Ejemplo n.º 1
0
    // Update is called once per frame
    void Update()
    {
        if (saveBtnClicked)
        {
            LoadingScreen.SetActive(true);
            GameManager.isLoading = true;
            saveBtnClicked        = false;
            bool isSuccess = Save();
            GameManager.isLoading = false;
            LoadingScreen.SetActive(false);
            Debug.Log("Save" + isSuccess);
        }

        if (loadBtnClicked)
        {
            LoadingScreen.SetActive(true);
            GameManager.isLoading = true;
            loadBtnClicked        = false;
            bool isSuccess = Load();
            GameManager.isLoading = false;
            LoadingScreen.SetActive(false);
            // Update all relavent UI;
            skill.GetComponent <UIController>().InitSkillUI();
            player.UpdatePlayerValueByPoint();
            PlayerInfo.GetComponent <UIinfo>().updateHP(player.currentHP, player.maxHP);
            PlayerInfo.GetComponent <UIinfo>().updateMP(player.currentMP, player.maxMP);
            PlayerInfo.GetComponent <UIinfo>().updateEXP(player.currentLevel, player.currentExp, player.needExp, false);
            if (gameObject.activeSelf)
            {
                gameObject.SetActive(false);
            }
            Debug.Log("Load" + isSuccess);
        }
    }
Ejemplo n.º 2
0
 public override void ApplyAction()
 {
     pa        = GameManager.player.GetComponent <PlayerAttribute>();
     ae        = GameManager.armedEquipment;
     attribute = GameManager.attribute.GetComponent <Attribute>();
     if ((equipmentType == 1) && !(pa.job.Equals(PlayerAttribute.Classes.Warrior) && id == 111 || pa.job.Equals(PlayerAttribute.Classes.Archer) && id == 112 || pa.job.Equals(PlayerAttribute.Classes.Magician) && id == 113))
     {
         GameManager.bag.AddItem(this, 1);
         return;
     }
     //Debug.Log("applyaction in equipment");
     pa.additionalHP  += hp;
     pa.currentHP     += hp;
     pa.additionalMP  += mp;
     pa.currentMP     += mp;
     pa.str           += str;
     pa.agi           += agi;
     pa._int          += _int;
     pa.additionalAtk += atk;
     pa.additionalDef += def;
     pa.attackSpeed   += speed;
     pa.UpdatePlayerValueByPoint();
     attribute.UpdatePlayerInfo();
     ae.ApplyEquipment(this);
     //Debug.Log("applyaction end in equipment");
 }
Ejemplo n.º 3
0
 public void confirmPluaAndMinus()
 {
     GameManager.AudioManager.GetComponent <BGMcontrol>().Playsound("ClickButton");
     pa.AvailablePoint -= (usedSTR + usedAGI + used_INT);
     pa.str            += usedSTR;
     pa.agi            += usedAGI;
     pa._int           += used_INT;
     usedSTR            = usedAGI = used_INT = 0;
     isEditing          = false;
     pa.UpdatePlayerValueByPoint();
     UpdatePlayerInfo();
 }
Ejemplo n.º 4
0
 public void RemoveAction()
 {
     pa = GameManager.player.GetComponent <PlayerAttribute>();
     pa.additionalHP  -= hp;
     pa.currentHP     -= hp;
     pa.additionalMP  -= mp;
     pa.currentMP     -= mp;
     pa.str           -= str;
     pa.agi           -= agi;
     pa._int          -= _int;
     pa.additionalAtk -= atk;
     pa.additionalDef -= def;
     pa.attackSpeed   -= speed;
     pa.UpdatePlayerValueByPoint();
     attribute.UpdatePlayerInfo();
 }
Ejemplo n.º 5
0
    public override void ApplyAction()
    {
        Bag bag     = GameManager.bag.GetComponent <Bag>();
        int idInBag = bag.GetItemIDInBag(id);

        if (idInBag == -1)
        {
            return;
        }
        else
        {
            bag.RemoveItem(idInBag, true);
        }
        GameManager.AudioManager.GetComponent <BGMcontrol>().Playsound("Drink");
        pa = GameManager.player.GetComponent <PlayerAttribute>();

        //Debug.Log("applyaction in equipment");
        pa.currentHP += hp;
        pa.currentMP += mp;
        pa.UpdatePlayerValueByPoint();
    }
Ejemplo n.º 6
0
    public void UpdateLocalSkill(int index, bool isAdd)
    {
        if (isAdd)
        {
            if (pa.SkillPoint > UsedPoint)
            {
                if (LocalSkill[index] < 10)
                {
                    bool canAdd = false;
                    switch (index)
                    {
                    case 0:
                        canAdd = true;
                        break;

                    case 1:
                        if (LocalSkill[0] > 0)
                        {
                            canAdd = true;
                        }
                        break;

                    case 2:
                        if (LocalSkill[0] > 0 && LocalSkill[1] > 0)
                        {
                            canAdd = true;
                        }
                        break;

                    case 3:
                        if (LocalSkill[0] > 0)
                        {
                            canAdd = true;
                        }
                        break;

                    case 4:
                        if (LocalSkill[0] > 0 && LocalSkill[3] > 0)
                        {
                            canAdd = true;
                        }
                        break;
                    }
                    if (canAdd)
                    {
                        LocalSkill[index]++;
                        SkillUI[index].text = LocalSkill[index].ToString();
                        UsedPoint++;
                        int job = 0;
                        switch (pa.job)
                        {
                        case PlayerAttribute.Classes.Archer:
                            job = 0;
                            break;

                        case PlayerAttribute.Classes.Magician:
                            job = 1;
                            break;

                        case PlayerAttribute.Classes.Warrior:
                            job = 2;
                            break;
                        }
                        if (index == 0 || index == 1 || index == 2)
                        {
                            DadItem[index].GetComponent <DragAndDropItem>().SkillItem[job].skillLevel++;
                        }
                        UpdateTitle(pa.SkillPoint - UsedPoint);
                        if (index == 3)
                        {
                            switch (pa.job)
                            {
                            case PlayerAttribute.Classes.Archer:
                                pa.additionalAtk += 2;
                                break;

                            case PlayerAttribute.Classes.Magician:
                                pa.additionalAtk += 2;
                                break;

                            case PlayerAttribute.Classes.Warrior:
                                pa.additionalHP += 10;
                                break;
                            }
                            pa.UpdatePlayerValueByPoint();
                        }
                        else if (index == 4)
                        {
                            switch (pa.job)
                            {
                            case PlayerAttribute.Classes.Archer:
                                pa.additionalDef += 2;
                                break;

                            case PlayerAttribute.Classes.Magician:
                                pa.additionalMP += 10;
                                break;

                            case PlayerAttribute.Classes.Warrior:
                                pa.additionalDef += 2;
                                break;
                            }
                            pa.UpdatePlayerValueByPoint();
                        }
                    }
                }
            }
        }
        else
        {
            if (UsedPoint > 0)
            {
                if (LocalSkill[index] > pa.Skill[index])
                {
                    LocalSkill[index]--;
                    SkillUI[index].text = LocalSkill[index].ToString();
                    UsedPoint--;
                    int job = 0;
                    switch (pa.job)
                    {
                    case PlayerAttribute.Classes.Archer:
                        job = 0;
                        break;

                    case PlayerAttribute.Classes.Magician:
                        job = 1;
                        break;

                    case PlayerAttribute.Classes.Warrior:
                        job = 2;
                        break;
                    }
                    DadItem[index].GetComponent <DragAndDropItem>().SkillItem[job].skillLevel--;
                    UpdateTitle(pa.SkillPoint - UsedPoint);
                    if (index == 3)
                    {
                        switch (pa.job)
                        {
                        case PlayerAttribute.Classes.Archer:
                            pa.additionalAtk -= 2;
                            break;

                        case PlayerAttribute.Classes.Magician:
                            pa.additionalAtk -= 2;
                            break;

                        case PlayerAttribute.Classes.Warrior:
                            pa.additionalHP -= 10;
                            break;
                        }
                        pa.UpdatePlayerValueByPoint();
                        attibute.GetComponent <Attribute>().UpdatePlayerInfo();
                    }
                    else if (index == 4)
                    {
                        switch (pa.job)
                        {
                        case PlayerAttribute.Classes.Archer:
                            pa.additionalDef -= 2;
                            break;

                        case PlayerAttribute.Classes.Magician:
                            pa.additionalMP -= 10;
                            break;

                        case PlayerAttribute.Classes.Warrior:
                            pa.additionalDef -= 2;
                            break;
                        }
                        pa.UpdatePlayerValueByPoint();
                        attibute.GetComponent <Attribute>().UpdatePlayerInfo();
                    }
                }
            }
        }
    }