public void reduceGold(int cost) { gold -= cost; InterScene.setAchievementProgress(5, gold); addToPopUpQueue(new int[] { 1, 10 }); setGoldText(); }
void unlock(int id) { if (!InterScene.saveFile.charactersUnlock[id]) { InterScene.saveFile.charactersUnlock[id] = true; InterScene.saveToFile(); } }
void Start() { //Fetch JSON data from files and parse it to InterScene InterScene.jsonDataString = InterScene.fetchJsonData("data.json"); InterScene.jsonSaveFileString = InterScene.fetchJsonData("savefile.json"); InterScene.jsonSettingFileString = InterScene.fetchJsonData("settings.json"); InterScene.parseJsonString(); InterScene.resetSingleRunAchievementsProgress(); SetupSettings(); }
public void reduceBomb() { bombs--; InterScene.setAchievementProgress(6, bombs); if (bombs < 0) { bombs = 0; } setBombText(); }
public void addStat(string statName, int increment) { stats[statsId[statName]] += increment; if (InterScene.saveFile.achievements.list[4].progress < stats[statsId[statName]]) { InterScene.setAchievementProgress(4, stats[statsId[statName]]); } setText(statsId[statName]); }
public void giveGold(int number, bool showPopUp = true) { gold += number; setGoldText(); InterScene.setAchievementProgress(5, gold); if (showPopUp) { addToPopUpQueue(new int[] { 0, 10 }); SE_coinScramble.playSound(); } }
// Use this for initialization void Start() { createLinks(); if (InterScene.toggleTutorial) { setUpTutorial(); } else { setUpMap(); } InterScene.addAchievementProgress(0, 1); InterScene.addAchievementProgress(3, 1); }
/* * IEnumerator startCombat(Monster m){ * * float waitFor = 0.5f; * yield return new WaitForSeconds(waitFor); * * if(m.getSpeed()>_s.getSpeed()){ * StartCoroutine(attack(m,false)); * }else{ * StartCoroutine(attack(m,true)); * } * } */ IEnumerator createLoot() { SE_chest.playSound(); InterScene.addAchievementProgress(1, 1); InterScene.addAchievementProgress(2, 1); float waitFor = 1f; yield return(new WaitForSeconds(waitFor)); _s.createItem(); yield return(new WaitForSeconds(waitFor)); setZoom(false); switchControl(false); }
public void reduceStock() { //Reduce the stock of the item if (currentMerchant.getIsRelic()) { //If it's a relic shop, consume relics if (InterScene.saveFile.stats.artifact >= cost) { if (currentMerchant.getInStock(id)) { currentMerchant.setInStock(id, false); SE_coinTransfer.playSound(); InterScene.saveFile.stats.artifact -= cost; InterScene.saveToFile(); _s.SendMessage(effectName); } } else { SE_coinMissing.playSound(); } } else { //Consume gold if (_s.getGold() >= cost) { if (currentMerchant.getInStock(id)) { currentMerchant.setInStock(id, false); SE_coinTransfer.playSound(); if (_s.thiefRoll()) { } else { _s.reduceGold(cost); } _s.SendMessage(effectName); } } else { SE_coinMissing.playSound(); } } setSoldOut(); }
void resetStatsFromBless() { while (blessStrength > 0) { if (curseCountdown > 0) { InterScene.addAchievementProgress(11, 1); } reduceStat("def", 1); reduceStat("dmg", 1); reduceStat("spd", 1); reduceStat("acc", 1); blessStrength--; } blessText.text = blessCountdown.ToString(); }
IEnumerator createCurse() { InterScene.addAchievementProgress(9, 1); //Instantiate(Resources.Load("Curse"),_player.transform.position,new Quaternion()); curse.transform.position = _player.transform.position; curse.SetActive(true); SE_curse.playSound(); float waitFor = 3f; yield return(new WaitForSeconds(waitFor)); curse.SetActive(false); _s.addCurseCounter(); setZoom(false); switchControl(false); }
void trap() { InterScene.addAchievementProgress(7, 1); //Generate a random number of projectile at random interval //between maxNumberOfProjectile/2 & maxNumberOfProjectile bool[][] possibility = { new bool[3], new bool[3], new bool[3] }; possibility[0][0] = true; possibility[1][1] = true; possibility[2][2] = true; bool[] horizontal = possibility[Random.Range(0, possibility.Length)]; bool[] vertical = possibility[Random.Range(0, possibility.Length)]; int[] possibleHorizontalDirection = { 90, 270 }; int[] possibleVerticalDirection = { 0, 180 }; //0=up,90=right,180=down,270=left int direction; for (int i = 0; i < horizontal.Length; i++) { if (!horizontal[i]) { direction = Random.Range(0, 2); StartCoroutine(createProjectile(_player.transform.position.x + (1 * (direction * 2 - 1)), _player.transform.position.z + 0.3f * (i - 1), possibleHorizontalDirection[direction])); numberOfProjectilesInstances++; } } for (int i = 0; i < vertical.Length; i++) { if (!vertical[i]) { direction = Random.Range(0, 2); StartCoroutine(createProjectile(_player.transform.position.x + 0.3f * (i - 1), _player.transform.position.z + (1 * (direction * 2 - 1)), possibleVerticalDirection[direction])); numberOfProjectilesInstances++; } } /* * numberOfProjectiles = Random.Range(maxNumberOfProjectiles/2,maxNumberOfProjectiles+1); * while (numberOfProjectiles>0) * { * //Add & remove to counter * StartCoroutine(createProjectile()); * numberOfProjectiles--; * numberOfProjectilesInstances++; * } */ }
void meditate(float power = 1) { if (numberOfMeditate > 0) { reduceMeditate(1); healHp(Mathf.RoundToInt(stats[1] * power)); healFatigue(Mathf.RoundToInt(energyMax * power)); curseCountdown = 0; blessCountdown = 0; reduceCounter(); if (power >= 1) { InterScene.addAchievementProgress(10, 1); if (partyHasDemo) { giveBomb(3); addToPopUpQueue(new int[] { 0, 7 }); addToPopUpQueue(new int[] { 0, 9 }); } if (restIsImproved) { buffCountdown[0] += 3; buffStrength[0] += 2; buffCountdown[1] += 3; buffStrength[1] += 2; buffCountdown[2] += 3; buffStrength[2] += 2; buffCountdown[3] += 3; buffStrength[3] += 2; addStat("dmg", 2); addStat("def", 2); addStat("spd", 2); addStat("acc", 2); addToPopUpQueue(new int[] { 0, 3 }); addToPopUpQueue(new int[] { 0, 4 }); addToPopUpQueue(new int[] { 0, 5 }); addToPopUpQueue(new int[] { 0, 6 }); } } meditateParticles.Play(); } }
void nextFloor() { //Destoy current floor destroyRooms(); dimX += floorSizeIncrement; dimY += floorSizeIncrement; if (dimX > maxFloorSize) { dimX = maxFloorSize; } if (dimY > maxFloorSize) { dimY = maxFloorSize; } InterScene.addAchievementProgress(0, 1); if (InterScene.timer < 1200) { InterScene.addAchievementProgress(3, 1); } //Load nextFloor; setUpMap(); }
void initiateCombat() { InterScene.addAchievementProgress(8, 1); _bc.init(); }
void artifact() { InterScene.saveFile.stats.artifact += 1; InterScene.saveToFile(); }
public void giveBomb(int number) { bombs += number; InterScene.setAchievementProgress(6, bombs); setBombText(); }
public void close() { List <int> newCharacters = new List <int>(); List <int> removedCharacters = new List <int>(); List <int> newParty = new List <int>(); //Set new current party //Get removed character for (int i = 0; i < InterScene.party.Length; i++) { for (int j = 0; j < partySpaces.Length; j++) { if (partySpaces[j] == InterScene.party[i]) { break; } else { if (j == partySpaces.Length - 1) { removedCharacters.Add(InterScene.party[i]); } } } } for (int i = 0; i < partySpaces.Length; i++) { if (partySpaces[i] != -1) { for (int j = 0; j < InterScene.party.Length; j++) { if (partySpaces[i] == InterScene.party[j]) { break; } else { if (j == InterScene.party.Length - 1) { newCharacters.Add(partySpaces[i]); } } } newParty.Add(partySpaces[i]); } } if (newParty.Count > 0) { InterScene.setAchievementProgress(12, partySpaces.Length - newParty.Count); InterScene.party = newParty.ToArray(); _player.setCharacterSprites(InterScene.party); //Remove effect of removed char & add effect of new char _s.fillStats(newCharacters.ToArray()); _s.removeCharactersStats(removedCharacters.ToArray()); _s.applyClassEffect(newCharacters.ToArray()); _s.removeClassEffect(removedCharacters.ToArray()); this.GetComponent <Canvas>().enabled = false; gameObject.SetActive(false); _GM.closeShop(); } else { SE_badClick.playSound(); } }