private void ApplyUpgrades() { int level = Upgrades.GetLevel(this.type); this.stats.maxHealth += 5 * level; this.stats.attackDamage += 3 * level; }
private void GetNewCard() { int randomNumber = Rng.Next(3); if (randomNumber == 0) { if (!isInclusingPilots && (isInclusingUpgrades || isInclusingManeuvers)) { GetNewCard(); return; } currentRandomCard = Pilots.GetRandomPilot(); isShowingManeuverCard = false; } else if (randomNumber == 1) { if (!isInclusingManeuvers && (isInclusingPilots || isInclusingUpgrades)) { GetNewCard(); return; } currentRandomShip = Ships.GetRandomShip(); isShowingManeuverCard = true; } else { if (!isInclusingUpgrades && (isInclusingPilots || isInclusingManeuvers)) { GetNewCard(); return; } currentRandomCard = Upgrades.GetRandomUpgrade(); isShowingManeuverCard = false; } }
/// <summary> /// Initiates loading for world. /// </summary> public void InitWorld() { LoadProgress = ContentLoadingProgress.InitObjects; if (TS1) { WorldObjectGlobals.Init(); ((TS1ObjectProvider)WorldObjects).Init(); LoadProgress = ContentLoadingProgress.InitArch; WorldWalls.InitTS1(); WorldFloors.InitTS1(); } else { WorldObjectGlobals.Init(); ((WorldObjectProvider)WorldObjects).Init((Device != null)); ((WorldObjectCatalog)WorldCatalog).Init(this); LoadProgress = ContentLoadingProgress.InitArch; WorldWalls.Init(); WorldFloors.Init(); Upgrades.Init(); if (Mode == ContentMode.SERVER) { Upgrades.LoadJSONTuning(); } } WorldRoofs.Init(); LoadProgress = ContentLoadingProgress.Done; }
public void SetUpgradeLevel(Upgrades u, int requestedLevel) { switch (u) { case Upgrades.HeadJumpHeight: headJumpHeight = requestedLevel; HeadJumpManager.instance.UpdateJumpHeight(); break; case Upgrades.AdditionalHeads: additionalHeads = requestedLevel; HeadJumpManager.instance.UpdateMaxLives(); break; case Upgrades.Balance: balance = requestedLevel; BalanceSystem.instance.UpdateStability(requestedLevel); break; case Upgrades.HorseSpeed: gravityEffect = requestedLevel; HorseManager.instance.UpdateSpeed(requestedLevel); GameStateManager.instance.UpdateBackgroundScroll(requestedLevel); break; } }
public void DeleteFunction(UpgradeFunction function) { QuickLogger.Debug("Deleting Function", true); function.DeActivateUpdate(); Upgrades.Remove(function); OnUpgradeUpdate?.Invoke(null); }
public void SaveGame(bool upgrades, bool stats) { if (!upgrades) { SaveLoadMaster.SaveProgress(currentLevel, masterMoney); } else { Upgrades ups = this.GetComponent <Upgrades>(); if (!stats) { SaveLoadMaster.SaveProgress(currentLevel, masterMoney, new int[3] { ups.aimSpeedLVL, ups.fireSpeedLVL, ups.pullPowerLVL }, new bool[6] { ups.Hooksize, ups.scannerUpgrade, ups.aimUpgrade, ups.BackGrab, ups.Destroyer, ups.autograb }); } else { EndGameStats gamestats = this.GetComponent <EndGameStats>(); SaveLoadMaster.SaveProgress(currentLevel, masterMoney, new int[3] { ups.aimSpeedLVL, ups.fireSpeedLVL, ups.pullPowerLVL }, new bool[6] { ups.Hooksize, ups.scannerUpgrade, ups.aimUpgrade, ups.BackGrab, ups.Destroyer, ups.autograb }, new int[] { gamestats.totalCash, gamestats.orescollected, gamestats.bombesExploded, gamestats.oresenriched, gamestats.upgradespurchased }); } } }
// Start is called before the first frame update void Start() { Upgrades upgrades = this.gameObject.GetComponentInParent <Upgrades>(); levelToCost = upgrades.levelToCost; itemToDescription = upgrades.itemToDescription; itemToFile = upgrades.itemToFile; curr = upgrades.curr; levels = upgrades.levels; levelToIndex = upgrades.levelToIndex; itemImage = this.transform.Find("Item Image").gameObject.GetComponent <Image>(); itemName = this.transform.Find("Item Name").gameObject.GetComponent <TextMeshProUGUI>(); itemDescription = this.transform.Find("Item Description").gameObject.GetComponent <TextMeshProUGUI>(); itemCost = this.transform.Find("Item Cost").gameObject.GetComponent <TextMeshProUGUI>(); itemStatus = this.transform.Find("Item Status").gameObject.GetComponent <TextMeshProUGUI>(); upgradeButton = this.transform.Find("Upgrade Button").gameObject.GetComponent <Button>(); goldNumber = this.transform.Find("Gold").gameObject.GetComponent <TextMeshProUGUI>(); gold = this.gameObject.GetComponentInParent <PlayerGold>().gold; foreach (string item in upgrades.items) { itemToStatus.Add(item, upgrades.levels[0]); } UpdateScreen(); }
public bool Write(DAIIO io, bool skiplength = false) { try { if (!skiplength) { io.WriteBits(Length, LengthBits); } Offset = io.Position; io.WriteInt16(Version); if (StatsData == null) { StatsData = new ItemAsset(); } StatsData.Write(io); if (Version < 8) { io.WriteInt32(Uid); } io.WriteBoolean(IsForSale); io.WriteBoolean(IsNew); io.WriteBoolean(IsCrafted); io.WriteInt32(StringId); if (StatsInstance != null) { StatsInstance.Write(io); if (Upgrades != null) { Upgrades.Write(io); io.WriteBoolean(SuppressClassRestriction); if (Version > 6) { io.WriteBoolean(IsPlaceHolder); } if (Version > 0xA) { io.WriteBoolean(HasSoundActionsReference); if (HasSoundActionsReference) { SoundActionsReference.Write(io); } } } } if (StackSize != 0xff) { io.WriteBits(StackSize, 0x8); } if (MaxStackSize != 0xff) { io.WriteBits(MaxStackSize, 0x8); } return(true); } catch (Exception) { return(false); } }
void Awake() { gameData = GameObject.Find("DataController").GetComponent <GameData>(); if (gameData.equippedUpgrade == Upgrades.DoubleDollaryDoos) { doubleDollaryDoosEnabled = true; gameData.equippedUpgrade = Upgrades.None; equipped = Upgrades.DoubleDollaryDoos; } if (gameData.equippedUpgrade == Upgrades.HeadStart) { headstartEnabled = true; gameData.equippedUpgrade = Upgrades.None; equipped = Upgrades.HeadStart; } if (gameData.equippedUpgrade == Upgrades.Revive) { reviveEnabled = true; gameData.equippedUpgrade = Upgrades.None; equipped = Upgrades.Revive; } gameData.SaveGameDataUpgradesInventory(); }
public List <int> this[Upgrades key] { get { return(GetValue(key)); } }
void Start() { State = GameState.Menu; upgrades = new Upgrades(); Cursor.visible = false; Localization.language = "English"; }
void Update() { bool unlocked = true; if (activated || (precludingUpgrade != null && precludingUpgrade.isActivated())) { unlocked = false; } else if (lockingUpgrade != null && !activated) { unlocked = lockingUpgrade.isActivated(); } if (unlocked && Resources.money > Upgrades.getCost(upgradeName)) { //TODO: Check enough money button.interactable = true; } else { //show not enough cash button.interactable = false; } }
public void AssignStructure(Structure structure) { if (_controller) { if (_structure != null) { _controller.CountStructure(_structure.type, -1); } _controller.CountStructure(structure.type, 1); } _structure = structure; if (currentStructure) { DestroyImmediate(currentStructure); currentStructure = null; } if (_structure.prefab) { currentStructure = Instantiate(_structure.prefab, transform, false); currentStructure.name = $"{structure.name}"; currentStructure.transform.GetChild(0).Rotate(Vector3.up, Random.Range(0, 360)); } _upgrades = _structure.copyBuildingUpgrades(); }
private BlockDifficulty DeterminePowerUpBlock(Upgrades _upgradeType) { BlockDifficulty blockDifficulty = BlockDifficulty.None; switch (_upgradeType) { case Upgrades.ChargeUpgrade: blockDifficulty = BlockDifficulty.Charge; break; case Upgrades.ShieldUpgrade: blockDifficulty = BlockDifficulty.Shield; break; case Upgrades.MegaCoinUpgrade: blockDifficulty = BlockDifficulty.MegaCoin; break; default: blockDifficulty = BlockDifficulty.Shield; break; } return(blockDifficulty); }
public void TryBuyUpgrade(Upgrades upgrade, int shopIndex) { // If player has enough money if (GetCurrentStatInfo(upgrade.Stat) < upgrade.ItemCap && customer.TrySpendGold(upgrade.Price)) // If the player has money and the cap is not reached { customer.BoughtItem(upgrade.Stat); // Updating Item description if (GetCurrentStatInfo(upgrade.Stat) < upgrade.ItemCap) { UpdateItemPrice(upgrade); buttons[shopIndex].Find("priceText").GetComponent <TextMeshProUGUI>().SetText(upgrade.Price.ToString()); buttons[shopIndex].Find("currentStats").GetComponent <TextMeshProUGUI>().SetText($"{upgrade.UpgradeDescription} {GetCurrentStatInfo(upgrade.Stat)}/{upgrade.ItemCap}"); } else { buttons[shopIndex].Find("currentStats").GetComponent <TextMeshProUGUI>().SetText("Maximum limit reaced"); buttons[shopIndex].Find("background").GetComponent <Image>().color = Color.red; } } else { if (GetCurrentStatInfo(upgrade.Stat) < upgrade.ItemCap) { buttons[shopIndex].Find("currentStats").GetComponent <TextMeshProUGUI>().SetText("Insufficient funds"); buttons[shopIndex].Find("background").GetComponent <Image>().color = Color.red; } } }
/// <summary> /// every tick the player gets rewarded with a set amount of points /// depending on the quantity of fish and the types of fish /// The rewards is then multiplied with an upgradable multiplier that /// rewards extra points /// the tick is called in boidsmanager /// </summary> public static void Tick() { if (Time.time >= tickTS + tickInterval) { float sum = 0; sum += BoidsManager.ChromisCount * (fishPassivePoints[FISH.CHROMIE] * Upgrades.GetUpgradeModifier(FISH.CHROMIE)); sum += BoidsManager.EelCount * (fishPassivePoints[FISH.EEL] * Upgrades.GetUpgradeModifier(FISH.EEL)); sum += BoidsManager.MolaCount * (fishPassivePoints[FISH.MOLA] * Upgrades.GetUpgradeModifier(FISH.MOLA)); Score += sum; lastSum = sum; tickTS = Time.time; onScoreTick?.Invoke(); } }
public void HasChanged() { GameObject hovered = Hoverable.current.hoverObject; UpgradeButton upgrade = hovered.GetComponent <UpgradeButton>(); Item item = hovered.GetComponent <Item>(); if (upgrade != null) { string upgradeName = upgrade.upgradeName; print(upgradeName); title.text = Upgrades.getTitle(upgradeName); cost.text = "$" + Upgrades.getCost(upgradeName).ToString(); pawnPrice.text = ""; description.text = Upgrades.getDescription(upgradeName); image.sprite = upgrade.GetSprite(); } else if (item != null) { string itemName = item.getItemName(); print(itemName); title.text = itemName; cost.text = "$" + ItemInfo.itemStats[itemName]["sellPrice"].ToString(); pawnPrice.text = "Pawn: $" + ItemInfo.itemStats[itemName]["pawnPrice"].ToString(); description.text = ItemInfo.itemDescription[itemName]; image.sprite = item.GetSprite(); } }
public Resources TickTile(TileGridController controller, CubeCoord pos, Upgrades upgrades, TileScript tile) { var buildingResources = upgrades.Calculate(new Resources()); var modified = globalUpgrades.Calculate(buildingResources); if (tile.Structure.type == StructureType.LUMBERJACK) { var neighborTiles = controller.GetNeighborTiles(pos); modified.Mul(ItemType.WOOD, neighborTiles.Count(t => t.GetComponent <TileScript>().Structure.type == StructureType.WOODS)); } if (tile.Structure.type == StructureType.CHARCOAL_BURNER) { var neighborTiles = controller.GetNeighborTiles(pos); var cnt = neighborTiles.Count(t => t.GetComponent <TileScript>().Structure.type == StructureType.CHARCOAL_BURNER) + 1; modified.Mul(ItemType.CHARCOAL, cnt); } if (modified.Items.Count > 0) { if (Global.Resources.Add(modified)) { var floaty = tile.floaty(controller.worldUi.transform, modified, true, ""); floaty.transform.position = Camera.main.WorldToScreenPoint(tile.transform.position); } } return(modified); }
public GameObject SpawnWord(string word) { float x; if (Upgrades.hasUpgrade("wordGrid")) { if (gridPosLeft) { x = leftAnchor.position.x; } else { x = rightAnchor.position.x; } gridPosLeft = !gridPosLeft; } else { x = Random.Range(leftAnchor.position.x, rightAnchor.position.x); } this.transform.position = new Vector3(x, transform.position.y); GameObject w; w = Instantiate(wordObject, this.transform.position, Quaternion.identity, transform.parent); if (Upgrades.hasUpgrade("rigidWords")) { w.GetComponent <Rigidbody2D>().freezeRotation = true; } w.GetComponent <Word>().SetWord(word); return(w); }
/// <summary> /// Setup the menu /// </summary> void Start() { //Add listeners Messenger.AddListener("setBlack", setBlack); smallFont.fontSize = 25; largeFont.fontSize = 40; //White font will stick out on our black background smallFont.normal.textColor = Color.white; largeFont.normal.textColor = Color.white; startY = -Screen.height / 2 + 120; //initialize GameObject_upgrades and Upgrades_upgrades GameObject_upgrades = GameObject.Find("Upgrades-Score"); //Initialize fortHealth fort = GameObject.Find("Fort"); //get the fort FortHealth_fortHealth = fort.GetComponent <FortHealth>(); //if we have now upgrades object load the prefab for upgrades onto the scene if (GameObject_upgrades == null) { Debug.LogWarning("Warning: Upgrades GameObject could not be found"); GameObject_upgrades = Instantiate(Resources.Load("Upgrades-Score")) as GameObject; } Upgrades_upgrades = GameObject_upgrades.GetComponent <Upgrades>(); //no matter what we have the upgrades object so we're good to load everything guiReady = true; }
internal Player(long UserId) { this.UserId = UserId; this.Facebook = new Structure.API.Facebook(this); this.Google = new Structure.API.Google(this); this.Gamecenter = new Structure.API.Gamecenter(this); this.Inbox = new Inbox(this); this.Castle_Resources = new Resources(this, false); this.Resources = new Resources(this, true); this.Resources_Cap = new Resources(this, false); this.Npcs = new Npcs(); this.Variables = new Structure.Slots.Variables(this, true); this.Modes = new Modes(this, true); this.Units = new Units(this); this.Units2 = new Units(this); this.Spells = new Units(this); this.Castle_Units = new Castle_Units(this); this.Castle_Spells = new Castle_Units(this); this.Unit_Upgrades = new Upgrades(this); this.Spell_Upgrades = new Upgrades(this); this.Heroes_Upgrades = new Upgrades(this); this.Heroes_Health = new Slots(); this.Heroes_Modes = new Slots(); this.Heroes_States = new Slots(); }
private IEnumerator SphereSpawn() { while (true) { int time_for_spawn = Random.Range(minTimeSpawn, maxTimeSpawn + 1); int random = Random.Range(1, 4); yield return(new WaitForSeconds(time_for_spawn)); Upgrades upgrade = (Upgrades)random; switch (upgrade) { case Upgrades.forceUpgrade: { upgradeObj = Pooling.Instance.SpawnFromPool("forceUpgrade", new Vector3(Random.Range(-9.5f, 9.5f), 14)); } break; case Upgrades.widthUpgrade: { upgradeObj = Pooling.Instance.SpawnFromPool("widthUpgrade", new Vector3(Random.Range(-9.5f, 9.5f), 14)); } break; case Upgrades.stickUpgrade: { upgradeObj = Pooling.Instance.SpawnFromPool("stickUpgrade", new Vector3(Random.Range(-9.5f, 9.5f), 14)); } break; } upgradeObj.GetComponent <Rigidbody>().velocity = new Vector3(0, -10, 0); } }
public Unit(Unit copy) { if (copy != null) { Name = copy.Name; Faction = copy.Faction; Keywords = copy.Keywords; Abilities = copy.Abilities; MinimumUnitCount = copy.MinimumUnitCount; MaximumUnitCount = copy.MaximumUnitCount; Powerlevel = copy.Powerlevel; MatchedPoints = copy.MatchedPoints; BonusCp = copy.BonusCp; BattleRole = copy.BattleRole; SpecialRules = new List <Rule>(); ListEntries = new UnitModels(); WargearUpgrades = new Upgrades(); foreach (Rule rule in copy.SpecialRules) { SpecialRules.Add(new Rule(rule)); } foreach (UnitModel unitMod in copy.ListEntries) { ListEntries.Add(new UnitModel(unitMod)); } IsUnique = copy.IsUnique; Id = Guid.NewGuid().ToString(); } }
public Unit() { SpecialRules = new List <Rule>(); ListEntries = new UnitModels(); WargearUpgrades = new Upgrades(); Id = Guid.NewGuid().ToString(); }
public UpgradeTier(Upgrades type, T data, float cost, UpgradeTier <T> nextTier) { this.type = type; this.data = data; this.cost = cost; this.nextTier = nextTier; }
/// <summary> /// Setup the menu /// </summary> void Start() { int_difficulty = PlayerPrefs.GetInt("difficulty", 2); //Add listeners Messenger.AddListener("setBlack", setBlack); smallFont.fontSize = 25; largeFont.fontSize = 40; //White font will stick out on our black background smallFont.normal.textColor = Color.white; largeFont.normal.textColor = Color.white; //format the button so that it's visible startY = -Screen.height / 2 + 120; //initialize GameObject_upgrades and Upgrades_upgrades GameObject_upgrades = GameObject.FindGameObjectWithTag("Upgrades"); //GameObject_upgrades = GameObject.Find ("Upgrades-Score"); //if we have now upgrades object load the prefab for upgrades onto the scene if (GameObject_upgrades == null) { Debug.LogWarning("Warning: Upgrades GameObject could not be found"); GameObject_upgrades = Instantiate(Resources.Load("Upgrades-Score")) as GameObject; } Upgrades_upgrades = GameObject_upgrades.GetComponent <Upgrades>(); //no matter what we have the upgrades object so we're good to load everything guiReady = true; }
internal bool CanBeUpgraded(UpgradePair upgrade, bool left) { if (upgrade == null) { throw new ArgumentNullException(); } if (_upgrades.All(x => x.UpgradeType != upgrade.UpgradeType)) { return(true); } if (_upgrades.Count(x => x.UpgradeType != upgrade.UpgradeType) >= 2) { return(false); } var u = Upgrades.First(x => x.UpgradeType == upgrade.UpgradeType) as UpgradePair; if (left) { return(u.LeftAnimal != this); } else { return(u.RightAnimal != this); } }
public bool HasUpgarde(Upgrades upgrade) { for (int i = 0; i < Count.Upgrade; i++) if (Upgrade[i] == upgrade) return true; return false; }
protected void UpdateItemPrice(Upgrades upgrade) { switch (upgrade.Stat) { case UpgradeStats.HealthUpgrade: upgrade.Price = upgrade.BasePrice + (int)(upgrade.BasePrice * GetCurrentStatInfo(upgrade.Stat) / 35); break; case UpgradeStats.ArmourUpgrade: upgrade.Price = upgrade.BasePrice + (int)(upgrade.BasePrice * GetCurrentStatInfo(upgrade.Stat) / 20); break; case UpgradeStats.AgilityUpgrade: upgrade.Price = upgrade.BasePrice + (int)(upgrade.BasePrice * GetCurrentStatInfo(upgrade.Stat) / 10); break; case UpgradeStats.JumpingUpgrade: upgrade.Price = upgrade.BasePrice + (int)(upgrade.BasePrice * GetCurrentStatInfo(upgrade.Stat) / 50); break; case UpgradeStats.WeaponUpgrade: upgrade.Price = upgrade.BasePrice + (int)(upgrade.BasePrice * GetCurrentStatInfo(upgrade.Stat) / 10); break; case UpgradeStats.RangedUpgrade: upgrade.Price = upgrade.BasePrice + (int)(upgrade.BasePrice * GetCurrentStatInfo(upgrade.Stat) / 10); break; } }
public void UpdateIcon() { Upgrades upg = eventSystem.GetComponent <Upgrades>(); Upgrades.Upgrade up; // Set health upgrades int hpUpg = PlayerPrefs.GetInt("healthUpgrade", 0); up = upg.GetUpgrade(hpUpg); sleeve.GetComponent <Image>().color = new Color(up.r / 255f, up.g / 255f, up.b / 255f); // Impart la 255 ca sa dau valoari intre 0 si 1 // Set shield upgrades int guardUpg = PlayerPrefs.GetInt("shieldUpgrade", 0); up = upg.GetUpgrade(guardUpg); shield.GetComponent <Image>().color = new Color(up.r / 255f, up.g / 255f, up.b / 255f); // Set weapon Image weaponImg = weaponObj.GetComponent <Image>(); weaponImg.sprite = weapons[PlayerPrefs.GetInt("weaponNo", 0)]; weaponImg.SetNativeSize(); Vector2 size = weaponObj.GetComponent <RectTransform>().sizeDelta; Vector2 pixelPivot = weaponObj.GetComponent <Image>().sprite.pivot; Vector2 percentPivot = new Vector2(pixelPivot.x / size.x, pixelPivot.y / size.y); weaponObj.GetComponent <RectTransform>().pivot = percentPivot; }
protected Transform CreateButton(Upgrades upgrade, int shopIndex) { UpdateItemPrice(upgrade); Transform shopItemTransform = Instantiate(shopItemTemplate, container); RectTransform shopItemRectTransform = shopItemTransform.GetComponent <RectTransform>(); float shopItemHeight = 100f; shopItemRectTransform.anchoredPosition = new Vector2(0, -shopItemHeight * shopIndex); shopItemTransform.Find("nameText").GetComponent <TextMeshProUGUI>().SetText(upgrade.UpgradeName); shopItemTransform.Find("priceText").GetComponent <TextMeshProUGUI>().SetText(upgrade.Price.ToString()); shopItemTransform.Find("itemIcon").GetComponent <Image>().sprite = upgrade.Sprite; if (GetCurrentStatInfo(upgrade.Stat) < upgrade.ItemCap && upgrade.Price <= playerStats.GetPlayerMoney()) { shopItemTransform.Find("currentStats").GetComponent <TextMeshProUGUI>().SetText($"{upgrade.UpgradeDescription} {GetCurrentStatInfo(upgrade.Stat)}/{upgrade.ItemCap}"); } else if (GetCurrentStatInfo(upgrade.Stat) >= upgrade.ItemCap) { shopItemTransform.Find("background").GetComponent <Image>().color = Color.red; shopItemTransform.Find("currentStats").GetComponent <TextMeshProUGUI>().SetText("Maximum limit reaced"); } else if (upgrade.Price > playerStats.GetPlayerMoney()) { shopItemTransform.Find("background").GetComponent <Image>().color = Color.red; shopItemTransform.Find("currentStats").GetComponent <TextMeshProUGUI>().SetText("Insufficient funds"); } shopItemTransform.GetComponent <Button>().onClick.AddListener(() => { TryBuyUpgrade(upgrade, shopIndex); }); return(shopItemTransform); }
// Use this for initialization void Start() { //gamestate testing mCurBonusSubject = BonusSubject.Melee; DynamicUpgrades = new int[mSubjectMax, mBonusMax]; OriginalUpgrades = new int[mSubjectMax, mBonusMax]; mCurUpgrades = GameObject.Find("Store").GetComponent<Upgrades>(); mCurUpgrades.SetStoreArray(ref DynamicUpgrades); mCurUpgrades.SetStoreArray(ref OriginalUpgrades); }
void Awake() { if (instance == null) { instance = this; DontDestroyOnLoad(gameObject); } else if (instance != this) { Destroy(this.gameObject); } }
protected override void Awake() { base.Awake(); upgradeResource = GetComponentInChildren<UpgradeResource>(); upgrades = GetComponentInChildren<Upgrades>(); collectResources = GetComponent<CollectResources>(); sprite = GetComponent<SpriteRenderer>(); upgradeMenu = transform.Find("UpgradeMenu").gameObject; upgradeMenu.SetActive(false); InvokeRepeating("RecoverHealth", 0, healthRecoverRate); }
protected virtual void Awake() { upgrades = transform.parent.GetComponent<Upgrades>(); totalResources = GameObject.Find("Total Resources").GetComponent<TotalResources>(); foreach (Transform textObj in transform) { if (textObj.gameObject.name == "Points") { textObj.GetComponent<TextMesh>().text = pointsSpendOnThis + "/" + upgrades.TotalPoints; } else if (textObj.gameObject.name == "Price") { price = int.Parse(textObj.GetComponent<TextMesh>().text); } } }
public void Save() { BinaryFormatter bf = new BinaryFormatter (); FileStream file = File.Open (Application.persistentDataPath + "/playerInfo.dat", FileMode.Create); PlayerData data = new PlayerData (); data.gold = gold; data.goldperclick = goldperclick; data.karma = karma; for (int i=0; i<items.Length; i++) { Items item = new Items (); UpgradeManager script = items[i].GetComponent<UpgradeManager>(); item.id = script.id; item.amount = script.count; data.itemsz.Add(item); } for (int i=0; i<labels.Length; i++) { Labels label = new Labels (); LayerManager script = labels[i].GetComponent<LayerManager>(); label.purchased = script.purchased; data.labs.Add(label); } upgrades = GameObject.FindGameObjectsWithTag ("Upgrade") as GameObject[]; for (int i=0; i<upgrades.Length; i++) { Upgrades upgrade = new Upgrades (); ItemManager script = upgrades[i].GetComponent<ItemManager>(); //Debug.Log ("I: " + i); //Debug.Log ("Script id: "+ script.id); //Debug.Log ("Script count: "+ script.count); upgrade.id = script.id; upgrade.amount = script.count; data.upg.Add(upgrade); //Debug.Log ("Upgrade id: " + upgrade.id); //Debug.Log ("Upgrade amount: " + upgrade.amount); } Debug.Log ("SAVED"); data.fte1 = fte1; data.fte2 = fte2; data.fte3 = fte3; data.fte4 = fte4; data.fte5 = fte5; data.fte2Arrow = fte2Arrow; data.fte3Arrow = fte3Arrow; data.extra = extra; data.date = date.ToBinary().ToString(); data.upg.ToArray (); data.itemsz.ToArray (); data.pis_current = pis_current; bf.Serialize (file, data); file.Close (); }