Ejemplo n.º 1
0
    public void chooseWeapon()
    {
        GameObject player_ui;
        GameObject selected_weapon = null;

        foreach (var item in extraWeapons)
        {
            if (item.name == selectedExtraWeapon)
            {
                selected_weapon = item;
                break;
            }
        }
        Debug.Log(selected_weapon.name);
        player_ui = GameObject.Find("Player");
        foreach (Transform child in player_ui.transform)
        {
            //borra el arma equipada en hierarchy
            GameObject.Destroy(child.gameObject);
        }
        GameObject instantiated_weapon = Instantiate(selected_weapon, player_ui.transform);

        instantiated_weapon.transform.SetParent(player_ui.transform);
        gameManager.weapon_equiped = selected_weapon;
        ExWp = GameObject.Find(selectedExtraWeapon + "(Clone)").GetComponent <ExtraWeapons>();
        SaveGame.Save <string>("selectedWeapon", selectedExtraWeapon);
    }
Ejemplo n.º 2
0
 void Start()
 {
     GM                 = GameObject.Find("GameManager").GetComponent <GameManagerScript>();
     WeaponStats        = GameObject.Find("_lazer_obj(Clone)").GetComponent <ExtraWeapons>();
     timer              = timer - (WeaponStats.rate / 100);
     timer_flag         = timer;
     lazer_time         = lazer_time + (WeaponStats.rate / 100);
     lazer_time_flag    = lazer_time;
     line               = GetComponent <LineRenderer>();
     line.useWorldSpace = true;
     //laserHit = GameObject.Find("bullet_limit").transform;
     // StartCoroutine(StartBlinking());
 }
Ejemplo n.º 3
0
    void Start()
    {
        gameManager  = GameObject.Find("GameManager").GetComponent <GameManagerScript>();
        extraWeapons = gameManager.extra_weapons;
        //SaveGame.Clear();

        power_lvl_multi  = Load_int("power_lvl_multi");
        rate_lvl_multi   = Load_int("main_rate_lvl_multi");
        _coin_daily      = Load_int("_coin_daily");
        _coin_multiplier = Load_int("_coin_multiplier");

        _coin_daily_cost = Load_int("_coin_daily_cost");
        _coin_multi_cost = Load_int("_coin_multi_cost");

        selectedExtraWeapon = gameManager.weapon_equiped.name;

        //Text for main weapon power level
        text_main_power = GameObject.Find("Upgrade_UI/Main_weapon_card/Set_stats/Fire_strenght/Text/Value").GetComponent <Text>();
        //Text for main weapon rate level
        text_main_rate = GameObject.Find("Upgrade_UI/Main_weapon_card/Set_stats/Fire_rate/Text/Value").GetComponent <Text>();

        //Text for main weapon power COST
        power_txt_cost = GameObject.Find("Upgrade_UI/Main_weapon_card/Set_stats/up_weapon_str/Background/Label").GetComponent <Text>();
        //Text for main weapon rate COST
        rate_txt_cost = GameObject.Find("Upgrade_UI/Main_weapon_card/Set_stats/up_weapon_fr/Background/Label").GetComponent <Text>();

        //Text for EXTRA weapon power COST
        ExtraWeapon_power_cost = GameObject.Find("Upgrade_UI/Weapon_card/Set_stats/up_weapon_str/Background/Label").GetComponent <Text>();
        //Text for EXTRA weapon rate COST
        ExtraWeapon_rate_cost = GameObject.Find("Upgrade_UI/Weapon_card/Set_stats/up_weapon_fr/Background/Label").GetComponent <Text>();

        //Text for EXTRA weapon power LEVEL
        ExtraWeapon_power_level = GameObject.Find("Upgrade_UI/Weapon_card/Set_stats/Fire_strenght/Text/Value").GetComponent <Text>();
        //Text for EXTRA weapon rate LEVEl
        ExtraWeapon_rate_level = GameObject.Find("Upgrade_UI/Weapon_card/Set_stats/Fire_rate/Text/Value").GetComponent <Text>();

        coin_multi      = GameObject.Find("Upgrade_UI/coins_card/Set_stats/multiplier/Text/Value").GetComponent <Text>();
        coin_daily      = GameObject.Find("Upgrade_UI/coins_card/Set_stats/daily/Text/Value").GetComponent <Text>();
        coin_daily_cost = GameObject.Find("Upgrade_UI/coins_card/Set_stats/up_daily/Background/Label").GetComponent <Text>();
        coin_multi_cost = GameObject.Find("Upgrade_UI/coins_card/Set_stats/up_multiplier/Background/Label").GetComponent <Text>();

        rate_cost  = cost_formula(rate_lvl_multi);
        power_cost = cost_formula(power_lvl_multi);
        ExWp       = GameObject.Find(selectedExtraWeapon + "(Clone)").GetComponent <ExtraWeapons>();
    }
Ejemplo n.º 4
0
 void Start()
 {
     WeaponStats = GameObject.Find("_cannon_obj(Clone)").GetComponent <ExtraWeapons>();
     GM          = GameObject.Find("GameManager").GetComponent <GameManagerScript>();
 }
Ejemplo n.º 5
0
    void OnTriggerEnter2D(Collider2D col)
    {
        ExtraShips eShip = col.gameObject.GetComponent <ExtraShips> ();

        if (col.gameObject.name.Contains("Ship"))
        {
            if (eShip)
            {
                if (eShip.getMaxLive() > lives)
                {
                    lives += eShip.GetExtraShip();
                    eShip.extraShipUsed();
                }
            }
        }
        else if (col.gameObject.name.Contains("Health"))
        {
            ExtraHealths extraHealth = col.gameObject.GetComponent <ExtraHealths>();

            if (extraHealth)
            {
                health += extraHealth.GetExtraHealth();
                extraHealth.extraHealthUsed();
            }
        }
        else if (col.gameObject.name.Contains("Speed"))
        {
            ExtraSpeeds extraSpeed = col.gameObject.GetComponent <ExtraSpeeds>();

            if (extraSpeed)
            {
                projectileSpeed += extraSpeed.GetExtraSpeed();
                extraSpeed.extraSpeedUsed();
            }
        }
        else if (col.gameObject.name.Contains("ExtraWeapon"))
        {
            ExtraWeapons extraWeapon = col.gameObject.GetComponent <ExtraWeapons>();

            if (extraWeapon)
            {
                if (extraWeapon.getMaxWeapons() >= numFire)
                {
                    numFire += extraWeapon.GetExtraWeapon();
                    extraWeapon.extraWeaponUsed();
                }
            }
        }
        else if (col.gameObject.name.Contains("Laser"))
        {
            Projectile missile = col.gameObject.GetComponent <Projectile> ();
            if (missile)
            {
                // Remove the damage from the player health
                health -= missile.GetDamage();

                // Then destory the missile
                missile.Hit();

                // If Health goes below 0
                if (health <= 0)
                {
                    Debug.Log("Current Lives Count: " + lives);
                    ReSetHealth();
                    lives -= 1;

                    if (lives == 0)
                    {
                        Debug.Log("Live Count: " + lives);
                        ReSetLives();
                        Die();
                    }
                }
            }
        }

        Update();

        // Player's Health
        PlayerHealth.displayPlayersHealth();
        // Player's Lives
        UpdatePlayersLives(eShip);

        Update();
    }