Ejemplo n.º 1
0
 public Upgrades(TowerScr tow)
 {
     tower   = tow;
     Upgrade = new Dictionary <string, int[]>   //0 - Price resurs 0
     {                                          //1 - Price resurs 1
         { "Damage", new int[7] },              //2 - Price resurs 2
         { "Range", new int[7] },               //3 - Price resurs 3
         { "RotationSpeed", new int[7] },       //4 - Price resurs 4
         { "SpeedShot", new int[7] },           //5 - Price money
         { "RangeDamage", new int[7] },         //6 - Level upgrade
         { "SlowEffect", new int[7] },          //
         { "ScorchEffect", new int[7] },        //
         { "PoisonEffect", new int[7] },        //
         { "PoisonTime", new int[7] }           //
     };
 }
Ejemplo n.º 2
0
    public static void LoadObject(int i)
    {
        string   typ = PlayerPrefs.GetString("Tw" + i + "T");
        TowerScr t   = null;

        if (typ == TowerScr.TowerName)
        {
            t = Instantiate(Resources.Load("Object/GAME/Towers/Tower1")                 as GameObject, new Vector3(), new Quaternion()).GetComponent <TowerScr>();
        }
        else if (typ == TowerMageScr.TowerName)
        {
            t = Instantiate(Resources.Load("Object/GAME/Towers/FrostMage/TowerMage")    as GameObject, new Vector3(), new Quaternion()).GetComponent <TowerScr>();
        }
        else if (typ == TowerFireScr.TowerName)
        {
            t = Instantiate(Resources.Load("Object/GAME/Towers/FireMage/TowerFireMage") as GameObject, new Vector3(), new Quaternion()).GetComponent <TowerScr>();
        }
        else if (typ == TowerCoreScr.TowerName)
        {
            t = Instantiate(Resources.Load("Object/GAME/Towers/Core/TowerCore")         as GameObject, new Vector3(), new Quaternion()).GetComponent <TowerScr>();
        }
        else if (typ == TowerPoisonScr.TowerName)
        {
            t = Instantiate(Resources.Load("Object/GAME/Towers/Poison/Tow")             as GameObject, new Vector3(), new Quaternion()).GetComponent <TowerScr>();
        }

        t.transform.position    = new Vector3(PlayerPrefs.GetFloat("Tw" + i + "Px"), PlayerPrefs.GetFloat("Tw" + i + "Py"), PlayerPrefs.GetFloat("Tw" + i + "Pz"));
        t.transform.eulerAngles = new Vector3(PlayerPrefs.GetFloat("Tw" + i + "Rx"), PlayerPrefs.GetFloat("Tw" + i + "Ry"), PlayerPrefs.GetFloat("Tw" + i + "Rz"));
        t.rotationspeed         = PlayerPrefs.GetFloat("Tw" + i + "Rs");
        t.Range                = PlayerPrefs.GetFloat("Tw" + i + "Rn");
        t.RangeDamage          = PlayerPrefs.GetFloat("Tw" + i + "RD");
        t.SlowEffect           = PlayerPrefs.GetFloat("Tw" + i + "SlE");
        t.ScorchEffect         = PlayerPrefs.GetFloat("Tw" + i + "ScE");
        t.PoisonEffect         = PlayerPrefs.GetFloat("Tw" + i + "PE");
        t.PoisonTime           = PlayerPrefs.GetFloat("Tw" + i + "PT");
        t.Damage               = PlayerPrefs.GetFloat("Tw" + i + "Dm");
        t.speedshot            = PlayerPrefs.GetFloat("Tw" + i + "SS");
        t.SpeedTurn            = PlayerPrefs.GetFloat("Tw" + i + "ST");
        t.SpeedShotStartTime   = Time.time + PlayerPrefs.GetFloat("Tw" + i + "SSST");
        t.TargetPriority       = PlayerPrefs.GetInt("Tw" + i + "TP");
        t.UpPriceDamage        = PlayerPrefs.GetInt("Tw" + i + "UPD");
        t.UpPriceRange         = PlayerPrefs.GetInt("Tw" + i + "UPR");
        t.UpPriceRangeDamage   = PlayerPrefs.GetInt("Tw" + i + "UPRD");
        t.UpPriceRotationSpeed = PlayerPrefs.GetInt("Tw" + i + "UPRS");
        t.UpPriceSlowEffect    = PlayerPrefs.GetInt("Tw" + i + "UPSlE");
        t.UpPriceScorchEffect  = PlayerPrefs.GetInt("Tw" + i + "UPScE");
        t.UpPricePoisonEffect  = PlayerPrefs.GetInt("Tw" + i + "UPPE");
        t.UpPricePoisonTime    = PlayerPrefs.GetInt("Tw" + i + "UPPT");
        t.UpPriceSpeedShot     = PlayerPrefs.GetInt("Tw" + i + "UPSS");
        t.SumPrice             = PlayerPrefs.GetInt("Tw" + i + "SmP");
        t.DefaultRotationSpeed = PlayerPrefs.GetFloat("Tw" + i + "DRS");
        t.DefaultRange         = PlayerPrefs.GetFloat("Tw" + i + "DR");
        t.DefaultRangeDamage   = PlayerPrefs.GetFloat("Tw" + i + "DRD");
        t.DefaultSlowEffect    = PlayerPrefs.GetFloat("Tw" + i + "DSlE");
        t.DefaultScorchEffect  = PlayerPrefs.GetFloat("Tw" + i + "DScE");
        t.DefaultPoisonEffect  = PlayerPrefs.GetFloat("Tw" + i + "DPE");
        t.DefaultPoisonTime    = PlayerPrefs.GetFloat("Tw" + i + "DPT");
        t.DefaultDamage        = PlayerPrefs.GetFloat("Tw" + i + "DD");

        t.UpgradeList = new Upgrades(t);
    }