Example #1
0
        public void InitTower(int ID)
        {
            Init();

            instanceID = ID;

            value = stats[currentActiveStat].cost;

            int rscCount = ResourceManager.GetResourceCount();

            for (int i = 0; i < stats.Count; i++)
            {
                UnitStat stat = stats[i];
                stat.slow.effectID = instanceID;
                stat.dot.effectID  = instanceID;
                stat.buff.effectID = instanceID;
                if (stat.rscGain.Count != rscCount)
                {
                    while (stat.rscGain.Count < rscCount)
                    {
                        stat.rscGain.Add(0);
                    }
                    while (stat.rscGain.Count > rscCount)
                    {
                        stat.rscGain.RemoveAt(stat.rscGain.Count - 1);
                    }
                }
            }

            if (type == _TowerType.Turret)
            {
                StartCoroutine(ScanForTargetRoutine());
                StartCoroutine(TurretRoutine());
            }
            if (type == _TowerType.AOE)
            {
                StartCoroutine(AOETowerRoutine());
            }
            if (type == _TowerType.Support)
            {
                StartCoroutine(SupportRoutine());
            }
            if (type == _TowerType.Resource)
            {
                StartCoroutine(ResourceTowerRoutine());
            }
            if (type == _TowerType.Mine)
            {
                StartCoroutine(MineRoutine());
            }
        }
Example #2
0
        public void Init()
        {
            int rscCount = ResourceManager.GetResourceCount();

            while (rscSettingList.Count < rscCount)
            {
                rscSettingList.Add(new ProceduralVariable(0, 0));
            }
            while (rscSettingList.Count > rscCount)
            {
                rscSettingList.RemoveAt(rscSettingList.Count - 1);
            }

            CheckPathList();
        }
Example #3
0
        public void SetAsSampleTower(UnitTower tower)
        {
            isSampleTower  = true;
            srcTower       = tower;
            thisT.position = new Vector3(0, 99999, 0);

            int rscCount = ResourceManager.GetResourceCount();

            for (int i = 0; i < stats.Count; i++)
            {
                if (stats[i].cost.Count != rscCount)
                {
                    while (stats[i].cost.Count < rscCount)
                    {
                        stats[i].cost.Add(0);
                    }
                    while (stats[i].cost.Count > rscCount)
                    {
                        stats[i].cost.RemoveAt(stats[i].cost.Count - 1);
                    }
                }
            }
        }
Example #4
0
        //parent unit is for unit which is spawned from destroyed unit
        public void Init(PathTD p, int ID, int wID, UnitCreep parentUnit = null)
        {
            Init();

            path       = p;
            instanceID = ID;
            waveID     = wID;

            float dynamicX = Random.Range(-path.dynamicOffset, path.dynamicOffset);
            float dynamicZ = Random.Range(-path.dynamicOffset, path.dynamicOffset);

            pathDynamicOffset = new Vector3(dynamicX, 0, dynamicZ);
            thisT.position   += pathDynamicOffset;

            if (parentUnit == null)
            {
                waypointID    = 1;
                subWaypointID = 0;
                subPath       = path.GetWPSectionPath(waypointID);
            }
            else
            {
                //inherit stats and path from parent unit
                waypointID    = parentUnit.waypointID;
                subWaypointID = parentUnit.subWaypointID;
                subPath       = parentUnit.subPath;

                defaultHP = parentUnit.defaultHP * parentUnit.spawnUnitHPMultiplier;
                HP        = GetFullHP();

                defaultShield = parentUnit.defaultShield * parentUnit.spawnUnitHPMultiplier;
                shield        = GetFullShield();
            }

            distFromDestination = CalculateDistFromDestination();

            if (type == _CreepType.Offense)
            {
                maskTarget = 1 << TDTK.GetLayerTower();
                StartCoroutine(ScanForTargetRoutine());
                StartCoroutine(TurretRoutine());
            }
            if (type == _CreepType.Support)
            {
                LayerMask mask1 = 1 << TDTK.GetLayerCreep();
                LayerMask mask2 = 1 << TDTK.GetLayerCreepF();
                maskTarget = mask1 | mask2;

                StartCoroutine(SupportRoutine());
            }

            int rscCount = ResourceManager.GetResourceCount();

            while (valueRscMin.Count < rscCount)
            {
                valueRscMin.Add(0);
            }
            while (valueRscMin.Count > rscCount)
            {
                valueRscMin.RemoveAt(valueRscMin.Count - 1);
            }
            while (valueRscMax.Count < rscCount)
            {
                valueRscMax.Add(0);
            }
            while (valueRscMax.Count > rscCount)
            {
                valueRscMax.RemoveAt(valueRscMax.Count - 1);
            }

            PlayAnimSpawn();
        }
Example #5
0
        public void Init()
        {
            if (init)
            {
                return;
            }

            init = true;

            if (instance != null)
            {
                Destroy(gameObject);
                return;
            }

            instance = this;

            availableIDList = new List <int>();
            List <Perk> dbList = TDTK.GetPerkDBList();          //PerkDB.Load();

            for (int i = 0; i < dbList.Count; i++)
            {
                if (!unavailableIDList.Contains(dbList[i].ID))
                {
                    perkList.Add(dbList[i].Clone());
                    availableIDList.Add(dbList[i].ID);
                }
            }

            globalTowerModifier     = new PerkTowerModifier();
            globalAbilityModifier   = new PerkAbilityModifier();
            globalFPSWeaponModifier = new PerkFPSWeaponModifier();

            emptyTowerModifier     = new PerkTowerModifier();
            emptyAbilityModifier   = new PerkAbilityModifier();
            emptyFPSWeaponModifier = new PerkFPSWeaponModifier();


            int rscCount = ResourceManager.GetResourceCount();

            for (int i = 0; i < rscCount; i++)
            {
                rscRegen.Add(0);
                rscGain.Add(0);
                rscCreepKilledGain.Add(0);
                rscWaveClearedGain.Add(0);
                rscRscTowerGain.Add(0);
            }

            for (int i = 0; i < perkList.Count; i++)
            {
                while (perkList[i].cost.Count < rscCount)
                {
                    perkList[i].cost.Add(0);
                }
                while (perkList[i].cost.Count > rscCount)
                {
                    perkList[i].cost.RemoveAt(perkList[i].cost.Count - 1);
                }

                while (perkList[i].valueRscList.Count < rscCount)
                {
                    perkList[i].valueRscList.Add(0);
                }
                while (perkList[i].valueRscList.Count > rscCount)
                {
                    perkList[i].valueRscList.RemoveAt(perkList[i].valueRscList.Count - 1);
                }
            }

            Debug.Log("mod repetable perk");

            //load your custom/saved purchasedIDList here if you are doing a persistent perk system
            LoadPurchasedPerk();

            for (int i = 0; i < perkList.Count; i++)
            {
                if (purchasedIDList.Contains(perkList[i].ID))
                {
                    _PurchasePerk(perkList[i], false);
                }
            }
        }
Example #6
0
        public void Init()
        {
            if (init)
            {
                return;
            }

            init = true;

            if (instance != null)
            {
                Destroy(gameObject);
                return;
            }

            instance = this;

            //load your custom/saved purchasedIDList here if you are doing a persistent perk system

            List <Perk> dbList = PerkDB.Load();

            for (int i = 0; i < dbList.Count; i++)
            {
                if (!unavailableIDList.Contains(dbList[i].ID))
                {
                    Perk perk = dbList[i].Clone();
                    perkList.Add(perk);
                }
            }

            globalTowerModifier     = new PerkTowerModifier();
            globalAbilityModifier   = new PerkAbilityModifier();
            globalFPSWeaponModifier = new PerkFPSWeaponModifier();

            emptyTowerModifier     = new PerkTowerModifier();
            emptyAbilityModifier   = new PerkAbilityModifier();
            emptyFPSWeaponModifier = new PerkFPSWeaponModifier();

            int rscCount = ResourceManager.GetResourceCount();

            for (int i = 0; i < rscCount; i++)
            {
                rscRegen.Add(0);
                rscGain.Add(0);
                rscCreepKilledGain.Add(0);
                rscWaveClearedGain.Add(0);
                rscRscTowerGain.Add(0);
            }

            for (int i = 0; i < perkList.Count; i++)
            {
                if (purchasedIDList.Contains(perkList[i].ID))
                {
                    if (perkList[i].type == _PerkType.NewTower || perkList[i].type == _PerkType.NewAbility || perkList[i].type == _PerkType.NewFPSWeapon)
                    {
                        StartCoroutine(DelayPurchasePerk(perkList[i]));
                    }
                    else
                    {
                        _PurchasePerk(perkList[i], false);                      //dont use rsc since these are pre-purchased perk
                    }
                }
            }

            if (persistantProgress)
            {
                transform.parent = null;
                DontDestroyOnLoad(gameObject);
            }
        }