void OnGUI() { playerName = GUILayout.TextField(playerName, 10); isMageClass = GUILayout.Toggle(isMageClass, "Mage Class"); isWarriorClass = GUILayout.Toggle(isWarriorClass, "Warrior Class"); if (GUILayout.Button("Create")) { if (isMageClass) { newPlayer.PlayerClass = new BaseMageClass(); } else if (isWarriorClass) { newPlayer.PlayerClass = new BaseWarriorClass(); } CreateNewPlayer(); StoreNewPlayerInfo(); SaveInformation.SaveAllInformation(); SceneManager.LoadScene("main"); } if (GUILayout.Button("Load")) { SceneManager.LoadScene("main"); } }
void Awake() { if (instance == null) { instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } if (_firstClear = false) { PlayerPrefs.DeleteAll(); GameInformation.FirstClear = true; SaveInformation.SaveAllInformation(); } GameInformation.SpeechAutoPlay = true; SaveInformation.SaveAllInformation(); //LoadInformation.LoadAllInformation(); Debug.Log(GameInformation.CorrectPreQuestions.Count); }
public void test() { if (IsMage) { newPlayer.PlayerClass = new BaseMageClass(); DescriptionText.text = newPlayer.PlayerClass.CharacterClassDescription; StatsText.text = "Stamina: " + newPlayer.PlayerClass.Stamina.ToString() + "\n" + "Endurance: " + newPlayer.PlayerClass.Endurance.ToString() + "\n" + "Strength: " + newPlayer.PlayerClass.Strength.ToString() + "\n" + "Intellect: " + newPlayer.PlayerClass.Intellect.ToString() + "\n" + "Agility: " + newPlayer.PlayerClass.Agility.ToString() + "\n" + "Resistance: " + newPlayer.PlayerClass.Resistance.ToString() + "\n"; Debug.Log("You Selected Mage Class"); } if (IsWarrior) { newPlayer.PlayerClass = new BaseWarriorClass(); DescriptionText.text = newPlayer.PlayerClass.CharacterClassDescription; StatsText.text = "Stamina: " + newPlayer.PlayerClass.Stamina.ToString() + "\n" + "Endurance: " + newPlayer.PlayerClass.Endurance.ToString() + "\n" + "Strength: " + newPlayer.PlayerClass.Strength.ToString() + "\n" + "Intellect: " + newPlayer.PlayerClass.Intellect.ToString() + "\n" + "Agility: " + newPlayer.PlayerClass.Agility.ToString() + "\n" + "Resistance: " + newPlayer.PlayerClass.Resistance.ToString() + "\n"; Debug.Log("You Selected Warrior Class"); } playerName = PlayerName.text; Debug.Log(playerName); CreateNewPlayer(); StoreNewPlayerInfo(); SaveInformation.SaveAllInformation(); }
void OnGUI() { // Add all the other classes soon playerName = GUILayout.TextArea(playerName, 15); isMageClass = GUILayout.Toggle(isMageClass, "Mage Class"); isWarriorClass = GUILayout.Toggle(isWarriorClass, "Warrior Class"); if (GUILayout.Button("Create")) { if (isMageClass) { newPlayer.PlayerClass = new BaseMageClass(); } else if (isWarriorClass) { newPlayer.PlayerClass = new BaseWarriorClass(); } CreateNewPlayer(); StoreNewPlayerInfo(); SaveInformation.SaveAllInformation(); } if (GUILayout.Button("Load")) { SceneManager.LoadScene("Test"); } }
public static void UpdateInventory() { LoadInformation.LoadAllInformation(); InventoryManager._inventory = GameInformation.PlayerInventory; if (InventoryManager._inventory.Count != 0) { for (int i = 0; i < InventoryManager._inventory.Count; i++) { if (InventoryManager._inventory[i] != null) { Color c; Image itemImage = InventoryManager._inventorySlotIcons[i].GetComponent <Image>(); c = itemImage.color; c.a = 1; itemImage.color = c; itemImage.sprite = IconDB._icons[InventoryManager._inventory[i].ItemIcon]; } } } for (int i = InventoryManager._inventory.Count; i < InventoryManager._inventorySlots.Count; i++) { Color c; Image itemImage = _inventorySlotIcons[i].GetComponent <Image>(); c = itemImage.color; c.a = 0; itemImage.color = c; } SaveInformation.SaveAllInformation(); }
public void SaveAnswer() { int questionNum = questionIndex - 1; List <string> answers = new List <string>(); if (currentToggleGroup != null) { foreach (Toggle t in currentToggleGroup.ActiveToggles()) { if (t.isOn) { answers.Add(t.GetComponentInChildren <Text>().text); } } } if (currentInputField != null) { answers.Add(currentInputField.text); } if (currentToggleList.Count != 0) { foreach (Toggle t in currentToggleList) { if (t.isOn) { answers.Add(t.GetComponentInChildren <Text>().text); } } } GameInformation.TeacherQuestions.Add(questionNum, answers); SaveInformation.SaveAllInformation(); }
public void ApplyChanges() { if (speechAutoPlayToggle.isOn) { GameInformation.SpeechAutoPlay = true; SaveInformation.SaveAllInformation(); Debug.Log(GameInformation.SpeechAutoPlay); } else { GameInformation.SpeechAutoPlay = false; SaveInformation.SaveAllInformation(); } if (colorblindModeToggle.isOn) { GameInformation.ColorblindMode = true; SaveInformation.SaveAllInformation(); cbm = GameObject.Find("ColorblindManager").GetComponent <ColorblindManager>(); cbm.UpdateColorScheme(); } else { GameInformation.ColorblindMode = false; SaveInformation.SaveAllInformation(); SceneManager.LoadScene(14); Debug.Log(GameInformation.SpeechAutoPlay); } }
public void IncreaseAbilityScore(int ID) { if (ID == 1) { if (_activeBoosts < GameInformation.PlayerClass.ClassAbilities[1].AbilityMaxRank && GameInformation.PlayerXP >= GameInformation.PlayerClass.ClassAbilities[1].AbilityXPToLevel[_activeBoosts]) { GameInformation.PlayerClass.ClassAbilities[1].AbilityCurrentRank++; GameInformation.PlayerXP -= GameInformation.PlayerClass.ClassAbilities[1].AbilityXPToLevel[_activeBoosts]; _activeBoosts++; GameInformation.PlayerBoosts[6] = _activeBoosts; } else { Debug.Log("max rank reached or not enough xp"); } } else if (ID == 2) { if (_passiveBoosts < GameInformation.PlayerClass.ClassAbilities[2].AbilityMaxRank && GameInformation.PlayerXP >= GameInformation.PlayerClass.ClassAbilities[2].AbilityXPToLevel[_passiveBoosts]) { GameInformation.PlayerClass.ClassAbilities[2].AbilityCurrentRank++; GameInformation.PlayerXP -= GameInformation.PlayerClass.ClassAbilities[2].AbilityXPToLevel[_passiveBoosts]; _passiveBoosts++; GameInformation.PlayerBoosts[7] = _passiveBoosts; } else { Debug.Log("max rank reached or not enough xp"); } } SaveInformation.SaveAllInformation(); }
public void Attribute() { newPlayer.Playerlevel = 15; newPlayer.PlayerName = playerName; //HERO ATTRIBUTE newPlayer.Stamina = newPlayer.playerClass.stamina; newPlayer.Health = newPlayer.playerClass.endurance; //MAIN HERO ATTRIBUTE newPlayer.Intellect = newPlayer.playerClass.intellect; newPlayer.Agility = newPlayer.playerClass.agility; newPlayer.Strength = newPlayer.playerClass.strength; StoreInfo(); SaveInformation.SaveAllInformation(); //MAIN INFO Debug.Log("Player Class: " + newPlayer.playerClass.CharacterClassName); Debug.Log("Player Level: " + newPlayer.Playerlevel); Debug.Log("Player Name is: " + newPlayer.PlayerName); //MAIN ATTRIBUTES Debug.Log("Player Intellect: " + newPlayer.Intellect); Debug.Log("Player Strength: " + newPlayer.Strength); Debug.Log("Player Agility: " + newPlayer.Agility); //ATTRIBUTES Debug.Log("Player Stamina: " + newPlayer.Stamina); Debug.Log("Player Endurance: " + newPlayer.Health); }
void OnGUI() { playerName = GUILayout.TextArea(playerName, 15); isMageClass = GUILayout.Toggle(isMageClass, "Mage Class"); isWarriorClass = GUILayout.Toggle(isWarriorClass, "Warrior Class"); if (GUILayout.Button("Create")) { if (isMageClass) { newPlayer.PlayerClass = new BaseMageClass(); } else if (isWarriorClass) { newPlayer.PlayerClass = new BaseWarriorClass(); } CreateNewPlayer(); Debug.Log("Player name: " + newPlayer.PlayerName); Debug.Log("Player class: " + newPlayer.PlayerClass.CharacterClassName); Debug.Log("Player level: " + newPlayer.PlayerLevel); Debug.Log("Player strength: " + newPlayer.Strength); Debug.Log("Player gold: " + newPlayer.Gold); Debug.Log("Player resistance: " + newPlayer.Resistance); StoreNewPlayerInformation(); SaveInformation.SaveAllInformation(); } if (GUILayout.Button("Load")) { Application.LoadLevel("test"); } }
public void CheckIfAllTopicsAreDone() { if (readingDone && differencesDone && wrongDone) { areaReturnButton.SetActive(true); Scene currentScene = SceneManager.GetActiveScene(); int buildIndex = currentScene.buildIndex; if (buildIndex == 8) { GameInformation.TPJComplete = true; } else if (buildIndex == 15) { GameInformation.OTComplete = true; } else if (buildIndex == 16) { GameInformation.RHComplete = true; } else if (buildIndex == 20) { GameInformation.IFGComplete = true; } SaveInformation.SaveAllInformation(); } }
public void ScoreAnswerAndContinue() { if (currentAnswer == true) { if (trueToggle.isOn) { Debug.Log("Correct!"); GameInformation.CorrectPreQuestions.Add(shuffledQuestions[questionIndex - 1]); } else { Debug.Log("Incorrect. :("); GameInformation.PreQuestions.Add(shuffledQuestions[questionIndex - 1]); } } else { if (falseToggle.isOn) { Debug.Log("Correct!"); GameInformation.CorrectPreQuestions.Add(shuffledQuestions[questionIndex - 1]); } else { Debug.Log("Incorrect. :("); GameInformation.PreQuestions.Add(shuffledQuestions[questionIndex - 1]); } } SaveCertaintyRating(); trueToggle.isOn = false; falseToggle.isOn = false; rating0.isOn = false; rating1.isOn = false; rating2.isOn = false; if (questionIndex != shuffledQuestions.Count) { progressFill.fillAmount = ((float)questionIndex / (float)shuffledQuestions.Count); DisplayNextQuestion(); } else { for (int i = 0; i < GameInformation.PreCertainty.Length; i++) { Debug.Log(GameInformation.PreCertainty[i].ToString()); } progressFill.fillAmount = ((float)questionIndex / (float)shuffledQuestions.Count); paper.SetActive(false); endText.SetActive(true); nextSceneButton.SetActive(true); done = true; GameInformation.PreCompletionTime = completionTime; } SaveInformation.SaveAllInformation(); Debug.Log(GameInformation.PreQuestions.Count); }
private void BuyItem(GameObject selectedItemPrefab, BaseItem item) { //if player has enough money to buy the item if (GameInformation.PlayerMoney >= item.ItemValue) { //remove the item from the shop inventory _shopItems.Remove(item); //remove the prefab associated with the item _shopitemPrefabs.Remove(selectedItemPrefab); //add the item to the player's inventory GameInformation.PlayerInventory.Add(item); //decrease the player's currency by the price GameInformation.PlayerMoney -= item.ItemValue; //save all information SaveInformation.SaveAllInformation(); //destroy the prefab Destroy(selectedItemPrefab); } else { Debug.Log("Not enough money!"); } }
private void OnGUI() { _playerName = GUILayout.TextArea(_playerName); _isMageClass = GUILayout.Toggle(_isMageClass, "Mage Class"); _isWarrriorClass = GUILayout.Toggle(_isWarrriorClass, "Warrior Class"); if (GUILayout.Button("Create")) { if (_isMageClass) { _newPlayer.PlayerClass = new BaseMageClass(); } else if (_isWarrriorClass) { _newPlayer.PlayerClass = new BaseWarriorClass(); } CreateNewPlayer(); StoreNewPlayerInfo(); SaveInformation.SaveAllInformation(); /*Debug.Log("Player Name: " + _newPlayer.PlayerName); * Debug.Log("Player class: " + _newPlayer.PlayerClass.CharacterClassName); * Debug.Log("Player level: " + _newPlayer.PlayerLevel);*/ } if (GUILayout.Button("Load")) { //LoadInformation.LoadAllInformation(); SceneManager.LoadScene("TestLoading"); } }
public void Commit() { GameInformation.Stamina = levelPointsToAllocate[0]; GameInformation.Endurance = levelPointsToAllocate[1]; GameInformation.Strenght = levelPointsToAllocate[2]; GameInformation.Agility = levelPointsToAllocate[3]; GameInformation.Intelect = levelPointsToAllocate[4]; GameInformation.Resistance = levelPointsToAllocate[5]; GameInformation.MagicResistance = levelPointsToAllocate[6]; GameInformation.PlayerName = name; GameInformation.PlayerLevel = Convert.ToInt32(level); GameInformation.Gold = Convert.ToInt32(gold); GameInformation.CurrentXP = Convert.ToInt32(currentXP); GameInformation.RequiredXP = Convert.ToInt32(requiredXP); GameInformation.AvailableLevelPoints = Points.LevelPoints; GameInformation.AvailableLevelPoints = Points.LevelPoints; SaveInformation.SaveAllInformation(); commitedPoints = true; Combat.healthCheckedOnce = false; Combat.energyCheckOnce = false; Combat.manaCheckOnce = false; Combat.damageCheckedOnce = false; ClickToMove.checkSpeedOnce = false; ProjectileStrike.checkRangeDamage = false; PopulatePanel(); }
void OnGUI() { if (string.IsNullOrEmpty(GameInformation.PlayerName)) { playerName = GUILayout.TextArea(playerName, 15); isWarden = GUILayout.Toggle(isWarden, "Warden Class"); isDerezzer = GUILayout.Toggle(isDerezzer, "Derezzer Class"); isTracker = GUILayout.Toggle(isTracker, "Tracker Class"); if (GUILayout.Button("Create")) { if (isWarden) { newPlayer.PlayerClass = new BaseWardenClass(); } else if (isDerezzer) { newPlayer.PlayerClass = new BaseDerezzerClass(); } else if (isTracker) { newPlayer.PlayerClass = new BaseTracerClass(); } CreatePlayer(); StoreNewPlayerInfo(); SaveInformation.SaveAllInformation(); } } }
void OnGUI() { playerName = GUILayout.TextArea(playerName, 15); isScholarClass = GUILayout.Toggle(isScholarClass, "Scholar Class"); isWarriorClass = GUILayout.Toggle(isWarriorClass, "Warrior Class"); if (GUILayout.Button("Create")) { if (isScholarClass) { newPlayer.PlayerClass = new BaseScholarClass(); } else if (isWarriorClass) { newPlayer.PlayerClass = new BaseWarriorClass(); } newPlayer.PlayerLevel = 1; newPlayer.PlayerStrength = newPlayer.PlayerClass.Strength; newPlayer.PlayerDexterity = newPlayer.PlayerClass.Dexterity; newPlayer.PlayerIntelligence = newPlayer.PlayerClass.Intelligence; newPlayer.PlayerName = playerName; StoreNewPlayerInfo(); SaveInformation.SaveAllInformation(); Debug.Log("Player Name: " + newPlayer.PlayerName); Debug.Log("Player Class" + newPlayer.PlayerClass.CharacterClassName); Debug.Log("Player Level: " + newPlayer.PlayerLevel); Debug.Log("Player Strength: " + newPlayer.PlayerStrength); Debug.Log("Player Dexterity: " + newPlayer.PlayerDexterity); Debug.Log("Player Intelligence: " + newPlayer.PlayerIntelligence); } if (GUILayout.Button("Load")) { Application.LoadLevel("tset"); } }
public void AssignID() { GameInformation.UserID = UniqueID.GetID(); SaveInformation.SaveAllInformation(); Debug.Log(GameInformation.UserID); }
public void DisplayMainItems() { GUI.Label(new Rect(Screen.width / 2, 20, 250, 250), "START A NEW CAMPAIGN"); if (CreatePlayerGUI.currentState != CreatePlayerGUI.CreatePlayerStates.FINAL_SETUP) { if (GUI.Button(new Rect(470, 370, 50, 50), "Next")) { if (CreatePlayerGUI.currentState == CreatePlayerGUI.CreatePlayerStates.CLASS_SELECTION) { ChooseClass(classSelection); CreatePlayerGUI.currentState = CreatePlayerGUI.CreatePlayerStates.STAT_ALLOCATION; } else if (CreatePlayerGUI.currentState == CreatePlayerGUI.CreatePlayerStates.STAT_ALLOCATION) { GameInformation.Rhetoric = statAllocationModule.pointsToAllocate [0]; GameInformation.Image = statAllocationModule.pointsToAllocate [1]; GameInformation.Diplomacy = statAllocationModule.pointsToAllocate [2]; CreatePlayerGUI.currentState = CreatePlayerGUI.CreatePlayerStates.FINAL_SETUP; } } } else if (CreatePlayerGUI.currentState == CreatePlayerGUI.CreatePlayerStates.FINAL_SETUP) { if (GUI.Button(new Rect(525, 370, 50, 50), "Finish")) { GameInformation.PlayerName = playerFirstName + " " + playerLastName; GameInformation.PlayerBio = playerBio; if (genderSelection == 0) { GameInformation.IsMale = true; } else if (genderSelection == 1) { GameInformation.IsMale = false; } SaveInformation.SaveAllInformation(); } } if (CreatePlayerGUI.currentState != CreatePlayerGUI.CreatePlayerStates.CLASS_SELECTION) { if (GUI.Button(new Rect(295, 370, 50, 50), "Back")) { if (CreatePlayerGUI.currentState == CreatePlayerGUI.CreatePlayerStates.STAT_ALLOCATION) { statAllocationModule.ranOnce = false; GameInformation.PlayerClass = null; CreatePlayerGUI.currentState = CreatePlayerGUI.CreatePlayerStates.CLASS_SELECTION; } else if (CreatePlayerGUI.currentState == CreatePlayerGUI.CreatePlayerStates.FINAL_SETUP) { CreatePlayerGUI.currentState = CreatePlayerGUI.CreatePlayerStates.STAT_ALLOCATION; } } } }
private void LoadDebate(Quest quest, int passedChecks) { GameInformation.CurrentQuest = quest; GameInformation.PassedChecks = passedChecks; GameInformation.Enemy = EnemyDB.enemies[5]; SaveInformation.SaveAllInformation(); SceneManager.LoadScene(3); }
void OnGUI() { GUILayout.Label(class1.CharacterClassName); GUILayout.Label(class1.CharacterClassDescription); GUILayout.Label("Rhetoric: " + class1.Rhetoric.ToString()); GUILayout.Label("Image : " + class1.Image.ToString()); GUILayout.Label("Diplomacy: " + class1.Diplomacy.ToString()); GUILayout.Label(class2.CharacterClassName); GUILayout.Label(class2.CharacterClassDescription); GUILayout.Label("Rhetoric: " + class2.Rhetoric.ToString()); GUILayout.Label("Image : " + class2.Image.ToString()); GUILayout.Label("Diplomacy: " + class2.Diplomacy.ToString()); GUILayout.Label(class3.CharacterClassName); GUILayout.Label(class3.CharacterClassDescription); GUILayout.Label("Rhetoric: " + class3.Rhetoric.ToString()); GUILayout.Label("Image : " + class3.Image.ToString()); GUILayout.Label("Diplomacy: " + class3.Diplomacy.ToString()); playerName = GUILayout.TextArea(playerName, 20); isGladHander = GUILayout.Toggle(isGladHander, "Gladhander"); isChief = GUILayout.Toggle(isChief, "Chief-of-Staff"); isSophist = GUILayout.Toggle(isSophist, "Sophist"); if (GUILayout.Button("Create")) { if (isGladHander) { newPlayer.PlayerClass = new BaseGladhanderClass(); } else if (isChief) { newPlayer.PlayerClass = new BaseChiefClass(); } else { newPlayer.PlayerClass = new BaseSophistClass(); } CreateNewPlayer(); StoreNewPlayerInfo(); SaveInformation.SaveAllInformation(); foreach (Skill skill in newPlayer.PlayerSkills) { Debug.Log(skill.SkillName); Debug.Log(skill.SkillDescription); Debug.Log(skill.SkillID); Debug.Log(skill.SkillRank); Debug.Log(skill.SkillType); Debug.Log(skill.ExperienceNeededToLevelSkill); } } }
void OnGUI() { playerName = GUILayout.TextArea(playerName, 15); isMageClass = GUILayout.Toggle(isMageClass, "Mage Class"); isWarriorClass = GUILayout.Toggle(isWarriorClass, "Warrior Class"); isRogueClass = GUILayout.Toggle(isRogueClass, "Rogue Class"); isRangerClass = GUILayout.Toggle(isRangerClass, "Ranger Class"); isClericClass = GUILayout.Toggle(isClericClass, "Cleric Class"); if (GUILayout.Button("Create")) { if (isMageClass) { newPlayer.PlayerClass = new BaseMageClass(); } else if (isWarriorClass) { newPlayer.PlayerClass = new BaseWarriorClass(); } else if (isRogueClass) { newPlayer.PlayerClass = new BaseRogueClass(); } else if (isRangerClass) { newPlayer.PlayerClass = new BaseRangerClass(); } else if (isClericClass) { newPlayer.PlayerClass = new BaseClericClass(); } newPlayer.PlayerLevel = 1; newPlayer.Stamina = newPlayer.PlayerClass.Stamina; newPlayer.Endurance = newPlayer.PlayerClass.Endurance; newPlayer.Dexterity = newPlayer.PlayerClass.Dexterity; newPlayer.Intellect = newPlayer.PlayerClass.Intellect; newPlayer.Strenght = newPlayer.PlayerClass.Strenght; newPlayer.Name = playerName; StoreNewPlayerInfo(); SaveInformation.SaveAllInformation(); Debug.Log("Player Name: " + newPlayer.Name); Debug.Log("Player Class: " + newPlayer.PlayerClass.CharacterClassName); Debug.Log("Player Level: " + newPlayer.PlayerLevel); Debug.Log("Player Stamina: " + newPlayer.Stamina); Debug.Log("Player Endurance: " + newPlayer.Endurance); Debug.Log("Player Strenght: " + newPlayer.Strenght); Debug.Log("Player Dexterity: " + newPlayer.Dexterity); Debug.Log("Player Intellect: " + newPlayer.Intellect); } if (GUILayout.Button("Load")) { Application.LoadLevel("test"); } }
public void ConfirmCapitulation() { Debug.Log("lose screen"); GameInformation.PlayerXP -= (int)(0.1f * GameInformation.PlayerXP); GameInformation.PlayerMoney -= (int)(0.1f * GameInformation.PlayerMoney); SaveInformation.SaveAllInformation(); ReturnToMap(); }
private void LoadDebate(int enemyIndex, int xpReward, int followerReward) { GameInformation.Enemy = EnemyDB.enemies[enemyIndex - 1]; GameInformation.EventXPReward = xpReward; GameInformation.EventFollowersReward = followerReward; GameInformation.EventItemReward = ItemDB.items[Random.Range(0, ItemDB.items.Count)]; SaveInformation.SaveAllInformation(); SceneManager.LoadScene(3); }
private void SaveAndUpdateHUD() { GameInformation.PlayerXP += _xpReward; GameInformation.PlayerFollowers += _followerReward; GameInformation.PlayerInventory.Add(_itemReward); _pastFirstScreen = false; SaveInformation.SaveAllInformation(); followerLabel.text = GameInformation.PlayerFollowers.ToString(); }
// Use this for initialization void Start() { SaveInformation.SaveAllInformation(); _events = RandomEventDB.events; QuestPinSetup(); DisableAllPinHovers(); _victoryScreen.SetActive(false); }
public void UpdateInformationFromEventAndReturn() { int xp = GameInformation.EventXPReward; int followers = GameInformation.EventFollowersReward; BaseItem item = GameInformation.EventItemReward; GameInformation.PlayerXP += xp; GameInformation.PlayerFollowers += followers; GameInformation.PlayerInventory.Add(item); SaveInformation.SaveAllInformation(); ReturnToMap(); }
public void UpdateInformationFromQuestAndReturn() { int xp = QuestManager.CalculateXPReward(_quest, _passedChecks); int followers = QuestManager.CalculateFollowerReward(_quest, _passedChecks); GameInformation.PlayerXP += xp; Debug.Log(followers); Debug.Log(GameInformation.PlayerFollowers); GameInformation.PlayerFollowers += followers; Debug.Log(GameInformation.PlayerFollowers); SaveInformation.SaveAllInformation(); ReturnToMap(); }
void OnGUI() { playerName = GUILayout.TextArea(playerName); isBard = GUILayout.Toggle(isBard, "Bard Class"); isStealth = GUILayout.Toggle(isStealth, "Stealth Class"); isFighter = GUILayout.Toggle(isFighter, "Fighter Class"); if (GUILayout.Button("Create")) { if (isBard) { newPlayer.PlayerClass = new BaseBardClass(); } else if (isStealth) { newPlayer.PlayerClass = new BaseStealthClass(); } else if (isFighter) { newPlayer.PlayerClass = new BaseFighterClass(); } newPlayer.PlayerName = playerName; newPlayer.PlayerLevel = 1; newPlayer.Hitpoints = newPlayer.PlayerClass.Hitpoints; newPlayer.Strength = newPlayer.PlayerClass.Strength; newPlayer.Dexterity = newPlayer.PlayerClass.Dexterity; newPlayer.Diplomacy = newPlayer.PlayerClass.Diplomacy; newPlayer.Majik = newPlayer.PlayerClass.Majik; StoreNewPlayerInfo(); SaveInformation.SaveAllInformation(); Debug.Log("Player Name: " + newPlayer.PlayerName); Debug.Log("Player Class: " + newPlayer.PlayerClass.CharacterClassName); Debug.Log("Player Level: " + newPlayer.PlayerLevel); Debug.Log("Player Hitpoints: " + newPlayer.Hitpoints); Debug.Log("Player Strength: " + newPlayer.Strength); Debug.Log("Player Dexterity: " + newPlayer.Dexterity); Debug.Log("Player Diplomacy: " + newPlayer.Diplomacy); Debug.Log("Player Majik: " + newPlayer.Majik); } if (GUILayout.Button("Load")) { //Application.LoadLevel("tset"); SceneManager.LoadScene("tset", LoadSceneMode.Additive); } }
// Use this for initialization void Start() { GameInformation.InterventionComplete = true; SaveInformation.SaveAllInformation(); activeText = texts[index]; for (int i = 1; i < 5; i++) { texts[i].SetActive(false); } nextSceneButton.SetActive(false); sb = topicSelectSpeechButton.GetComponentInChildren <SpeechButton>(); }