Example #1
0
    public void configurateLevel()
    {
        _difficultyLevel = GameManager.GetInstance().getGameDifficulty();

        switch (_difficultyLevel)
        {
        case 1:

            _controlShifts.Invoke("playerEnemy", 5);
            _characterBuilder.NumberCharacters           = 2;
            _characterBuilder.NUMBER_ATTACKS_DEFINITIVE1 = 0;
            _characterBuilder.NUMBER_ATTACKS_USEFUL1     = 4;
            _characterBuilder.NUMBER_ATTACKS_USELESS1    = 1;
            _characterBuilder.NUMBER_HEALING_OBJECTS1    = 1;
            _characterBuilder.SPLIT_ATTACKS1             = 2;
            _lamiaController.Life = 4;
            break;

        case 2:
            _controlShifts.Invoke("playerTurn", 5);
            _characterBuilder.NumberCharacters           = 2;
            _characterBuilder.NUMBER_ATTACKS_DEFINITIVE1 = 1;
            _characterBuilder.NUMBER_ATTACKS_USEFUL1     = 2;
            _characterBuilder.NUMBER_ATTACKS_USELESS1    = 2;
            _characterBuilder.NUMBER_HEALING_OBJECTS1    = 1;
            _characterBuilder.SPLIT_ATTACKS1             = 0;
            _lamiaController.Life = 5;
            break;

        case 3:
            _controlShifts.Invoke("playerEnemy", 5);
            _characterBuilder.NumberCharacters           = 2;
            _characterBuilder.NUMBER_ATTACKS_DEFINITIVE1 = 0;
            _characterBuilder.NUMBER_ATTACKS_USEFUL1     = 4;
            _characterBuilder.NUMBER_ATTACKS_USELESS1    = 1;
            _characterBuilder.NUMBER_HEALING_OBJECTS1    = 1;
            _characterBuilder.SPLIT_ATTACKS1             = 2;
            _lamiaController.Life = 4;
            break;

        case 4:
            _characterBuilder.NumberCharacters = 2;
            _lamiaController.Life = 5;
            break;


        default:
            Debug.Log("no cuadran los niveles de dificultad");
            break;
        }
    }
Example #2
0
    IEnumerator selectAttackCoroutine(string word)
    {
        yield return(new WaitForEndOfFrame());

        SaveSystem.increaseMicrophonePressedTime(true, word, ChangeScene.EspikinglishMinigames.RPG);

        if (characterContainsAttack())
        {
            // crea el objeto que muestra cual es que uso

            /*
             * GameObject usedObject = Instantiate(_usedObject);
             * usedObject.GetComponent<SpriteRenderer>().sprite = _currentAttack._sprite;
             * usedObject.GetComponent<AudioSource>().clip = _currentAttack._soundEffect;
             * usedObject.GetComponent<AudioSource>().Play();
             */
            StartCoroutine(createUsedObjectCoroutine());

            if (_currentAttack._cure)
            {
                HeroProperties[]      aux    = FindObjectsOfType <HeroProperties>();
                List <HeroProperties> revive = new List <HeroProperties>();

                foreach (HeroProperties hero in aux)
                {
                    if (!hero.IsLive)
                    {
                        Lamia.addCharacter(hero);
                    }

                    hero.getCharacterStastic(1);
                }

                if (FindObjectOfType <FinalBoss>())
                {
                    FindObjectOfType <FinalBoss>().effectiveAttack(_currentAttack._attack, _hero.Counters);

                    if (FindObjectOfType <FinalBoss>().Counters.Count > 0)
                    {
                        _controlShifts.CurrentHero = _controlShifts.newChallenge();
                    }
                }
                //muestra que gano vida
                Invoke("feeckbackGotLife", 1);
                //para finalizar el turno
                _controlShifts.Invoke("playerEnemy", 4);
                //frase del ataque
                FindObjectOfType <LevelInformationPanel>().showDialogs(_currentAttack._sentenceToCompleteAttack, false);
                _hero.GetComponent <MoveHeroe>().Invoke("changeDirection", 1);
            }
            else
            {
                if (Lamia.effectiveAttack(_typeAttack, _hero.Counters))
                {
                    //aplcia el daƱo
                    if (Lamia.lostLife(_currentAttack._damage))
                    {
                        if (_controlShifts.CurrentHero.AssociatedObject)
                        {
                            _controlShifts.Invoke("playerEnemy", 6);
                            _controlShifts.CurrentHero.AssociatedObject = false;
                            _hero.GetComponent <MoveHeroe>().Invoke("changeDirection", 3);
                            _controlShifts.CurrentHero = _controlShifts.newChallenge();
                        }
                        else
                        {
                            _controlShifts.Invoke("playerEnemy", 3);
                            _hero.GetComponent <MoveHeroe>().Invoke("changeDirection", 1);
                        }
                    }

                    //frase del ataque
                    FindObjectOfType <LevelInformationPanel>().showDialogs(_currentAttack._sentenceToCompleteAttack, false);
                }
                else
                {
                    if (FindObjectOfType <FinalBoss>())
                    {
                        if (FindObjectOfType <FinalBoss>().Counters.Count > 0 || _controlShifts.CurrentHero.Life <= 1)
                        {
                            _controlShifts.CurrentHero = _controlShifts.newChallenge();
                        }
                    }

                    _controlShifts.Invoke("playerEnemy", 3);
                    FindObjectOfType <LevelInformationPanel>().showDialogs(_currentAttack._sentencesToNotUseAttack, false);
                    _hero.GetComponent <MoveHeroe>().Invoke("changeDirection", 1);
                }
            }
            _hero.GetComponent <HeroProperties>().Attacks.Remove(_currentAttack);
        }
    }