Example #1
0
    private void randomEncounter()
    {
        //This function facilitates random encounters. I'd rather do overworld encounters, but for the sake of time we in this shit
        Debug.Log("Being random encounter function");
        if (encounterLimiter != 40)
        {
            encounterLimiter++;             //This is the best tool to control encounter rate for some reason
            return;
        }
        int encounterGen = Random.Range(0, 100);

        Debug.Log(encounterGen);
        int encounterRate = 20;         // set high for testing sake

        if (encounterGen < encounterRate)
        {
            Player playerScript = this.GetComponent <Player> ();
            GameManager.instance.SaveState();
            string sceneName = "battlescene";
            inBattle = true;
            int whichEnemy = Random.Range(1, 1);
            InfoTransition.setEnemyName(demoEnemyList[whichEnemy]);              //This will be changed to randomly draw from a document with encounter data
            Scene scene = SceneManager.GetActiveScene();
            InfoTransition.setSceneName(scene.name);
            InfoTransition.setPosition(playerScript.transform.position.x, playerScript.transform.position.y);
            UnityEngine.SceneManagement.SceneManager.LoadScene(sceneName);
        }
        encounterLimiter = 0;
    }
Example #2
0
    public override void OnInteract()
    {
        Player playerScript = player.GetComponent <Player>();

        if (playerScript.canMove && numMessages == 4)
        {
            playerScript.canMove = false;
            Debug.Log("demo");
            txt.text = "This demo is mostly a showing of the tiles we have so far";
            canvas.SetActive(true);
            numMessages--;
        }
        else if (numMessages == 3)
        {
            txt.text = "It's divided into two distinct areas for the tiles we have";
            numMessages--;
        }
        else if (numMessages == 2)
        {
            txt.text = "As far as systems are concerned, basically everything except the battle system is completed";
            numMessages--;
        }
        else if (numMessages == 1)
        {
            txt.text = "This isn't a lot, but having this base completed will let us build much faster over the next quarter. Enjoy!";


            numMessages--;
        }
        else if (!playerScript.canMove && numMessages == 0)
        {
            canvas.SetActive(false);
            playerScript.canMove = true;
            numMessages          = 4;
            Debug.Log("Battle activated");
            GameManager.instance.SaveState();
            string sceneName = "battlescene";
            InfoTransition.setEnemyName("elonmuskrat");
            Scene scene = SceneManager.GetActiveScene();
            InfoTransition.setSceneName(scene.name);
            InfoTransition.setPosition(playerScript.transform.position.x, playerScript.transform.position.y);
            UnityEngine.SceneManagement.SceneManager.LoadScene(sceneName);
        }
        //if(Input.GetButtonDown("Cancel"))
        //playerScript.canMove = true;
    }