Example #1
0
 public float GetProgression()
 {
     if (TutorialStatus.GetTutorialStage() > 0)
     {
         return((float)0.0f); //No curse strength is given.
     }
     if (waveComplete)
     {
         return((float)1.0f);
     }
     return((float)numberEnemiesKilled / waveArrays[GetCurrentWave() - 1].wave.Length);
 }
Example #2
0
    IEnumerator EnemyKilled()
    {
        animator.SetBool("isDead", true);

        yield return(new WaitForSeconds(1f));

        if (TutorialStatus.GetTutorialStage() > 0) //If the tutorial is active, trigger "TutorialEnemyKilled".
        {
            TutorialStatus.TutorialEnemyKilled();
            Destroy(this.gameObject);
        }
        if (enemyIsDead)
        {
            pauseCheck.AddPoints(pointsWhenKilled);
            progressionController.enemyKilled(FinalBossMinion);
        }
        Destroy(this.gameObject); //Kill enemy
    }
Example #3
0
    //Power1 is true if it is the LEFT power chosen. Otherwise, it is false (RIGHT power).
    public void LosePower(bool Power1)
    {
        UIController   ui               = GameObject.Find("UIHandler").GetComponent <UIController>();
        PowerBehaviour powers           = GameObject.Find("PowerHandler").GetComponent <PowerBehaviour>();
        Progression    progressionCheck = GameObject.Find("ProgressionHandler").GetComponent <Progression>();
        GameObject     audioController;

        audioController = GameObject.FindGameObjectWithTag("MusicHandler");
        audioController.GetComponent <AudioController>().PlayMusic(0);
        TutorialHandler TutStatus = GameObject.FindWithTag("TutorialHandler").GetComponent <TutorialHandler>();

        if (TutStatus.GetTutorialStage() > 0)
        {
            TutStatus.PowerDrained();
        }
        if (Power1)
        {
            powers.LoseSpecificPower(ui.losePower1);
            switch (powers.powerHandler[ui.losePower1].PowerStrength)
            {
            case 3:
            {
                ui.AddPoints((progressionCheck.GetMaximumWaves() - progressionCheck.GetCurrentWave()) * 500);
                break;
            }

            case 2:
            {
                ui.AddPoints((progressionCheck.GetMaximumWaves() - progressionCheck.GetCurrentWave()) * 250);
                break;
            }

            case 1:
            {
                break;
            }

            default:
            {
                break;
            }
            }
        }
        else
        {
            powers.LoseSpecificPower(ui.losePower2);
            switch (powers.powerHandler[ui.losePower2].PowerStrength)
            {
            case 3:
            {
                ui.AddPoints((progressionCheck.GetMaximumWaves() - progressionCheck.GetCurrentWave()) * 500);
                break;
            }

            case 2:
            {
                ui.AddPoints((progressionCheck.GetMaximumWaves() - progressionCheck.GetCurrentWave()) * 250);
                break;
            }

            case 1:
            {
                break;
            }

            default:
            {
                break;
            }
            }
        }
        ui.setLockPauseMenu(false);
        ui.returnToMainGame();
        Cursor.lockState = CursorLockMode.None;
        if (TutStatus.GetTutorialStage() > 0) //Skip weapon selection.
        {
            progressionCheck.SetWaveComplete(false);
            Cursor.lockState = CursorLockMode.Locked;
            return;
        }
        ui.WeaponSelection();
        progressionCheck.SetWaveComplete(false);
    }