// Use this for initialization void Start() { paused = true; pauseMenu = pauseCanvas.GetComponent <CanvasGroup>(); sacrifceMenu = sacrificeCanvas.GetComponent <CanvasGroup>(); buffMenu = buffCanvas.GetComponent <CanvasGroup>(); IntroMenu = IntroCanvas.GetComponent <CanvasGroup>(); hudGroup = HUDCanvas.GetComponent <CanvasGroup>(); for (int i = 0; i < weapons.Length; i++) { weapons[i] = GameObject.Instantiate(weapons[i]); } mainChar playerS = player.GetComponent <mainChar>(); playerS.updateWeapon(0, weapons[0]); playerS.updateWeapon(1, weapons[1]); playerS.updateWeapon(2, weapons[2]); pickedSacrifices = new int[4]; pickedSacrifices[0] = 0; pickedSacrifices[1] = 0; pickedSacrifices[2] = 0; pickedSacrifices[3] = 0; }
void waveOver() { gameState = 2; mainChar p = player.GetComponent <mainChar>(); waitingForWave = true; if (p.hpRegen) { wasHealding = true; p.hpRegen = false; } ShowUI(pauseMenu); //Reset HP of Char //Show pop up for sacrifice options }
void runGame() { StopCoroutine(coroutine); hideShowInput(false); mainCharObject.SetActive(true); enemyCharObject.SetActive(true); mainCharProp = new mainChar(); enemyCharProp = new enemyChar(); mainCharProp = mainCharObject.GetComponent <mainChar> (); mainCharProp.setChar(this.name, 50, 50, 10, 10, 10, 1); enemyCharProp = enemyCharObject.GetComponent <enemyChar> (); enemyCharProp.randChar(1); /* * while (!leaveGame) { * leaveGame = true; * } */ }
void nextWave() { Debug.Log("Next Wave Called"); mainChar p = player.GetComponent <mainChar>(); if (wasHealding) { p.hpRegen = true; } wave++; waveText.text = "Wave : " + wave; //Spawn All the new Baddies //Pop Up Menu to sacrifce stuff for (int i = 0; i < wave * 5 + 10; i++) { SpawnBaddie(); } //Start next wave }
// Update is called once per frame void Update() { Collider2D[] firsHit = new Collider2D[1]; col.OverlapCollider(new ContactFilter2D(), firsHit); if (firsHit[0] != null) { if (baddieProjectile) { if (firsHit[0].gameObject.tag.Equals("Player")) { // Object.Destroy(firsHit[0].gameObject); mainChar b = firsHit[0].GetComponent <mainChar>(); b.takeDamage(damage); Object.Destroy(gameObject); } if (!firsHit[0].gameObject.tag.Equals("Baddie")) { Object.Destroy(gameObject); } } else { if (firsHit[0].gameObject.tag.Equals("Baddie")) { // Object.Destroy(firsHit[0].gameObject); Baddie b = firsHit[0].GetComponent <Baddie>(); if (b.hp - damage < 0) { int newdamage = damage - b.hp; b.takeDamg(damage); damage = newdamage; } else { b.takeDamg(damage); hits = peirce; } hits++; } if (!firsHit[0].gameObject.tag.Equals("Player") && hits > peirce || firsHit[0].gameObject.tag.Equals("Wall")) { Object.Destroy(gameObject); } } } transform.Translate(new Vector3(Time.deltaTime * speed * 50, 0, 0)); if (!render.isVisible) { Object.Destroy(gameObject); } }
public void aquireBuff() { mainChar p = player.GetComponent <mainChar>(); //Apply selected buff switch (selectedBuffPicked) { case 1: //Attack speed btns[1].interactable = false; icons[7].alpha = 1.0f; //Reduce attack speed my 1/2 for (int i = 0; i < weapons.Length; i++) { if (weapons[i].tag.Equals("Melee")) { MeleeAttack mA = weapons[i].GetComponent <MeleeAttack>(); mA.attackSpeedMod = 0.5f; } else { RangedAttack mA = weapons[i].GetComponent <RangedAttack>(); mA.attackSpeed = 0.5f; } } break; case 2: //Healing btns[2].interactable = false; icons[9].alpha = 1.0f; p.hpRegen = true; break; case 3: ///Power Strike btns[3].interactable = false; icons[12].alpha = 1.0f; //Reduce attack speed my 1/2 for (int i = 0; i < weapons.Length; i++) { if (weapons[i].tag.Equals("Melee")) { MeleeAttack mA = weapons[i].GetComponent <MeleeAttack>(); mA.cleaveNumber *= 2; mA.attackDamage *= 2; } else { RangedAttack mA = weapons[i].GetComponent <RangedAttack>(); mA.peirceMod = 2; } } break; case 4: //Teleportation btns[4].interactable = false; icons[10].alpha = 1.0f; p.activeSpells[0] = 1; break; case 5: //More HP btns[5].interactable = false; icons[13].alpha = 1.0f; p.hp = 200; p.currentHp = 200; p.updateHP(); break; case 6: //FireBall btns[6].interactable = false; icons[11].alpha = 1.0f; p.activeSpells[1] = 1; break; case 7: //Enemy Slow btns[7].interactable = false; enemyMoveSpeedMod = 0.5f; icons[8].alpha = 1.0f; break; } hideUI(buffMenu); readyForNextWave(); }
public void activateSacrifice() { hideUI(sacrifceMenu); ShowUI(buffMenu); mainChar p = player.GetComponent <mainChar>(); switch (selectedSacrificePicked) { case 1: //Reduce attack speed my 1/2 for (int i = 0; i < weapons.Length; i++) { if (weapons[i].tag.Equals("Melee")) { MeleeAttack mA = weapons[i].GetComponent <MeleeAttack>(); if (pickedSacrifices[0] == 0) { mA.attackSpeedMod = 2.0f; } else { mA.attackSpeedMod = 200.0f; } } else { RangedAttack mA = weapons[i].GetComponent <RangedAttack>(); if (pickedSacrifices[0] == 0) { mA.attackSpeedMod = 2.0f; } else { mA.attackSpeed = 200.0f; } } } pickedSacrifices[0]++; if (pickedSacrifices[0] == 1) { icons[1].alpha = 1.0f; } else { btns[10].interactable = false; icons[5].alpha = 1.0f; } break; case 2: //Reduce Vision by half if (pickedSacrifices[1] == 0) { pickedSacrifices[1]++; icons[0].alpha = 1.0f; partBlind.show(); } else { icons[4].alpha = 1.0f; fullBlind.show(); partBlind.hide(); btns[9].interactable = false; } break; case 3: //Reduce Movement Speed by half if (pickedSacrifices[2] == 0) { p.speedMod *= 0.5f; pickedSacrifices[2]++; icons[2].alpha = 1.0f; } else { p.speedMod = 0.0f; icons[6].alpha = 1.0f; btns[11].interactable = false; } break; case 4: //Remove hp gain from drops icons[3].alpha = 1.0f; p.canEat = false; btns[8].interactable = false; break; } selectedSacrificePicked = -1; }
void resetGame() { ShowUI(IntroMenu); foreach (Button btn in btns) { if (btn != null) { btn.interactable = true; } } foreach (GameObject bad in baddiesList) { Destroy(bad); } baddiesList.Clear(); waveOver(); wave = 0; waveText.text = "Wave : " + wave; mainChar playerS = player.GetComponent <mainChar>(); playerS.currentHp = playerS.hp; playerS.dead = false; foreach (CanvasGroup C in icons) { C.alpha = 0; } for (int i = 0; i < pickedSacrifices.Length; i++) { pickedSacrifices[i] = 0; } fullBlind.hide(); partBlind.hide(); //Reduce attack speed my 1/2 for (int i = 0; i < weapons.Length; i++) { if (weapons[i].tag.Equals("Melee")) { MeleeAttack mA = weapons[i].GetComponent <MeleeAttack>(); mA.attackSpeedMod = 1.0f; } else { RangedAttack mA = weapons[i].GetComponent <RangedAttack>(); mA.attackSpeed = 1.0f; } } mainChar p = player.GetComponent <mainChar>(); p.slowDown = 1.0f; p.speedMod = 1.0f; p.hpRegen = false; wasHealding = false; p.canEat = true; }