Example #1
0
    private void LoadDefensiveObjectsStatus()
    {
        DefensiveSpikes spikesObject   = DefensiveObjectsArray[0].prefabs.GetComponent <DefensiveSpikes>(); //KOLCE
        DefensiveObject baricadeObject = DefensiveObjectsArray[1].prefabs.GetComponent <DefensiveObject>(); //PŁOT

        if (!SaveSystem.isGameLoaded)
        {
            spikesObject.Initialize();
            baricadeObject.Initialize();
        }


        //BARRICADE
        UI.S.baricadeUpgrade.text = "Endurance: " + baricadeObject.maxHP + " -> " + (baricadeObject.maxHP + baricadeObject.bonusHealtOnLevel);
        UI.S.baricadeCost.text    = "Upgrade: " + baricadeObject.upgradePrice + "$";
        if (baricadeObject.currentLevel == baricadeObject.maxLevel)
        {
            UI.S.baricadeUpgrade.text = "Endurance: " + baricadeObject.maxHP;
            UI.S.baricadeCost.text    = "MAX LEVEL REACHED";
        }
        //SPIKES
        UI.S.spikeUpgrade.text = "Damage: " + spikesObject.damageEnemy + " -> " + (spikesObject.damageEnemy + spikesObject.damageUpgrade) + "\n" +
                                 "Endurance: " + spikesObject.health + " -> " + (spikesObject.health + spikesObject.healthUpgrade);
        UI.S.spikeCost.text = "Upgrade: " + spikesObject.upgradePrice + "$";
        if (spikesObject.currentLevel == spikesObject.maxLevel)
        {
            UI.S.spikeUpgrade.text = "Damage: " + spikesObject.damageEnemy + "\n" +
                                     "Endurance: " + spikesObject.health;
            UI.S.spikeCost.text = "MAX LEVEL REACHED";
        }
    }
Example #2
0
    public void BuyStealFency()
    {
        Debug.Log("Kupuję kubuje płot stalowy");
        DefensiveObject baricadeObject = DefensiveObjectsArray[1].prefabs.GetComponent <DefensiveObject>();

        if (baricadeObject.Upgrade())
        {
            audioSourceBuing.Play();
            UI.S.baricadeUpgrade.text = "Endurance: " + baricadeObject.maxHP + " -> " + (baricadeObject.maxHP + baricadeObject.bonusHealtOnLevel);
            UI.S.baricadeCost.text    = "Upgrade: " + baricadeObject.upgradePrice + "$";
        }
        if (baricadeObject.currentLevel == baricadeObject.maxLevel)
        {
            UI.S.baricadeUpgrade.text = "Endurance: " + baricadeObject.maxHP;
            UI.S.baricadeCost.text    = "MAX LEVEL REACHED";
        }
    }
Example #3
0
    private void UpdateButtonsStatus()
    {
        foreach (GameObject gameObject in shopPanelsArray)
        {
            Image image = gameObject.GetComponent <Image>();
            if (gameObject.name == "BuyAmmo")
            {
                if (Main.S.gold >= rifleAmmoPrice && weapon.GetWeapon().GetType() != Weapon.WeaponType.ePistol)
                {
                    image.color = greenToBuy;
                }
                else
                {
                    image.color = redToBuy;
                }
            }
            else if (gameObject.name == "BuyHealth")
            {
                if (Main.S.gold >= Player.S.GetHpUpgradeCost())
                {
                    image.color = greenToBuy;
                }
                else
                {
                    image.color = redToBuy;
                }
                if (Player.S.GetMaxHpLevel() == Player.S.GetHpLevel())
                {
                    image.color = yellowToBuy;
                }
            }
            else if (gameObject.name == "BuyGun")
            {
                Weapon.Pistol pistol = (Weapon.Pistol)weapon.weapons.Find(w => w.GetType() == Weapon.WeaponType.ePistol);
                if (Main.S.gold >= pistol.GetMoneyForUpgrade())
                {
                    image.color = greenToBuy;
                }
                else
                {
                    image.color = redToBuy;
                }
                if (pistol.GetMaxLevel() == pistol.GetLevel())
                {
                    image.color = yellowToBuy;
                }
            }
            else if (gameObject.name == "BuySemiAutomaticGun")
            {
                Weapon.SemiAutomatic semi = (Weapon.SemiAutomatic)weapon.weapons.Find(w => w.GetType() == Weapon.WeaponType.eSemiAutomatic);
                if (semi == null)
                {
                    semi = new Weapon.SemiAutomatic();
                    if (Main.S.gold >= semi.GetBuyingPrice())
                    {
                        image.color = greenToBuy;
                    }
                    else
                    {
                        image.color = redToBuy;
                    }
                }
                else
                {
                    if (Main.S.gold >= semi.GetMoneyForUpgrade())
                    {
                        image.color = greenToBuy;
                    }
                    else
                    {
                        image.color = redToBuy;
                    }
                }

                if (semi.GetMaxLevel() == semi.GetLevel())
                {
                    image.color = yellowToBuy;
                }
            }
            else if (gameObject.name == "BuyAutomaticGun")
            {
                Weapon.Automatic auto = (Weapon.Automatic)weapon.weapons.Find(w => w.GetType() == Weapon.WeaponType.eAutomatic);
                if (auto == null)
                {
                    auto = new Weapon.Automatic();
                    if (Main.S.gold >= auto.GetBuyingPrice())
                    {
                        image.color = greenToBuy;
                    }
                    else
                    {
                        image.color = redToBuy;
                    }
                }
                else
                {
                    if (Main.S.gold >= auto.GetMoneyForUpgrade())
                    {
                        image.color = greenToBuy;
                    }
                    else
                    {
                        image.color = redToBuy;
                    }
                }

                if (auto.GetMaxLevel() == auto.GetLevel())
                {
                    image.color = yellowToBuy;
                }
            }
            else if (gameObject.name == "BuyFencyUpgrade")
            {
                DefensiveObject baricadeObject = DefensiveObjectsArray[1].prefabs.GetComponent <DefensiveObject>(); //PŁOT
                if (Main.S.gold >= baricadeObject.upgradePrice)
                {
                    image.color = greenToBuy;
                }
                else
                {
                    image.color = redToBuy;
                }
                if (baricadeObject.maxLevel == baricadeObject.currentLevel)
                {
                    image.color = yellowToBuy;
                }
            }
            else if (gameObject.name == "BuySpikeUpgrade")
            {
                DefensiveSpikes spikesObject = DefensiveObjectsArray[0].prefabs.GetComponent <DefensiveSpikes>(); //KOLCE
                if (Main.S.gold >= spikesObject.upgradePrice)
                {
                    image.color = greenToBuy;
                }
                else
                {
                    image.color = redToBuy;
                }
                if (spikesObject.maxLevel == spikesObject.currentLevel)
                {
                    image.color = yellowToBuy;
                }
            }
            else if (gameObject.name == "BuySniperRifle")
            {
                Weapon.SniperRifle rifle = (Weapon.SniperRifle)weapon.weapons.Find(w => w.GetType() == Weapon.WeaponType.eSniperRifle);
                if (rifle == null)
                {
                    rifle = new Weapon.SniperRifle();
                    if (Main.S.gold >= rifle.GetBuyingPrice())
                    {
                        image.color = greenToBuy;
                    }
                    else
                    {
                        image.color = redToBuy;
                    }
                }
                else
                {
                    if (Main.S.gold >= rifle.GetMoneyForUpgrade())
                    {
                        image.color = greenToBuy;
                    }
                    else
                    {
                        image.color = redToBuy;
                    }
                }

                if (rifle.GetMaxLevel() == rifle.GetLevel())
                {
                    image.color = yellowToBuy;
                }
            }
        }
    }