearched, TypeId = 1 }; var upgrade8 = new Upgrade { Id = 8, CountryId = 2, State = UpgradeState.Unresearched, TypeId = 2 }; var upgrade9 = new Upgrade { Id = 9, CountryId = 2, State = UpgradeState.Unresearched, TypeId = 3 }; var upgrade10 = new Upgrade { Id = 10, CountryId = 2, State = UpgradeState.Unresearched, TypeId = 4 }; var upgrade11 = new Upgrade { Id = 11, CountryId = 2, State = UpgradeState.Unresearched, TypeId = 5 }; var upgrade12 = new Upgrade { Id = 12, CountryId = 2, State = UpgradeState.Unresearched, TypeId = 6 }; var buildingGroup1 = new BuildingGroup { Id = 1 }; var buildingGroup2 = new BuildingGroup { Id = 2 }; var building1 = new Building { Id = 1, BuildingGroupId = 1, Count = 4, TypeId = 1 }; var building2 = new Building { Id = 2, BuildingGroupId = 1, Count = 1, TypeId = 2 }; var building3 = new Building { Id = 3, BuildingGroupId = 2, Count = 1, TypeId = 1 }; var building4 = new Building { Id = 4, BuildingGroupId = 2, Count = 0, TypeId = 2 }; var building5 = new Building { Id = 5, BuildingGroupId = 1, Count = 0, TypeId = 3 }; var building6 = new Building { Id = 6, BuildingGroupId = 2, Count = 0, TypeId = 3 }; var unitGroup1 = new UnitGroup { Id = 1 }; var unitGroup2 = new UnitGroup { Id = 2 }; var unitGroup3 = new UnitGroup { Id = 3 }; var unitGroup4 = new UnitGroup { Id = 4 }; var country1 = new Country { Id = 1, AttackingArmyId = 1, DefendingArmyId = 2, BuildingTimeLeft = 0, Coral = 100000, Name = "First Country", Pearl = 100000, Stone = 5000, Score = 0, UpgradeTimeLeft = 0, UserId = 1, BuildingGroupId = 1, }; var country2 = new Country { Id = 2, AttackingArmyId = 3, DefendingArmyId = 4, BuildingTimeLeft = 0, Coral = 100000, Name = "Another Country", Pearl = 100000, Stone = 5000, Score = 0, UpgradeTimeLeft = 0, UserId = 2, BuildingGroupId = 2 }; var game = new Game { Id = 1, Round = 1 }; var passwordHasher = new PasswordHasher <User>(); var user1 = new User { Id = 1, GameId = 1, Place = 1, Score = 100, UserName = "******", NormalizedUserName = "******", SecurityStamp = Guid.NewGuid().ToString() }; user1.PasswordHash = passwordHasher.HashPassword(user1, "undersea"); var user2 = new User { Id = 2, GameId = 1, Place = 2, Score = 50, UserName = "******", NormalizedUserName = "******", SecurityStamp = Guid.NewGuid().ToString() }; user2.PasswordHash = passwordHasher.HashPassword(user2, "undersea"); modelBuilder.Entity <LaserShark>() .HasData(laserShark); modelBuilder.Entity <StormSeal>() .HasData(stormSeal); modelBuilder.Entity <CombatSeaHorse>() .HasData(combatSeaHorse); modelBuilder.Entity <ReefCastle>() .HasData(reefCastle); modelBuilder.Entity <FlowManager>() .HasData(flowManager); modelBuilder.Entity <StoneMine>() .HasData(stoneMine); modelBuilder.Entity <Alchemy>() .HasData(alchemy); modelBuilder.Entity <MudTractor>() .HasData(mudTractor); modelBuilder.Entity <MudHarvester>() .HasData(mudHarvester); modelBuilder.Entity <CoralWall>() .HasData(coralWall); modelBuilder.Entity <SonarCannon>() .HasData(sonarCannon); modelBuilder.Entity <UnderwaterMartialArts>() .HasData(underwaterMartialArts); modelBuilder.Entity <UnitGroup>() .HasData(new UnitGroup[] { unitGroup1, unitGroup2, unitGroup3, unitGroup4 }); modelBuilder.Entity <Game>().HasData(game); modelBuilder.Entity <User>() .HasData(new User[] { user1, user2 }); modelBuilder.Entity <Country>() .HasData(new Country[] { country1, country2 }); modelBuilder.Entity <Upgrade>() .HasData(new Upgrade[] { upgrade1, upgrade2, upgrade3, upgrade4, upgrade5, upgrade6, upgrade7, upgrade8, upgrade9, upgrade10, upgrade11, upgrade12 }); modelBuilder.Entity <BuildingGroup>() .HasData(new BuildingGroup[] { buildingGroup1, buildingGroup2 }); modelBuilder.Entity <Building>() .HasData(new Building[] { building1, building2, building3, building4, building5, building6 }); modelBuilder.Entity <UnitLevel>() .HasData(new UnitLevel[] { sharkLv1, sharkLv2, sharkLv3, horseLv1, horseLv2, horseLv3, sealLv1, sealLv2, sealLv3, }); }
//-------------------------------------------------- public void setUnitLevel(UnitLevel unitlevel) { this.unitlevel = unitlevel; }