void Awake() { if (instance != null) { return; } instance = this; Forced = false; }
public void SavePlayerData(PlayerStatsController statsController) { PlayerSaveData playerData = new PlayerSaveData(statsController); BinaryFormatter formatter = new BinaryFormatter(); Stream stream = new FileStream(string.Concat(Application.persistentDataPath, playerDataSavePath), FileMode.Create, FileAccess.Write); formatter.Serialize(stream, playerData); stream.Close(); }
void OnCollisionStay2D(Collision2D target) // Dano { if (target.collider.tag == "Player" && PlayerPrefs.GetFloat(PlayerStatsController.CurrentSave() + "currentHP") > 0 && contador > 0.5f) { PlayerStatsController.TakeDamage(basicStats.baseAttack); AudioSource.PlayClipAtPoint(somDano, player.position); contador = 0; } }
public void ShowButtons() { bool hasToShowButton = PlayerStatsController.GetAttributsPoints() > 0; buttonAddConcentration.SetActive(hasToShowButton); buttonAddComunication.SetActive(hasToShowButton); buttonAddPrecision.SetActive(hasToShowButton); buttonAddReflex.SetActive(hasToShowButton); }
// Start is called before the first frame update protected void Start() { base.Start(); currentLevel = PlayerStatsController.GetCurrentLevel(); type = PlayerStatsController.GetTypeCharacter(); basicStats = PlayerStatsController.instance.GetBasicsStats(type); animationController = GetComponent <AnimationController>(); }
private void Awake() { Animator = GetComponent <Animator>(); PowerUpController = GetComponent <PowerUpController>(); Renderer = GetComponent <Renderer>(); PlayerHealthManager = GetComponent <PlayerHealthManager>(); PlayerStateMachine = GetComponent <PlayerStateMachine>(); PowerUpActivator = GetComponent <PowerUpActivator>(); PlayerStatsController = GetComponent <PlayerStatsController>(); }
public void FinalizarMissao() { this.gameObject.SetActive(true); missaoAtiva = false; i = 0; //Spawn.GetComponent<SpawnEsqueleto>().missaoDrop = false; PlayerStatsController.AddReputation(20); player.SetNivelDeMissao("missao2"); texto.text = " "; }
private void Awake() { if (instance != null) { Debug.LogWarning("There is more than one instance of PlayerStatsController in the scene."); return; } instance = this; fadeSystem = GameObject.FindGameObjectWithTag("FadeSystem").GetComponent <Animator>(); }
public void TextUpdateStatus() { pontos.text = player.currentPontos.ToString(); StatusTotais[0].text = player.danoTotal.ToString(); StatusTotais[1].text = player.defTotal.ToString(); StatusTotais[2].text = player.totalStamina.ToString(); StatusTotais[3].text = player.totalLife.ToString(); StatusTotais[4].text = PlayerStatsController.GetCurrentLevel().ToString(); StatusTotais[5].text = PlayerStatsController.GetCurrentReputation().ToString(); }
void OnShoot() { PlayerStatsController playerStatsController = m_ProjectileBase.owner.GetComponent <PlayerStatsController>(); DebugUtility.HandleErrorIfNullGetComponent <PlayerStatsController, ProdigyUltimateSpell>(playerStatsController, this, gameObject); playerStatsController.cdr.AddTemporaryModifier(cdr, duration); playerStatsController.moveSpeed.AddTemporaryModifier(speed, duration); playerStatsController.moveSpeed.AddTemporaryModifier(speedBoost, speedBoostDuration); }
public PlayerSaveData(PlayerStatsController playerStatsController) { playerInventory = playerStatsController.inventory_SO.inventory; equipmentsInventory = playerStatsController.equipments_SO.inventory; dynamicAttributeContainer = playerStatsController.dynamicContainer; lastCheckPoint = new float[3]; lastCheckPoint[0] = SaveManager.Instance.lastCheckPointPosition.x; lastCheckPoint[1] = SaveManager.Instance.lastCheckPointPosition.y; lastCheckPoint[2] = SaveManager.Instance.lastCheckPointPosition.z; }
public override void DestroiMonster() { if (currentLife <= 0) { PlayerStatsController.AddXp(xp); DropItem(); treinador = FindObjectOfType(typeof(TreinadorCampo)) as TreinadorCampo; treinador.missao1 = false; Destroy(this.gameObject); } }
// Barras da tela ------------------------------------------------------------------------------- void OnGUI () { GUI.skin = Text; int LVL = PlayerPrefs.GetInt (PlayerStatsController.CurrentSave ()+"currentLevel"); GUI.Box (new Rect(0, 3, 50 ,30), "LVL:"+ LVL.ToString("f0")); GUI.skin = Text; GUI.Box (new Rect(50, 3, 200 ,30), "HP:"+PlayerPrefs.GetFloat (PlayerStatsController.CurrentSave ()+"currentHP").ToString("f0") + "/" + PlayerPrefs.GetFloat (PlayerStatsController.CurrentSave ()+"maxHP").ToString("f0")); GUI.skin = HpBar; GUI.Box (new Rect(50, 3, 200 * (PlayerPrefs.GetFloat (PlayerStatsController.CurrentSave ()+"currentHP") / PlayerPrefs.GetFloat (PlayerStatsController.CurrentSave ()+"maxHP")) ,30), " "); GUI.skin = Text; GUI.Box (new Rect(50, 33, 200 ,20), "MP:"+PlayerPrefs.GetFloat (PlayerStatsController.CurrentSave ()+"currentMP").ToString("f0") + "/" + PlayerPrefs.GetFloat (PlayerStatsController.CurrentSave ()+"maxMP").ToString("f0")); GUI.skin = MpBar; GUI.Box (new Rect(50, 33, 200 * (PlayerPrefs.GetFloat (PlayerStatsController.CurrentSave ()+"currentMP") / PlayerPrefs.GetFloat (PlayerStatsController.CurrentSave ()+"maxMP")) ,20), " "); GUI.skin = Text; float xp = PlayerPrefs.GetFloat (PlayerStatsController.CurrentSave ()+"currentXP"); float maxxp = PlayerPrefs.GetFloat (PlayerStatsController.CurrentSave ()+"maxXP"); float tamanho; GUI.Box (new Rect(50, 53, 100 ,20), "XP:"+xp.ToString("f0") + "/" + maxxp.ToString("f0")); GUI.skin = XpBar; if (maxxp == 0) { tamanho = 100; } else { tamanho = 100*(xp / maxxp); if ( tamanho > 100 ) tamanho = 100; } GUI.Box (new Rect(50, 53, tamanho,20), " "); GUI.skin = Text; GUI.Box (new Rect (Screen.width - Screen.width/3, Screen.height - 50, Screen.width/3, 50), PlayerPrefs.GetString (PlayerStatsController.CurrentSave ()+"nome")); GUI.Label (new Rect (0,0,Screen.width,Screen.height),hud); GUI.skin = Button; if (GUI.Button (new Rect (Screen.width - 100, 0, 100, 30), "Pause")) PauseGame.pause = !PauseGame.pause; if (GUI.Button (new Rect (Screen.width - 200, 0, 100, 30), "Attributes")) { currentSTR = 0; currentDEX = 0; currentINT = 0; currentVIT = 0; currentAP = PlayerPrefs.GetInt (PlayerStatsController.CurrentSave () + "currentAP"); atributos = !atributos; } if (atributos) windowRect = GUI.Window (0, windowRect, Attributes, "Character Attributes"); }
private void Awake() { if (ps == null) { ps = this; } else { Debug.LogWarning("PlayerStatsController destroyed"); Destroy(ps); } DontDestroyOnLoad(gameObject); }
private void Awake() { Instance = this; rb2d = GetComponent <Rigidbody2D> (); stats = GetComponent <PlayerStatsController>(); anim = GetComponent <Animator>(); controller = GetComponent <CharacterController2D>(); sortingLayer = bodyParts[0].GetComponent <SpriteMeshInstance>().sortingLayerName; initialization(); }
void Update() { Destroyer(); /*if (Input.GetKeyDown(KeyCode.K)) * { * currentLife -= Random.Range(1, 10); * }*/ UI.SetExperiencia(PlayerStatsController.GetNextXp(), PlayerStatsController.GetCurrentXp()); UI.SetLife(totalLife, currentLife); UI.SetStamina(totalStamina, currentStamina); //base.Update(); }
public void ApplayDamage(int damage) { currentLife -= damage; if (currentLife <= 0) { OnDestroyed(); } if (PlayerStatsController.GetCurrentReputation() <= -20) { Destroy(this.gameObject); destructive.gameObject.SetActive(true); } }
// Use this for initialization void Start() { //RESET PLAYER PREFS; /* * PlayerPrefs.SetFloat("currentXp", 0); * PlayerPrefs.SetInt("currentLevel", 0); * PlayerPrefs.SetInt("pontosSkill", 0); * PlayerPrefs.SetInt("Reputação", 0); */ instance = this; DontDestroyOnLoad(gameObject); Application.LoadLevel("GamePlay"); //Chama a cena apoós o menu }
private void CreateAttack() { PlayerStatsController targetStatsController = target.gameObject.GetComponent <PlayerStatsController>(); PlayerAttackController targetAttackHandler = target.gameObject.GetComponent <PlayerAttackController>(); if (targetStatsController == null || targetAttackHandler == null) { return; } Attack attack = arrowShootingDefinition.EnemyCreateAttack(shooterStatsController, targetStatsController, arrowShootingDefinition.hitBackForce); targetAttackHandler.OnAttacked(this.gameObject, attack); }
//perguntar pro rodrigo como fazer escolha da classe do player por 1 método só public void SetPlayerType(int aux) { if (aux == 1) { PlayerStatsController.SetTyperCharacter(TypeCharacter.Killer); type = PlayerStatsController.GetTypeCharacter(); basicStats = PlayerStatsController.instance.GetBasicStats(type); } else if (aux == 2) { PlayerStatsController.SetTyperCharacter(TypeCharacter.Achiever); type = PlayerStatsController.GetTypeCharacter(); basicStats = PlayerStatsController.instance.GetBasicStats(type); } }
public async void Test_Index_PlayerStats() { //Arrange var db = DbSource.CreateDbSource(); var c = new PlayerStatsController(db); //Act var r = await c.Index(); //Assert var result = Assert.IsType <ViewResult>(r); var model = Assert.IsAssignableFrom <List <PlayerStats> >(result.ViewData.Model); Assert.Equal(1, model.Count()); }
void Awake() { Titles = new List <TextMeshProUGUI>(); Texts = new List <TextMeshProUGUI>(); var Player = GameObject.FindGameObjectWithTag("Player"); PlayerPowerUpController = Player.GetComponent <PowerUpController>(); PlayerStatsController = Player.GetComponent <PlayerStatsController>(); for (var i = 0; i < 4; i++) { Titles.Add(TitleTextObjects[i].GetComponent <TextMeshProUGUI>()); Texts.Add(MainTextObjects[i].GetComponent <TextMeshProUGUI>()); } }
public Attack PlayerCreateAttack(PlayerStatsController attackerStats, EnemyStatsController defenderStats, Vector2 hitBackForce) { float coreDamage = attackerStats.GetAttackStat(); coreDamage += Random.Range(plusDamage.x, plusDamage.y); bool isCritical = Random.value < criticalChange; if (isCritical) { coreDamage += criticalMultiplier; } return(new Attack((int)coreDamage, isCritical, hitBackForce)); }
private void Start() { playerAnim = GetComponent <Animator>(); playerInputHandler = GetComponent <PlayerInputHandler>(); rigid = GetComponent <Rigidbody2D>(); attackController = GetComponent <PlayerAttackController>(); playerStateMachine.InitializeStartState(playerIdleState); statsController = GetComponent <PlayerStatsController>(); isFacingRight = true; attackController.OnAttackedDirectionEvent.AddListener(HandleOnAttackedDirectionEvent); statsController.OnPlayerAttackedEvent.AddListener(HandleOnAttackedEvent); statsController.OnPlayerDeathEvent.AddListener(HandleOnDeathEvent); }
IEnumerator PrepareCombat() { ToggleButtons(false); GameObject playerGameObject = Instantiate(playerPrefab, playerBattleStation); playerUnit = playerGameObject.GetComponent <PlayerStatsController>(); healthText.text = "Health: " + playerUnit.currentHealth + "/" + playerUnit.maxHealth; energyTokenText.text = "Energy: " + playerUnit.currentEnergyTokens + "/" + playerUnit.maxEnergyTokens; dialoguePanel.GetComponentInChildren <Text>().text = enemyUnit.enemyEncounterLine; yield return(new WaitForSeconds(2f)); state = CombatState.PLAYERTURN; PlayerTurn(); }
// Update is called once per frame void Update() { AbrirStatusPontos(); ContadorDeTempo += 1; if (ContadorDeTempo < tempoLoad && ativo) { inventario.gameObject.SetActive(!inventario.gameObject.activeSelf); // liga e desliga o inventario inventarioDoVendedor.gameObject.SetActive(false); ativo = false; Destroy(destruction.gameObject); } if (Input.GetKeyDown(KeyCode.I) && !inventarioDoVendedor.activeSelf) { miniMapa.gameObject.SetActive(!miniMapa.gameObject.activeSelf); HUD.gameObject.SetActive(!HUD.gameObject.activeSelf); TexTMissao.gameObject.SetActive(!TexTMissao.gameObject.activeSelf); inventario.gameObject.SetActive(!inventario.gameObject.activeSelf); // liga e desliga o inventario if (inventario.gameObject.activeSelf) //CONDICIONAL QUE PAUSE O GAME. { Time.timeScale = 0; } else { Time.timeScale = defaultTimeScale; } } if (messageItemToTake.gameObject.activeSelf) { currentTimeToShowMessage += Time.deltaTime; if (currentTimeToShowMessage > timeToShowMessage) { messageItemToTake.gameObject.SetActive(false); } } if (Input.GetKeyDown(KeyCode.Escape) && inventario.gameObject.activeSelf && !inventarioDoVendedor.activeSelf && !pause) { inventario.gameObject.SetActive(!inventario.gameObject.activeSelf); // liga e desliga o inventario Time.timeScale = defaultTimeScale; } testaPotion(); nivel.text = PlayerPrefs.GetInt("currentLevel").ToString(); SetReputation(100, PlayerStatsController.GetCurrentReputation()); }
/// <summary> /// Completes the task if all parts are completed. Starts the next task otherwise. /// </summary> public override void Complete() { // keep going if all puzzles in the task aren't completed if (puzzles.Count(e => e.IsComplete == false) > 0) { StartTask(); } else { foreach (GameObject taskParticipant in taskParticipants) { PlayerStatsController playerStats = taskParticipant.GetComponent <PlayerStatsController>(); playerStats.onDeath.RemoveListener(PlayerDied); } base.Complete(); } }
public IEnumerator PlayerCombat_MeleePlayerCanDamageEnemyWithPrimaryAndSecondaryAttacks() { GameObject meleePlayer = Object.Instantiate(TestResourceManager.Instance.GetResource("Melee Player"), Vector3.zero, Quaternion.identity); PlayerStatsController meleePlayerStats = meleePlayer.GetComponent <PlayerStatsController>(); GameObject enemy = Object.Instantiate(TestResourceManager.Instance.GetResource("Enemy"), Vector3.zero, Quaternion.identity); EnemyStatsController enemyStats = enemy.GetComponent <EnemyStatsController>(); Vector3 attackPos = new Vector3(0, 0, -2.5f); meleePlayer.SetActive(true); enemy.SetActive(true); var input = meleePlayer.GetComponent <PlayerInput>(); input.enabled = true; _inputMock.SetInputToMockGamepad(input); meleePlayer.transform.position = attackPos; float initialHealth = enemyStats.health.CurrentValue; enemyStats.characterColour = meleePlayerStats.characterColour; yield return(new WaitForSeconds(0.5f)); // Player attacks with primary attack _inputMock.Press(_inputMock.Gamepad.rightShoulder); yield return(new WaitForSeconds(1f)); _inputMock.Release(_inputMock.Gamepad.rightShoulder); yield return(new WaitForSeconds(1f)); Assert.Less(enemyStats.health.CurrentValue, initialHealth, "Melee player was unable to damage the enemy with primary attack!"); initialHealth = enemyStats.health.CurrentValue; // Player attacks with secondary attack _inputMock.Press(_inputMock.Gamepad.rightTrigger); yield return(new WaitForSeconds(1f)); _inputMock.Release(_inputMock.Gamepad.rightTrigger); yield return(new WaitForSeconds(1f)); Assert.Less(enemyStats.health.CurrentValue, initialHealth, "Melee player was unable to damage the enemy with secondary attack!"); }
public void SaveAP () { int str = PlayerPrefs.GetInt (PlayerStatsController.CurrentSave () + "STR"); int dex = PlayerPrefs.GetInt (PlayerStatsController.CurrentSave () + "DEX"); int inte = PlayerPrefs.GetInt (PlayerStatsController.CurrentSave () + "INT"); int vit = PlayerPrefs.GetInt (PlayerStatsController.CurrentSave () + "VIT"); float currentMaxHP = PlayerPrefs.GetFloat(PlayerStatsController.CurrentSave ()+"maxHP"); float currentMaxMP = PlayerPrefs.GetFloat(PlayerStatsController.CurrentSave ()+"maxMP"); PlayerPrefs.SetInt (PlayerStatsController.CurrentSave () + "STR", currentSTR + str); PlayerPrefs.SetInt (PlayerStatsController.CurrentSave () + "DEX", currentDEX + dex); PlayerPrefs.SetInt (PlayerStatsController.CurrentSave () + "INT", currentINT + inte); PlayerPrefs.SetInt (PlayerStatsController.CurrentSave () + "VIT", currentVIT + vit); PlayerPrefs.SetFloat (PlayerStatsController.CurrentSave () + "maxHP", currentMaxHP + (float)currentVIT * basicStats.startHP); PlayerPrefs.SetFloat (PlayerStatsController.CurrentSave () + "maxMP", currentMaxMP + (float)currentINT * basicStats.startMP); currentSTR = 0; currentDEX = 0; currentINT = 0; currentVIT = 0; }
public override void DropItem() { PlayerStatsController.AddXp(xp); int random = Random.Range(1, 10); if (random == 2) //10% chance de acertar o valor { GameObject calcaInstanciada = Instantiate(calca, new Vector3(player.transform.position.x, player.transform.position.y, -1), Quaternion.identity); calcaInstanciada.GetComponent <CalçaGuerreiro>().GerarAleatorio(player.GetNivelDeMissao("missão1") + 1); } int randomico = Random.Range(1, 10); if (randomico == 1) //10% chance de acertar o valor { GameObject luvaInstanciada = Instantiate(luva, new Vector3(player.transform.position.x, player.transform.position.y, -1), Quaternion.identity); luvaInstanciada.GetComponent <LuvaGuerreiro>().GerarAleatorio(player.GetNivelDeMissao("missão1") + 1); } base.DropItem(); }