public static void Init()
        {
            // Get existing open window or if none, make a new one:
            window = (AbilityEditorWindow)EditorWindow.GetWindow(typeof(AbilityEditorWindow), false, "Ability Editor");
            //~ window.minSize=new Vector2(375, 449);
            //~ window.maxSize=new Vector2(375, 800);

            prefab      = AbilityDB.LoadDB();
            abilityList = prefab.abilityList;

            for (int i = 0; i < abilityList.Count; i++)
            {
                //towerList[i].prefabID=i;
                if (abilityList[i] != null)
                {
                    abilityIDList.Add(abilityList[i].ID);
                }
                else
                {
                    abilityList.RemoveAt(i);
                    i -= 1;
                }
            }

            InitLabel();
        }
Beispiel #2
0
        public static List <Ability> Load()
        {
            GameObject obj = Resources.Load("DB_UnitedSolution/AbilityDB", typeof(GameObject)) as GameObject;

                        #if UNITY_EDITOR
            if (obj == null)
            {
                obj = CreatePrefab();
            }
                        #endif

            AbilityDB instance = obj.GetComponent <AbilityDB>();
            return(instance.abilityList);
        }
Beispiel #3
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        public static List <Ability> LoadClone()
        {
            GameObject obj      = Resources.Load("DB_UnitedSolution/AbilityDB", typeof(GameObject)) as GameObject;
            AbilityDB  instance = obj.GetComponent <AbilityDB>();

            List <Ability> newList = new List <Ability>();

            if (instance != null)
            {
                for (int i = 0; i < instance.abilityList.Count; i++)
                {
                    newList.Add(instance.abilityList[i].Clone());
                }
            }

            return(newList);
        }
Beispiel #4
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        private static void LoadAbility()
        {
            abilityPrefabDB = AbilityDB.LoadDB();
            abilityList     = abilityPrefabDB.abilityList;

            for (int i = 0; i < abilityList.Count; i++)
            {
                //abilityList[i].ID=i;
                if (abilityList[i] != null)
                {
                    abilityIDList.Add(abilityList[i].ID);
                }
                else
                {
                    abilityList.RemoveAt(i);
                    i -= 1;
                }
            }

            UpdateAbilityNameList();
        }
Beispiel #5
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        void Awake()
        {
            instance = this;
            thisT    = transform;

            if (startWithFullEnergy)
            {
                energy = fullEnergy;
            }

            List <Ability> dbList = AbilityDB.Load();

            abilityList = new List <Ability>();
            for (int i = 0; i < dbList.Count; i++)
            {
                if (!unavailableIDList.Contains(dbList[i].ID))
                {
                    abilityList.Add(dbList[i].Clone());
                }
            }

            List <Ability> newList = PerkManager.GetUnlockedAbility();

            for (int i = 0; i < newList.Count; i++)
            {
                abilityList.Add(newList[i]);
            }

            for (int i = 0; i < abilityList.Count; i++)
            {
                abilityList[i].ID = i;
            }

            if (defaultIndicator)
            {
                defaultIndicator        = (Transform)Instantiate(defaultIndicator);
                defaultIndicator.parent = thisT;
                defaultIndicator.gameObject.SetActive(false);
            }
        }
Beispiel #6
0
        public string _PurchasePerk(Perk perk, bool useRsc = true)
        {
            string text = perk.Purchase(useRsc);

            if (text != "")
            {
                return(text);
            }

            if (onPerkPurchasedE != null)
            {
                onPerkPurchasedE(perk);
            }

            //process the prereq for other perk
            for (int i = 0; i < perkList.Count; i++)
            {
                Perk perkTemp = perkList[i];
                if (perkTemp.purchased || perkTemp.prereq.Count == 0)
                {
                    continue;
                }
                perkTemp.prereq.Remove(perk.ID);
            }


            perkPoint += 1;
            if (onPerkPointE != null)
            {
                onPerkPointE(perkPoint);
            }

            if (perk.type == _PerkType.NewTower)
            {
                List <UnitTower> towerList = TowerDB.Load();
                for (int i = 0; i < towerList.Count; i++)
                {
                    if (towerList[i].prefabID == perk.itemIDList[0])
                    {
                        unlockedTower.Add(towerList[i]);
                        BuildManager.AddNewTower(towerList[i]);
                    }
                }
            }
            else if (perk.type == _PerkType.NewAbility)
            {
                List <Ability> abilityList = AbilityDB.Load();
                for (int i = 0; i < abilityList.Count; i++)
                {
                    if (abilityList[i].ID == perk.itemIDList[0])
                    {
                        unlockedAbility.Add(abilityList[i]);
                        AbilityManager.AddNewAbility(abilityList[i]);
                    }
                }
            }
            else if (perk.type == _PerkType.NewFPSWeapon)
            {
                List <FPSWeapon> FPSWeaponList = FPSWeaponDB.Load();
                for (int i = 0; i < FPSWeaponList.Count; i++)
                {
                    if (FPSWeaponList[i].prefabID == perk.itemIDList[0])
                    {
                        unlockedWeapon.Add(FPSWeaponList[i]);
                        FPSControl.AddNewWeapon(FPSWeaponList[i]);
                    }
                }
            }

            else if (perk.type == _PerkType.GainLife)
            {
                GameControl.GainLife((int)Random.Range(perk.value, perk.valueAlt));
            }
            else if (perk.type == _PerkType.LifeCap)
            {
                lifeCap += (int)perk.value; GameControl.GainLife(0);
            }
            else if (perk.type == _PerkType.LifeRegen)
            {
                lifeRegen += perk.value;
            }
            else if (perk.type == _PerkType.LifeWaveClearedBonus)
            {
                lifeWaveClearedBonus += (int)perk.value;
            }

            else if (perk.type == _PerkType.GainRsc)
            {
                List <int> valueList = new List <int>();
                for (int i = 0; i < perk.valueRscList.Count; i++)
                {
                    valueList.Add((int)perk.valueRscList[i]);
                }
                ResourceManager.GainResource(valueList, null, false);                   //dont pass multiplier and dont use multiplier
            }
            else if (perk.type == _PerkType.RscRegen)
            {
                for (int i = 0; i < perk.valueRscList.Count; i++)
                {
                    rscRegen[i] += perk.valueRscList[i];
                }
            }
            else if (perk.type == _PerkType.RscGain)
            {
                for (int i = 0; i < perk.valueRscList.Count; i++)
                {
                    rscGain[i] += perk.valueRscList[i];
                }
            }
            else if (perk.type == _PerkType.RscCreepKilledGain)
            {
                for (int i = 0; i < perk.valueRscList.Count; i++)
                {
                    rscCreepKilledGain[i] += perk.valueRscList[i];
                }
            }
            else if (perk.type == _PerkType.RscWaveClearedGain)
            {
                for (int i = 0; i < perk.valueRscList.Count; i++)
                {
                    rscWaveClearedGain[i] += perk.valueRscList[i];
                }
            }
            else if (perk.type == _PerkType.RscResourceTowerGain)
            {
                for (int i = 0; i < perk.valueRscList.Count; i++)
                {
                    rscRscTowerGain[i] += perk.valueRscList[i];
                }
            }

            else if (perk.type == _PerkType.Tower)
            {
                ModifyTowerModifier(globalTowerModifier, perk);
            }
            else if (perk.type == _PerkType.TowerSpecific)
            {
                for (int i = 0; i < perk.itemIDList.Count; i++)
                {
                    int ID = TowerModifierExist(perk.itemIDList[i]);
                    if (ID == -1)
                    {
                        PerkTowerModifier towerModifier = new PerkTowerModifier();
                        towerModifier.prefabID = perk.itemIDList[i];
                        towerModifierList.Add(towerModifier);
                        ID = towerModifierList.Count - 1;
                    }
                    ModifyTowerModifierInList(ID, perk);
                }
            }
            else if (perk.type == _PerkType.Ability)
            {
                ModifyAbilityModifier(globalAbilityModifier, perk);
            }
            else if (perk.type == _PerkType.AbilitySpecific)
            {
                for (int i = 0; i < perk.itemIDList.Count; i++)
                {
                    int ID = AbilityModifierExist(perk.itemIDList[i]);
                    if (ID == -1)
                    {
                        PerkAbilityModifier abilityModifier = new PerkAbilityModifier();
                        abilityModifier.abilityID = perk.itemIDList[i];
                        abilityModifierList.Add(abilityModifier);
                        ID = abilityModifierList.Count - 1;
                    }
                    ModifyAbilityModifierInList(ID, perk);
                }
            }
            else if (perk.type == _PerkType.FPSWeapon)
            {
                ModifyFPSWeaponModifier(globalFPSWeaponModifier, perk);
            }
            else if (perk.type == _PerkType.FPSWeaponSpecific)
            {
                for (int i = 0; i < perk.itemIDList.Count; i++)
                {
                    int ID = FPSWeaponModifierExist(perk.itemIDList[i]);
                    if (ID == -1)
                    {
                        PerkFPSWeaponModifier weaponModifier = new PerkFPSWeaponModifier();
                        weaponModifier.prefabID = perk.itemIDList[i];
                        FPSWeaponModifierList.Add(weaponModifier);
                        ID = FPSWeaponModifierList.Count - 1;
                    }
                    ModifyFPSWeaponModifierInList(ID, perk);
                }
            }

            else if (perk.type == _PerkType.EnergyRegen)
            {
                energyRegen += perk.value;
            }
            else if (perk.type == _PerkType.EnergyIncreaseCap)
            {
                energyCap += perk.value;
            }
            else if (perk.type == _PerkType.EnergyCreepKilledBonus)
            {
                energyCreepKilledBonus += perk.value;
            }
            else if (perk.type == _PerkType.EnergyWaveClearedBonus)
            {
                energyWaveClearedBonus += perk.value;
            }

            return("");
        }