public void Init(int StageNumber, List <Skill> unlockedSkills, List <Skill> AllSkills, MainCharacterController MainControl, int upgrades) { maincont = MainControl; GlobalVariables.Instance.HasUI = true; if (StageNumber <= XMLLoad.Instance.stageList.stage.Count) { StageCompleteText.text = "Stage " + StageNumber + " Completed"; } else { StageCompleteText.text = "Endless Stage " + (StageNumber - XMLLoad.Instance.stageList.stage.Count) + " Complete"; } SkillsUnlocked = new List <Skill>(); SkillsUnlocked = unlockedSkills; if (unlockedSkills.Count < 1) { SkillUnlocked.SetActive(false); } else { SkillUnlockLeftButton.SetActive(false); SkillUnlockRightButton.SetActive(false); SkillUnlocked.SetActive(true); DisplaySkill(unlockedSkills[0]); if (unlockedSkills.Count > 1) { SkillUnlockedText.text = SkillsUnlocked.Count + " New Skills Unlocked!"; SkillUnlockRightButton.SetActive(true); } else { SkillUnlockedText.text = "New Skill Unlocked!"; } } NewMaxHealth.text = "Max Health: " + (100 + 10 * (StageNumber)); NewStamRegen.text = (10 + 1 * (StageNumber)) + " Stamina/Second"; UpgradesAvailable.text = "Upgrades Avaialble: " + upgrades; if (StageNumber == 1) { SkillSwapButton.gameObject.SetActive(false); } else { SkillSwapButton.gameObject.SetActive(true); } SkillSwapOverlay.Init(maincont, maincont.GetSlottedSkills(), AllSkills); CurrentSkillIndex = 0; }
/// <summary> /// shows the upgrade screen overlay /// </summary> public void ShowUpgradeScreen() { MainCharacterController cont = PlayerInstance.GetComponent <MainCharacterController>(); if (!UpgradeScreenInstance) { UpgradeScreenInstance = Instantiate(UpgradeScreenPrefab, CameraUI.transform); } else { UpgradeScreenInstance.SetActive(true); } UpgradeScreenInstance.GetComponent <UpgradeController>().Init(cont.GetSkillsWithUpgrades(), cont.GetSlottedSkills(), upgradesLeft, this); }
void SwapSkill(Skill newSkill, int index) { //Debug.Log("swap"); maincont.SlotSkill(newSkill, index, true); Init(maincont, maincont.GetSlottedSkills(), allSkills); }