Example #1
0
    //from highest to lowest
    //battle
    //money
    //pickpocket
    //trap
    //freemon
    //nothing


    IEnumerator Waiting()
    {
        while (!stoploading)
        {
            //yield return new WaitForSeconds(Random.Range(3.5f, 6f));
            yield return(new WaitForSeconds(1f));

            //checker = Random.Range((int)0, (int)7);
            checker = Choose(percents);
            if (!stoploading)
            {
                switch (checker)
                {
                case 5:
                    break;

                case 1:
                    stoploading = true;
                    panel.SetActive(true);
                    money.gameObject.SetActive(true);
                    break;

                case 2:
                    if (player.GetPlayer().iteminv.Coins() > 0)
                    {
                        stoploading = true;
                        panel.SetActive(true);
                        pickpocket.gameObject.SetActive(true);
                    }
                    break;

                case 3:
                    stoploading = true;
                    panel.SetActive(true);
                    trap.SetActive(true);
                    break;

                case 4:
                    if (!player.GetPlayer().moninv.IsFull())
                    {
                        stoploading = true;
                        panel.SetActive(true);
                        monster.gameObject.SetActive(true);
                    }
                    break;

                case 0:
                    //scene = "Battle";
                    //do an animation that leads into it
                    GlobalData.loadGame = true;
                    stoploading         = true;
                    StartCoroutine("Fader", "Battle");
                    break;

                case 6:
                    break;
                }
            }
        }
    }
Example #2
0
 public static void PlayerSet(PlayerMain pm, int i)
 {
     if (i == 1)
     {
         instance.player1m = pm;
         instance.player1  = pm.GetPlayer();
         instance.p1mon    = instance.player1.moninv.FirstActive();
     }
     else if (i == 2)
     {
         instance.player2m = pm;
         instance.player2  = pm.GetPlayer();
         instance.p2mon    = instance.player2.moninv.FirstActive();
     }
 }
Example #3
0
 //need ???
 void Awake()
 {
     if (curInstance == null)
     {
         curInstance = this;
     }
     UnityEngine.Random.InitState((int)System.DateTime.Now.Ticks);
     player1 = player1m.GetPlayer();
     //player2 = player2m.GetPlayer();
 }
Example #4
0
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            player.GetPlayer().moninv.AddMonster(MonInit.MakeFromPrefab(acticons[2].GetComponent <InvSlot>().curMonster));
            //MonInv.AddMonster(MonInit.MakeFromPrefab(acticons[2].GetComponent<InvSlot>().curMonster));
            //MonInv.AddMonster(MonInit.MakeFromPrefab(acticons[2].GetComponent<InvSlot>().curMonster));
            picker++;
            SaveLoad.Save(SaveCallBack);
        }

        if (GlobalData.pickstart == false)
        {
            //SaveLoad.Save(SaveCallBack);
            towncontrol.SetActive(true);
            gameObject.SetActive(false);
        }
        else
        {
            towncontrol.SetActive(false);
        }

        if (picker == 1)
        {
            welcome.SetActive(true);
            for (int i = 0; i < 3; i++)
            {
                acticons[i].GetComponent <InvSlot>().curMonster    = set1[i].themonster;
                acticons[i].GetComponent <SpriteRenderer>().sprite = Resources.Load("MonsterSprites/" + set1[i].themonster.imagepath, typeof(Sprite)) as Sprite;
            }
        }
        else if (picker == 2)
        {
            welcome.SetActive(false);
            second.SetActive(true);
            for (int i = 0; i < 3; i++)
            {
                acticons[i].GetComponent <InvSlot>().curMonster    = set2[i].themonster;
                acticons[i].GetComponent <SpriteRenderer>().sprite = Resources.Load("MonsterSprites/" + set2[i].themonster.imagepath, typeof(Sprite)) as Sprite;
            }
        }
        else
        {
            towncontrol.SetActive(true); GlobalData.pickstart = false;
        }

        if (Input.touchCount == 1 && onehit)
        {
            // touch on screen
            if (Input.GetTouch(0).phase == TouchPhase.Began)
            {
                Ray        ray = Camera.main.ScreenPointToRay(Input.GetTouch(0).position);
                RaycastHit hit = new RaycastHit();
                moving = Physics.Raycast(ray, out hit);
                if (moving)
                {
                    go = hit.transform.gameObject;
                    //Debug.Log("Touch Detected on : " + go.name);
                }
                else
                {
                    onehit = false;
                }
            }


            // release touch/dragging
            if ((Input.GetTouch(0).phase == TouchPhase.Ended || Input.GetTouch(0).phase == TouchPhase.Canceled || Input.touchCount != 1) && go != null && onehit)
            {
                Ray        ray = Camera.main.ScreenPointToRay(Input.GetTouch(0).position);
                RaycastHit hit = new RaycastHit();
                moving = Physics.Raycast(ray, out hit);
                if (moving)
                {
                    go2    = hit.transform.gameObject;
                    moving = false;
                }
                //moving = false;
                //Debug.Log("Touch Released from : " + go.name);
                if (go == acticons[0] && go == go2)
                {
                    player.GetPlayer().moninv.AddMonster(MonInit.MakeFromPrefab(acticons[0].GetComponent <InvSlot>().curMonster));
                    //MonInv.AddMonster(MonInit.MakeFromPrefab(acticons[0].GetComponent<InvSlot>().curMonster));
                    //MonInv.AddMonster(MonInit.MakeFromPrefab(acticons[0].GetComponent<InvSlot>().curMonster));
                    picker++;
                }
                else if (go == acticons[1] && go == go2)
                {
                    player.GetPlayer().moninv.AddMonster(MonInit.MakeFromPrefab(acticons[1].GetComponent <InvSlot>().curMonster));
                    //MonInv.AddMonster(MonInit.MakeFromPrefab(acticons[1].GetComponent<InvSlot>().curMonster));
                    //MonInv.AddMonster(MonInit.MakeFromPrefab(acticons[1].GetComponent<InvSlot>().curMonster));
                    picker++;
                }
                else if (go == acticons[2] && go == go2)
                {
                    player.GetPlayer().moninv.AddMonster(MonInit.MakeFromPrefab(acticons[2].GetComponent <InvSlot>().curMonster));
                    //MonInv.AddMonster(MonInit.MakeFromPrefab(acticons[2].GetComponent<InvSlot>().curMonster));
                    //MonInv.AddMonster(MonInit.MakeFromPrefab(acticons[2].GetComponent<InvSlot>().curMonster));
                    picker++;
                }
            }
        }
        else
        {
            go     = null;
            go2    = null;
            onehit = true; //im pretty sure this is completely f*****g unnecessary
        }
    }
Example #5
0
 private void Awake()
 {
     player = playerm.GetPlayer();
 }
Example #6
0
    void Update()
    {
        /*if (Input.GetKeyDown("space"))
         * {
         *  SaveLoad.Save(SaveCallBack);
         *  GlobalData.loadGame = true;
         *
         *  StartCoroutine("Fader");
         * }*/

        if (player.GetPlayer().moninv.IsEmpty())
        {
            gameover.SetActive(true);
            gameObject.SetActive(false);
        }


        //use bools to make this section go off only if there's a change?
        bool shopisactive = (ShopMain.isActive() || MICollider.isActive() || InvCol.isActive() || BookControl.isActive());

        shop.GetComponent <BoxCollider>().enabled       = !shopisactive;
        fountain.GetComponent <BoxCollider>().enabled   = !shopisactive;
        book.GetComponent <BoxCollider>().enabled       = !shopisactive;
        adventure.GetComponent <BoxCollider>().enabled  = !shopisactive;
        iteminv.GetComponent <BoxCollider>().enabled    = !shopisactive;
        iteminv.GetComponent <SpriteRenderer>().enabled = !shopisactive;
        moninv.GetComponent <SpriteRenderer>().enabled  = !shopisactive;
        moninv.GetComponent <BoxCollider>().enabled     = !shopisactive;
        downtown.GetComponent <BoxCollider>().enabled   = !shopisactive;
        menubut.SetActive(!shopisactive);
        //if (Input.GetKeyDown("space"))
        //print(go == go2);

        if (Input.touchCount == 1 && onehit)
        {
            if (!shopisactive)
            {
                // touch on screen
                if (Input.GetTouch(0).phase == TouchPhase.Began)
                {
                    Ray        ray = Camera.main.ScreenPointToRay(Input.GetTouch(0).position);
                    RaycastHit hit = new RaycastHit();
                    moving = Physics.Raycast(ray, out hit);
                    if (moving)
                    {
                        go = hit.transform.gameObject;
                        //Debug.Log("Touch Detected on : " + go.name);
                    }
                    else
                    {
                        onehit = false;
                    }
                }


                // release touch/dragging
                if ((Input.GetTouch(0).phase == TouchPhase.Ended || Input.GetTouch(0).phase == TouchPhase.Canceled || Input.touchCount != 1) && go != null && onehit)
                {
                    Ray        ray = Camera.main.ScreenPointToRay(Input.GetTouch(0).position);
                    RaycastHit hit = new RaycastHit();
                    moving = Physics.Raycast(ray, out hit);
                    if (moving)
                    {
                        go2 = hit.transform.gameObject;
                    }
                    moving = false;
                    //Debug.Log("Touch Released from : " + go.name);
                    if (go == shop && go == go2)
                    {
                        ShopMain.ShopSet(true);
                    }
                    else if (go == fountain && go == go2)
                    {
                        player.GetPlayer().moninv.HealAll();
                        if (canenter)
                        {
                            StartCoroutine("HealSprite");
                        }
                        //play sound
                        SaveLoad.Save(SaveCallBack);
                    }
                    else if (go == book && go == go2)
                    {
                        BookControl.BookSet(true);
                    }
                    else if (go == adventure && go == go2)
                    {
                        if (player.GetPlayer().moninv.HasAnActive())
                        {
                            SaveLoad.Save(SaveCallBack);
                            GlobalData.loadGame = true;

                            //fader.color = Color.clear;
                            //SceneManager.LoadScene("Adventure");
                            StartCoroutine("Fader", "Adventure");
                        }
                        else
                        {
                            //you need at least one active monster to adventure!
                        }
                    }
                    else if (go == iteminv && go == go2)
                    {
                        InvCol.SetActive(true);
                    }
                    else if (go == moninv && go == go2)
                    {
                        MICollider.SetActive(true);
                    }
                    else if (go == downtown && go == go2)
                    {
                        SaveLoad.Save(SaveCallBack);
                        GlobalData.loadGame = true;
                        StartCoroutine("Fader", "Downtown");
                    }
                }
            }
        }
        else
        {
            go     = null;
            go2    = null;
            onehit = true;
        }
    }