public void UIStart() { upgradeList = new UpgradeList(name, displayName); upgradeUIObject = upgradeList.Start(); panel = upgradeUIObject.GetComponent <PanelController>(); panel.ButtonClicker += Add; }
public bool activeShield;//irrelevant code does not do anything. its implamented in about ten different scripts, if removed it will cause a cascade of errors. void Start() { active = false; activeShield = false; rb = GetComponent <Rigidbody>(); currentSpeed = walkSpeed; playerStats = GetComponent <PlayerStats>(); upgradeList = GetComponent <UpgradeList>(); hologramController = GameObject.Find("HologramTarget").GetComponent <HologramController>(); }
public void SetUpgradeData(StardustCounter pStardustCounter, UpgradeList upgradeList, UpgradeObject pNewUpgradeData) { mStardustCounter = pStardustCounter; mUpgradeList = upgradeList; upgradeData = pNewUpgradeData; icon.sprite = upgradeData.icon; SetTexts(); SetLevel(); SetCost(); SetButton(); }
// Use this for initialization void Start() { HPvar.GetComponent <FollowPlayer>().Player = this.gameObject; HPvar = Instantiate(HPvar); upgradeList = new UpgradeList(FileLoader.Load()); movement = GetComponent <Movement>(); MoveSpeed = movement.MoveSpeed + 0.2f * upgradeList.Speed; movement.MoveSpeed = MoveSpeed; HP += 5 * upgradeList.HP; Damage += 0.5f * upgradeList.Damage; }
void Start() { PauseList = GameObject.Find("PauseList").gameObject; IsGamePaused = false; IsGameEnd = false; Text_Money = GameObject.Find("Money").GetComponent <Text>(); InvokeRepeating("MakeMoney", 0f, 0.5f); upgradeList = new UpgradeList(new FileLoader().Load()); units = new List <GameObject>(); towers = new List <GameObject>(); }
public SaveData(UpgradeList upgrade) { Duration = upgrade.Duration; IncreaseEffect = upgrade.IncreaseEffect; Speed = upgrade.Speed; HP = upgrade.HP; Damage = upgrade.Damage; GetSpeed = upgrade.GetSpeed; MaxMoney = upgrade.Max; UpgradeCount = upgrade.UpgradeCount; }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Shield") { int a = Random.Range(0, 6); int T = new UpgradeList(FileLoader.Load()).IncreaseEffect; if (a <= T) { Destroy(gameObject); } } }
/// <summary> /// /// Removes an upgrade from the deck /// /// </summary> public void RemoveUpgrade(UpgradeData upgradeData) { if (UpgradeIdList.Contains(upgradeData.Id.Value)) { UpgradeList.Remove(upgradeData); UpgradeIdList.Remove(upgradeData.Id.Value); if (upgradeData.UpgradeTag == UpgradeTags.DeathDefiant) { DeathDefiant = false; } } else { throw new Exception($"Upgrade {upgradeData.Id} does not exist in the deck"); } }
private void LoadInPermUpgrades() { _upgrades = new List <Upgrade>(); // the Upgrade List scriptable object must be in a Resources folder inside your project, like so : Resources/Upgrades/PermUpgrades/PUT_SCRIPTABLE_OBJECT_HERE upgradeList = (UpgradeList)Resources.Load("Upgrades/PermUpgrades"); if (upgradeList == null) { Debug.LogError("Could not find UpgradeList in 'Resources/Upgrades/PermUpgrades'"); return; } foreach (Upgrade upgrade in upgradeList.Upgrades) { _upgrades.Add(upgrade.Copy()); } }
/// <summary> /// /// Adds an upgrade to the deck /// /// </summary> public void AddUpgrade(UpgradeData upgradeData, bool trackAddition = true) { UpgradeList.Add(upgradeData); UpgradeIdList.Add(upgradeData.Id.Value); GameManager.instance.upgradeManager.UpdateUpgradeEffect(upgradeData, this); if (IsCampaign) { if (trackAddition) { CampaignTracker.HonourPoints -= upgradeData.GetHonourPointsCost(CampaignTracker.CompletedSinceTierUpgrade); if (upgradeData.IsTierLevel) { CampaignTracker.CompletedSinceTierUpgrade = 0; } } } }
// Use this for initialization void Start() { /*SaveData saveData = new FileLoader().Load(); * * upgrade.Speed = saveData.Speed; * upgrade.HP = saveData.HP; * upgrade.Damage = saveData.Damage; * * upgrade.Duration = saveData.Duration; * upgrade.IncreaseEffect = saveData.IncreaseEffect; * * upgrade.GetSpeed = saveData.GetSpeed; * upgrade.Max = saveData.MaxMoney;*/ upgrade = new UpgradeList(new FileLoader().Load()); //new SaveData().Save(); UC = GameObject.Find("UpgradeCount").GetComponent <Text>(); }
// Use this for initialization void Start() { GameObject _GM = GameObject.Find("_GM"); solutions = _GM.GetComponent <Solutions>(); buildingList = _GM.GetComponent <BuildingList>(); upgradeList = _GM.GetComponent <UpgradeList>(); sprite = GetComponentInChildren <SpriteRenderer>(); // Raycast downwards to terrain and assign joint anchor RaycastHit2D terrainHit = Physics2D.Raycast(transform.position + Vector3.up * 10, -Vector2.up, float.MaxValue, terrainLayer); if (terrainHit.collider != null) { Vector2 hitPoint = terrainHit.point; string terrainName = terrainHit.collider.gameObject.name; // Try to automatically set soil type based on terrain name string[] typeNames = Enum.GetNames(typeof(SoilType)); Array typeVals = Enum.GetValues(typeof(SoilType)); for (int i = 0; i < typeNames.Length; i++) { if (terrainName.Equals(typeNames[i])) { soilType = (SoilType)typeVals.GetValue(i); } } gameObject.name = gameObject.name + " of " + soilType + " on " + terrainHit.collider.gameObject.name; if (!soilType.ToString().Equals(terrainName)) { Debug.Log("WARNING: Soil type property name of building zone do not equal terrain name: " + soilType + " != " + terrainHit.collider.gameObject.name); } } else { Debug.Log("WARNING: Terrain not found of building platform"); } }
/// <summary> /// /// Function for updating the tier level of the hero card /// /// </summary> public void UpdateHeroCard(TierLevel heroTier, TierLevel abilityTier) { HeroTier = heroTier; AbilityTier = abilityTier; HeroCard = GameManager.instance.libraryManager.GetHero(DeckClass, heroTier, abilityTier); //Add the hero upgrades. Loops between tier 1 and the selected Hero Tier for (int tierIndex = (int)TierLevel.Tier1; tierIndex <= (int)heroTier; tierIndex++) { var heroUpgrade = GameManager.instance.upgradeManager.GetUpgrade(UpgradeTags.HeroUpgrade, (TierLevel)tierIndex); UpgradeList.Add(heroUpgrade); UpgradeIdList.Add(heroUpgrade.Id.Value); } //Add the hero ability upgrades. Loops between tier 1 and the selected Hero Tier for (int tierIndex = (int)TierLevel.Tier1; tierIndex <= (int)abilityTier; tierIndex++) { var abilityUpgrade = GameManager.instance.upgradeManager.GetUpgrade(UpgradeTags.AbilityUpgrade, (TierLevel)tierIndex); UpgradeList.Add(abilityUpgrade); UpgradeIdList.Add(abilityUpgrade.Id.Value); } }
protected virtual void OnCollisionEnter2D(Collision2D collision) { target = collision.gameObject.GetComponent <PlayerScript>(); if (!target) { return; } if (collision.gameObject.tag == "Shield") { int a = Random.Range(0, 6); int T = new UpgradeList(FileLoader.Load()).IncreaseEffect; if (a <= T) { Destroy(gameObject); return; } } target.DealDmg(callme.Damage); }
// Use this for initialization void Start() { mainGame = Camera.main.GetComponent <MainGame>(); upgradeList = new UpgradeList(FileLoader.Load()); }
private void AddUpgrades(UpgradeList list) { list.Upgrades.ForEach(AddUpgradeToList); }
// Use this for initialization void Start() { upgradeList = new UpgradeList(new FileLoader().Load()); }