Example #1
0
    //behavior begins
    public override void ActorStart()
    {
        Object.DontDestroyOnLoad(this);         //player object should be persistent
        currentMana = maxMana;
        StartCoroutine(ManaRegen());

        //we're loading a save, rather than starting a new game. Set some values from the save file.
        if (GameSaver.liveSave.hasBeenSaved == true)
        {
            Debug.Log("Player is loading values from live saved game.");
            currentHealth = GameSaver.liveSave.currentHealth;
            currentMana   = GameSaver.liveSave.currentMana;
            hasKeys       = GameSaver.liveSave.hasKeys;
            coins         = GameSaver.liveSave.coins;
            inventory.LoadInventory();             //empty string; loads from save file

            //load upgrade stat changes, to the cap set in actor. This is an awful way of doing it and voilates
            //the spirit of code in Actor.cs and item.cs, but it's crunch time bb
            strength = Mathf.Max(0.5f, strength - 0.1f * GameSaver.liveSave.strengthUpgrades);
            power    = Mathf.Min(2f, power + 0.1f * GameSaver.liveSave.powerUpgrades);
            maxSpeed = Mathf.Min(750f, maxSpeed + 50f * GameSaver.liveSave.speedUpgrades);
        }
    }
Example #2
0
    public void TakeCommand(string rawString)
    {
        currentMode = Command.none;
        string cmdString = rawString.ToLower();

        foreach (string word in cmdString.Split(' '))
        {
            if (currentMode == Command.none)
            {
                switch (word)
                {
                case "echo":
                    currentMode = Command.echo;
                    break;

                case "load":
                case "loadscene":
                    currentMode = Command.loadScene;
                    break;

                case "takedamage":
                case "dmg":
                    currentMode = Command.takeDamage;
                    break;

                case "spendmana":
                case "lmana":
                    currentMode = Command.spendMana;
                    break;

                case "save":
                    GameSaver.SaveGame();
                    return;

                case "name":
                    Debug.Log("Player name is :" + GameSaver.liveSave.playerName);
                    return;

                case "freeze":
                    WaterTileObject[] water = Resources.FindObjectsOfTypeAll <WaterTileObject> ();
                    Debug.Log("Freezing " + water.Length + " water objects.");
                    for (int i = 0; i < water.Length; i++)
                    {
                        water [i].Freeze();
                    }
                    return;

                case "setflag":
                case "set":
                case "kill":                 //in the context of killing bosses. If more flags end up being settable with this command it'll make less sense
                    currentMode = Command.setFlag;
                    break;

                case "loadinv":
                case "linv":
                    inv.LoadInventory(string.Empty);                     // set to empty to load from pref
                    return;

                case "saveinv":
                case "sinv":
                    inv.SaveInventory();
                    return;

                case "godmode":
                case "god":
                    player.isInvincible = !player.isInvincible;
                    player.infiniteMana = !player.infiniteMana;
                    Debug.Log("Toggling God Mode. Now " + (player.infiniteMana ? "enabled." : "disabled."));
                    return;

                case "addkey":
                case "key":
                    player.hasKeys++;
                    return;

                case "addmoney":
                case "coins":
                    currentMode = Command.addMoney;
                    break;

                case "demo":
                    Debug.Log("Entering demo mode.");
                    //god mode
                    player.isInvincible = true;                     //can be toggled off with godmode
                    player.infiniteMana = true;
                    //access all dungeons
                    GameSaver.liveSave.watertutorialpoint = true;
                    GameSaver.liveSave.firetutorialpoint  = true;
                    GameSaver.liveSave.mazetutorialpoint  = true;
                    //add a buncha money
                    player.coins = 99999;
                    player.GetComponentInChildren <CoinScript> ().SetText();
                    return;

                default:
                    Debug.Log("Error: '" + word + "' is not a recognzed command.");
                    return;
                }
                continue;
            }

            //we've received a multi-word command, time to execute based on the following word
            switch (currentMode)
            {
            case Command.echo:
                Debug.Log(word);
                return;

            case Command.loadScene:
                DevLoadLevel(word);
                return;

            case Command.takeDamage:
                gameObject.SendMessageUpwards("TakeDamage", Int32.Parse(word, NumberStyles.AllowLeadingSign));
                break;

            case Command.spendMana:
                gameObject.SendMessageUpwards("SpendMana", Int32.Parse(word, NumberStyles.AllowLeadingSign));
                break;

            case Command.addMoney:
                player.coins += Int32.Parse(word, NumberStyles.AllowLeadingSign);
                player.GetComponentInChildren <CoinScript> ().SetText();
                break;

            case Command.setFlag:
                switch (word)
                {
                case "boss0":
                case "fire_boss":
                    GameSaver.liveSave.bossKilled [0] = true;
                    break;

                case "boss1":
                case "water_boss":
                    GameSaver.liveSave.bossKilled [1] = true;
                    break;

                case "boss2":
                case "maze_boss":
                case "final_boss":
                    GameSaver.liveSave.bossKilled [2] = true;
                    break;

                case "watertut":
                    GameSaver.liveSave.watertutorialpoint = true;
                    break;

                case "firetut":
                    GameSaver.liveSave.firetutorialpoint = true;
                    break;

                case "mazetut":
                    GameSaver.liveSave.mazetutorialpoint = true;
                    break;
                }
                break;                 //break setflag case

            default:
                Debug.Log("The dev console reached a stage it shouldn't. pls to fix");
                break;
            }
        }
    }