// Use this for initialization void Start() { //applyPlayerStats(1, 1, 1, 1, 1, 1, 1); if (!SaveScript.isReset) { cash = double.Parse(SaveScript.savedData["CurrencyCash"].ToString()); ApplyPlayerStats((int)SaveScript.savedData["PlayerDamage"], (int)SaveScript.savedData["PlayerSpeed"], (int)SaveScript.savedData["PlayerReach"], (int)SaveScript.savedData["PlayerCritChance"], (int)SaveScript.savedData["PlayerCritDamage"], (int)SaveScript.savedData["PlayerLuck"], (int)SaveScript.savedData["PlayerJet"]); xp = new XPSystem(1, 1, 15, 1.15f); } else { ApplyPlayerStats(1, 1, 1, 1, 1, 1, 1); xp = new XPSystem(1, 1, 15, 1.15f); cash = 0; } speedStore = stats["speed"].finalValue; //message = GameObject.Find("GameManager").GetComponent<MessageSystem>(); playerControl = true; //cash = 1000000000; }
private void Awake() { if (instance != null) { Destroy(this.gameObject); return; } instance = this; }
private void Awake() { instance = this; }
// public void PlaceFeedbackText(int i) // { // Transform tileTransform = tiles_[i].transform; // Canvas canvas = GameObject.Find("Canvas"); // Text feedback = (Text)Instantiate(textPrefab, tileTransform.position, tileTransform.rotation); // feedback.transform.SetParent(canvas.transform, false); // feedback.fontSize = 14; // feedback.text = "asdlfkjsdfkj"; // } public void Update() { // The mouse position is in screen pixel coordinates, and we need to // center it relative to the world. Vector3 mouse_in_world = MouseInWorld(); BuildingManager active = GetActiveTile(mouse_in_world.x, mouse_in_world.y); if (activeTile != null) { activeTile.Highlight(false); // Turn off previously active tile. } activeTile = active; activeTile.Highlight(true); // if the mouse button is held down, create a disaster in the correct section if (Input.GetMouseButtonDown(0)) { if (selectedDisaster == DisasterType.Meteor) { SceneManager.LoadScene("winScene"); } int activeI = GetActiveIndex(mouse_in_world.x, mouse_in_world.y); Vector2 mouse_in_world_2d = new Vector2(mouse_in_world.x, mouse_in_world.y); float clickRadius = mouse_in_world_2d.magnitude; if (selectedDisaster != DisasterType.NotSelected && clickRadius >= earthRadius && clickRadius <= 2 * earthRadius) { PlaceDisaster(activeI); Type SelectedDisasterT = DisasterTypeToClass[selectedDisaster]; Disaster instance = (Disaster)Activator.CreateInstance(SelectedDisasterT); // Start the disaster cooldown. if (enableCooldown) { selectedButton.DisableForCountdown(instance.cooldownTime); selectedDisaster = DisasterType.NotSelected; } bool destroyed = active.Attack(instance); if (destroyed) { XPSystem system = xpSlider.GetComponent <XPSystem>(); float xpLevel = system.EarnXP(active.building.xpGain); simulator.KillPopulation(active.building.populationPct); simulator.KillTechnology(active.building.technologyPct); activeTile.Destroy(instance); ToolbarManager tManager = toolbar.GetComponent <ToolbarManager>(); if (xpLevel >= 1.0f) { tManager.UnlockButton(4); } else if (xpLevel >= 0.60f) { tManager.UnlockButton(3); } else if (xpLevel >= 0.25f) { tManager.UnlockButton(2); } else if (xpLevel >= 0.1f) { tManager.UnlockButton(1); } } } } }