Ejemplo n.º 1
0
        public static void InitDB()
        {
            if (init)
            {
                return;
            }
            init = true;

            towerDBList     = TowerDB.Load();
            abilityDBList   = AbilityDB.Load();
            perkDBList      = PerkDB.Load();
            fpsWeaponDBList = FPSWeaponDB.Load();
        }
Ejemplo n.º 2
0
        public void Init()
        {
            if (init)
            {
                return;
            }

            init = true;

            if (instance != null)
            {
                Destroy(gameObject);
                return;
            }

            instance = this;

            //load your custom/saved purchasedIDList here if you are doing a persistent perk system

            List <Perk> dbList = PerkDB.Load();

            for (int i = 0; i < dbList.Count; i++)
            {
                if (!unavailableIDList.Contains(dbList[i].ID))
                {
                    Perk perk = dbList[i].Clone();
                    perkList.Add(perk);
                }
            }

            globalTowerModifier     = new PerkTowerModifier();
            globalAbilityModifier   = new PerkAbilityModifier();
            globalFPSWeaponModifier = new PerkFPSWeaponModifier();

            emptyTowerModifier     = new PerkTowerModifier();
            emptyAbilityModifier   = new PerkAbilityModifier();
            emptyFPSWeaponModifier = new PerkFPSWeaponModifier();

            int rscCount = ResourceManager.GetResourceCount();

            for (int i = 0; i < rscCount; i++)
            {
                rscRegen.Add(0);
                rscGain.Add(0);
                rscCreepKilledGain.Add(0);
                rscWaveClearedGain.Add(0);
                rscRscTowerGain.Add(0);
            }

            for (int i = 0; i < perkList.Count; i++)
            {
                if (purchasedIDList.Contains(perkList[i].ID))
                {
                    if (perkList[i].type == _PerkType.NewTower || perkList[i].type == _PerkType.NewAbility || perkList[i].type == _PerkType.NewFPSWeapon)
                    {
                        StartCoroutine(DelayPurchasePerk(perkList[i]));
                    }
                    else
                    {
                        _PurchasePerk(perkList[i], false);                      //dont use rsc since these are pre-purchased perk
                    }
                }
            }

            if (persistantProgress)
            {
                transform.parent = null;
                DontDestroyOnLoad(gameObject);
            }
        }