Example #1
0
    /*// Update is called once per frame
     * void Update () {
     *
     * }*/



    void SetPathForObstacles(Player_States.SwordsObtainedStatus SwordStatus)
    {
        switch (SwordStatus)
        {
        case Player_States.SwordsObtainedStatus.Obtained:
            PathAObstacles.SetActive(true);
            LevelGM.Instance.BackgroundMusicSource.Stop();
            LevelGM.Instance.BackgroundMusicSource.clip = PathASong;
            LevelGM.Instance.BackgroundMusicSource.Play();
            break;

        case Player_States.SwordsObtainedStatus.Ignored:
            PathBObstacles.SetActive(true);
            LevelGM.Instance.BackgroundMusicSource.Stop();
            LevelGM.Instance.BackgroundMusicSource.clip = PathBSong;
            LevelGM.Instance.BackgroundMusicSource.Play();
            break;
        }
    }
    public Character()
    {
        FileNumber  = 1;
        NewGamePlus = false;

        TotalPlaytime = 0;

        //===reset ratings===
        Level1Rating = new int[3];
        Level2Rating = new int[3];
        Level3Rating = new int[3];

        Level1Rating[0] = 0;
        Level1Rating[1] = 0;
        Level1Rating[2] = 0;

        Level2Rating[0] = 0;
        Level2Rating[1] = 0;
        Level2Rating[2] = 0;

        Level3Rating[0] = 0;
        Level3Rating[1] = 0;
        Level3Rating[2] = 0;

        FinalBossRating = 0;
        OverallRating   = 0;


        //===reset deaths===
        Level1Deaths = new int[3];
        Level2Deaths = new int[3];
        Level3Deaths = new int[3];

        Level1Deaths[0] = 0;
        Level1Deaths[1] = 0;
        Level1Deaths[2] = 0;

        Level2Deaths[0] = 0;
        Level2Deaths[1] = 0;
        Level2Deaths[2] = 0;

        Level3Deaths[0] = 0;
        Level3Deaths[1] = 0;
        Level3Deaths[2] = 0;

        FinalBossDeaths = 0;

        //===reset clear times===
        Level1ClearTime = new float[3];
        Level2ClearTime = new float[3];
        Level3ClearTime = new float[3];

        Level1ClearTime[0] = 9999;
        Level1ClearTime[1] = 9999;
        Level1ClearTime[2] = 9999;

        Level2ClearTime[0] = 9999;
        Level2ClearTime[1] = 9999;
        Level2ClearTime[2] = 9999;

        Level3ClearTime[0] = 9999;
        Level3ClearTime[1] = 9999;
        Level3ClearTime[2] = 9999;

        FinalBossClearTime = 0;

        //===reset level completion===
        Level1 = new Player_States.LevelCompletion[3];
        Level2 = new Player_States.LevelCompletion[3];
        Level3 = new Player_States.LevelCompletion[3];

        Level1[0] = Player_States.LevelCompletion.Incomplete;
        Level1[1] = Player_States.LevelCompletion.NotStarted;
        Level1[2] = Player_States.LevelCompletion.NotStarted;


        Level2[0] = Player_States.LevelCompletion.NotStarted;
        Level2[1] = Player_States.LevelCompletion.NotStarted;
        Level2[2] = Player_States.LevelCompletion.NotStarted;

        Level3[0] = Player_States.LevelCompletion.NotStarted;
        Level3[1] = Player_States.LevelCompletion.NotStarted;
        Level3[2] = Player_States.LevelCompletion.NotStarted;

        FinalBoss = Player_States.LevelCompletion.NotStarted;

        //===reset swords===
        Sword1 = Player_States.SwordsObtainedStatus.NotReached;
        Sword2 = Player_States.SwordsObtainedStatus.NotReached;

        OpeningCutscene = false;
        Sword1Cutscene  = false;
        Sword2Cutscene  = false;
        PreBossCutscene = false;

        SwordLevel     = Player_States.SwordUpgrade.NotReached;
        ClearMindLevel = Player_States.ClearMindUpgrade.NotReached;

        CurrentDifficulty = Player_States.DifficultySetting.Normal;

        //===Costume Settings===
        CurrentOutfit  = Player_States.OutfitSettings.Default;
        AltBoss        = Player_States.OutfitUnlocks.Locked;
        AltEnemy       = Player_States.OutfitUnlocks.Locked;
        AltEnlightened = Player_States.OutfitUnlocks.Locked;
        AltShadow      = Player_States.OutfitUnlocks.Locked;
        AltBasic       = Player_States.OutfitUnlocks.Locked;

        EnemyParts    = new bool[3];
        EnemyParts[0] = false;
        EnemyParts[1] = false;
        EnemyParts[2] = false;

        EnlightenedParts    = new bool[3];
        EnlightenedParts[0] = false;
        EnlightenedParts[1] = false;
        EnlightenedParts[2] = false;

        ShadowParts    = new bool[3];
        ShadowParts[0] = false;
        ShadowParts[1] = false;
        ShadowParts[2] = false;

        BossPart  = false;
        BasicPart = false;

        NewGamePlusStarted = false;

        SaveDate = System.DateTime.Now.ToString();
        //SaveExists = false;
        //CurrentDate = System.DateTime.Now;
        PlayerDeathCount  = 0;
        OverallRating     = 0;
        SelectedCharacter = Player_States.CharacterSettings.Zahra;
        GameplayPaused    = false;
    }