Ejemplo n.º 1
0
    public static void ColorizeSlashText(CurrencyTypes currencyType, int requiredAmount, TextMeshProUGUI txtField, Button btn = null)
    {
        int  amount        = currencyType.GetAmount();
        bool hasSufficient = amount >= requiredAmount;

        txtField.text  = amount + "/" + requiredAmount;
        txtField.color = hasSufficient ? Color.white : Color.red;
        if (btn)
        {
            btn.interactable = hasSufficient;
        }
    }
    public void UpdateCounter()
    {
        int amount = currency.GetAmount();

        counter.text = amount.ToString();

        if (amount <= 0)
        {
            bg.color = icon.color = new Color(0.5f, 0.5f, 0.5f, 1);
        }
        else
        {
            bg.color = icon.color = Color.white;
        }
    }
Ejemplo n.º 3
0
 public void NotifyCurrency(CurrencyTypes currency, int before = -1)
 {
     if (signals == null)
     {
         return;
     }
     if (before < 0)
     {
         before = _currencies[currency];
     }
     if (signals.OnChangedCurrency != null)
     {
         signals.OnChangedCurrency(currency.GetAmount(), before, currency);
     }
 }
Ejemplo n.º 4
0
    public void SummonHeroAction(SummonType type, Action <Hero> callback = null)
    {
        CurrencyTypes scrollType   = CurrencyManager.ConvertSummonTypeToCurrency(type);
        int           scrollsTotal = scrollType.GetAmount();

        if (scrollsTotal < 1)
        {
            throw new Exception("Unsufficient scrolls to summon the specified type: " + type + " => " + scrollType + ", scrolls: " + scrollsTotal);
        }

        int Seed = GetSeed();

        isSummonComplete = false;

        List <HeroData> possibleSummons = new List <HeroData>();
        HeroType        summonType      = HeroType.Monster;
        ElementalTypes  ElementalType   = ElementalTypes.None;
        float           chance          = Random.Range(0f, 1f);

        // Determine the type of hero to summon
        switch (type)
        {
        case SummonType.Common:

            if (chance <= GlobalProps.SUMMON_COMMON_HERO.GetFloat())
            {
                summonType = HeroType.Hero;
            }
            else if (chance <= (GlobalProps.SUMMON_COMMON_HERO.GetFloat() + GlobalProps.SUMMON_COMMON_SOLDIER.GetFloat()))
            {
                summonType = HeroType.Soldier;
            }
            else
            {
                summonType = HeroType.Monster;
            }

            break;

        case SummonType.Rare:

            if (chance <= GlobalProps.SUMMON_RARE_HERO.GetFloat())
            {
                summonType = HeroType.Hero;
            }
            else if (chance <= (GlobalProps.SUMMON_RARE_HERO.GetFloat() + GlobalProps.SUMMON_RARE_MONSTER.GetFloat()))
            {
                summonType = HeroType.Monster;
            }
            else
            {
                summonType = HeroType.Soldier;
            }

            break;

        case SummonType.MonsterFire: ElementalType = ElementalTypes.Fire; break;

        case SummonType.MonsterWater: ElementalType = ElementalTypes.Water; break;

        case SummonType.MonsterNature: ElementalType = ElementalTypes.Nature; break;

        case SummonType.MonsterDark: ElementalType = ElementalTypes.Dark; break;

        case SummonType.MonsterLight: ElementalType = ElementalTypes.Light; break;
        }

        possibleSummons = dataMan.heroDataList.FindAll(h => h.Type == summonType && h.AwokenReference == null);

        // Get the hero data list based on the types
        if (ElementalType != ElementalTypes.None)
        {
            // Summon w/ element (filter again from the above filtered list)
            possibleSummons = possibleSummons.FindAll(h => h.ElementalType == ElementalType);
        }

        Dictionary <HeroData, float> HeroChance = new Dictionary <HeroData, float>();

        foreach (HeroData hd in possibleSummons)
        {
            HeroChance.Add(hd, hd.Rarity);
        }

        // Get the hero from the list
        int summonIndex = Random.Range(0, possibleSummons.Count);

        trace(summonIndex);

        //eroChance.GetRandom();
        HeroData heroData = MathHelper.WeightedRandom(HeroChance).Key; //possibleSummons[summonIndex];

        //heroData = dataMan.heroDataList.GetByIdentity("hero_rareassassin"); // for testing awakening
        Hero tempHero = new Hero(heroData, Seed);

        trace("-- Summoning a hero: " + tempHero.Name + " [" + tempHero.Quality + "] (possibilities: " + possibleSummons.Count + ")\n" + (scrollsTotal - 1));

        SummonInterface summonUI = (SummonInterface)MenuManager.Instance.Push("Interface_SummonHero");

        //First, do the currency transaction:
        API.Currency.AddCurrency(scrollType, -1)
        //Then, do the actual adding of the new hero:
        .Then(res => API.Heroes.Add(tempHero))
        .Then(res => {
            Hero SelectedHero = dataMan.ProcessHeroData(res["newest"].AsArray[0]);

            summonUI.Initialize(SelectedHero);

            if (callback != null)
            {
                callback(SelectedHero);
            }
            if (signals.OnHeroCreated != null)
            {
                signals.OnHeroCreated(SelectedHero);
            }
        });
    }