Example #1
0
	public override void OnPuzzleCreate(Puzzle puzzle)
	{
		var place = puzzle.GetPlace("Place");
		var monsterChests = UniqueRnd(3, 1, 2, 3, 4, 5, 6, 7, 8, 9);

		for (int i = 1; i <= 9; ++i)
		{
			var monsterChest = monsterChests.Contains(i);

			var chest = new LockedChest(puzzle, "Chest" + i, "lock1");
			AddChestDrops(chest, i, monsterChest);
			place.AddProp(chest, Placement.Center9);

			puzzle.Set("Chest" + i + "Open", false);
			puzzle.Set("Chest" + i + "Monster", monsterChest);
		}
	}
Example #2
0
    public override void OnPuzzleCreate(Puzzle puzzle)
    {
        var place         = puzzle.GetPlace("Place");
        var monsterChests = UniqueRnd(3, 1, 2, 3, 4, 5, 6, 7, 8, 9);

        for (int i = 1; i <= 9; ++i)
        {
            var monsterChest = monsterChests.Contains(i);

            var chest = new LockedChest(puzzle, "Chest" + i, "lock1");
            AddChestDrops(chest, i, monsterChest);
            place.AddProp(chest, Placement.Center9);

            puzzle.Set("Chest" + i + "Open", false);
            puzzle.Set("Chest" + i + "Monster", monsterChest);
        }
    }
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.D))
        {
            playerManager.StepsTaken++;
            Vector3 OldPos = transform.position;
            MovePos();

            if (OldPos != transform.position)
            {
                if (StandingTile.ToggleType)
                {
                    PressurePlate pressurePlate = StandingTile.GetComponent <PressurePlate>();
                    pressurePlate.ToggleState();
                }
                else if (StandingTile.SpikeType)
                {
                    SpikeTile spike = StandingTile.GetComponent <SpikeTile>();
                    if (spike.State)
                    {
                        playerManager.GetHurt();
                    }
                }
                else if (StandingTile.KeyType)
                {
                    KeyTile key = StandingTile.GetComponent <KeyTile>();
                    TotalKeys = key.ToggleState(TotalKeys);
                }
                else if (StandingTile.ChestType)
                {
                    LockedChest chest = StandingTile.GetComponent <LockedChest>();
                    TotalKeys = chest.ToggleState(TotalKeys);
                }
                else if (StandingTile.EndType)
                {
                    EndTile Finish = StandingTile.GetComponent <EndTile>();
                    Finish.ToggleState();
                    MyFiredArrows?.Invoke();
                }
            }
        }
    }
Example #4
0
	public override void OnPuzzleCreate(Puzzle puzzle)
	{
		var place = puzzle.GetPlace("Place");

		// Get 4 random numbers between 1 and 9
		var specialChests = UniqueRnd(4, 1, 2, 3, 4, 5, 6, 7, 8, 9);

		// Spawn 9 chests, with monsters in 3, and an enchant in one of them
		for (int i = 1; i <= 9; ++i)
		{
			// First 3 special chests are monsters, last is enchant
			var isMonsterChest = specialChests.Take(3).Contains(i);
			var isEnchantChest = specialChests[3] == i;

			var chest = new LockedChest(puzzle, "Chest" + i, "lock1");
			AddChestDrops(chest, i, isMonsterChest, isEnchantChest);
			place.AddProp(chest, Placement.Center9);

			puzzle.Set("Chest" + i + "Open", false);
			puzzle.Set("Chest" + i + "Monster", isMonsterChest);
		}
	}
Example #5
0
    public override void OnPuzzleCreate(Puzzle puzzle)
    {
        var place = puzzle.GetPlace("Place");

        // Get 4 random numbers between 1 and 9
        var specialChests = UniqueRnd(4, 1, 2, 3, 4, 5, 6, 7, 8, 9);

        // Spawn 9 chests, with monsters in 3, and an enchant in one of them
        for (int i = 1; i <= 9; ++i)
        {
            // First 3 special chests are monsters, last is enchant
            var isMonsterChest = specialChests.Take(3).Contains(i);
            var isEnchantChest = specialChests[3] == i;

            var chest = new LockedChest(puzzle, "Chest" + i, "lock1");
            AddChestDrops(chest, i, isMonsterChest, isEnchantChest);
            place.AddProp(chest, Placement.Center9);

            puzzle.Set("Chest" + i + "Open", false);
            puzzle.Set("Chest" + i + "Monster", isMonsterChest);
        }
    }