Example #1
0
    // Start is called before the first frame update
    private void Start()
    {
        dataSavingManager = GameObject.FindGameObjectWithTag("DataSavingManager").GetComponent<DataSavingManager>();
        uiManager = GameObject.FindGameObjectWithTag("UIManager").GetComponent<UIManager>();
        blockSpawner = GameObject.FindGameObjectWithTag("BlockSpawner").GetComponent<BlockSpawner>();

        offlineProgress = new UnityAction<object>(HandleOfflineProgress);
        EventManager.StartListening("OfflineProgress", offlineProgress);
        blockKilled = new UnityAction<object>(BlockKilled);
        EventManager.StartListening("BlockKilled", blockKilled);

        prestige = new UnityAction<object>(Prestige);
        EventManager.StartListening("Prestige", prestige);

        tryUpgrade = new UnityAction<object>(UpgradeSkill);
        EventManager.StartListening("TryUpgrade", tryUpgrade);

        UpdatePlayerMoneyAndUI((double)dataSavingManager.GetOtherValue("Money"));
        UpdatePlayerPrestigeMoneyAndUI((double)dataSavingManager.GetOtherValue("PrestigeMoney"));
        UpdatePendingPrestigeMoneyAndUI((double)dataSavingManager.GetOtherValue("PendingPrestigeMoney"));

        playerMoneyMult = (double)dataSavingManager.GetOtherValue("MoneyMultiplier");

        // Load skill dictionary into shop and ui
        uiManager.LoadSkillDescriptions(dataSavingManager.GetSkillDictionary());
        uiManager.SetSkillPanelsVisibility(dataSavingManager.GetSkillDictionary());
        uiManager.SetDamagePanelsVisibilty(dataSavingManager.GetSkillDictionary());
        LoadHelpers();
    }
Example #2
0
    private void LoadHelpers()
    {
        // Gets only skills that are helpers and unlocked.
        var helpers = dataSavingManager.GetSkillDictionary().Where(s => s.Value.type == SkillType.HELPER && s.Value.level >= 2).ToList();

        foreach (var s in helpers)
        {
            Vector2 randPos = new Vector2(UnityEngine.Random.Range(-2f, 2f), UnityEngine.Random.Range(-4f, 4f));
            var helper = Instantiate(helperPrefab, randPos, Quaternion.identity);

            helper.gameObject.GetComponent<Helper>().Init(s.Value.name);
        }
    }