void Start() { ScrapCount = GameObject.Find("ScrapCount" + PlayerNo.ToString()).GetComponent <Text>(); HealthCount = GameObject.Find("HealthCount" + PlayerNo.ToString()).GetComponent <Text>(); HealthSlider = GameObject.Find("HPBar" + PlayerNo.ToString()).GetComponent <Image>(); EnergySlider = GameObject.Find("EnergyBar" + PlayerNo.ToString()).GetComponent <Image>(); playerHP = GetComponent <Health>(); playerScrap = GetComponent <BarrierPlayersideLogic>(); playerEnergy = GetComponent <PlayerMovScript>(); }
public void RepairBarrier(BarrierPlayersideLogic playerRes, int turretNumber) { if (playerRes.Resources >= (TurInformation[turretNumber].Cost / 2)) { playerRes.Resources = playerRes.Resources - (TurInformation[turretNumber].Cost / 2); // Set Current Lifetime back to max lifetime TurInformation[turretNumber].curActiveTime = TurInformation[turretNumber].activeTime; Debug.Log("Repaired the Barrier!"); } }
public void UpgradeBarrier(BarrierPlayersideLogic playerRes) { Debug.Log("Upgrading!"); if (playerRes.Resources >= Cost) { playerRes.Resources -= Cost; Level++; switch (Level) { case 0: Cost = Information.Cost.Level1; GetComponent <Health>().health = Information.Health.Level1; GetComponent <Health>().maxHealth = Information.Health.Level1; break; case 1: Cost = Information.Cost.Level2; GetComponent <Health>().health = Information.Health.Level2; GetComponent <Health>().maxHealth = Information.Health.Level2; break; case 2: Cost = Information.Cost.Level3; GetComponent <Health>().health = Information.Health.Level3; GetComponent <Health>().maxHealth = Information.Health.Level3; break; case 3: Cost = Information.Cost.Level4; GetComponent <Health>().health = Information.Health.Level4; GetComponent <Health>().maxHealth = Information.Health.Level4; break; case 4: Cost = Information.Cost.Level5; GetComponent <Health>().health = Information.Health.Level5; GetComponent <Health>().maxHealth = Information.Health.Level5; break; } } }
public void RepairBarrier(BarrierPlayersideLogic playerRes) { Debug.Log("Repairing! " + Cost / 2); if (playerRes.Resources >= (Cost / 2)) { playerRes.Resources -= (Cost / 2); switch (Level) { case 0: Cost = Information.Cost.Level1; GetComponent <Health>().health = Information.Health.Level1; GetComponent <Health>().maxHealth = Information.Health.Level1; break; case 1: Cost = Information.Cost.Level2; GetComponent <Health>().health = Information.Health.Level2; GetComponent <Health>().maxHealth = Information.Health.Level2; break; case 2: Cost = Information.Cost.Level3; GetComponent <Health>().health = Information.Health.Level3; GetComponent <Health>().maxHealth = Information.Health.Level3; break; case 3: Cost = Information.Cost.Level4; GetComponent <Health>().health = Information.Health.Level4; GetComponent <Health>().maxHealth = Information.Health.Level4; break; case 4: Cost = Information.Cost.Level5; GetComponent <Health>().health = Information.Health.Level5; GetComponent <Health>().maxHealth = Information.Health.Level5; break; } } }
public void UpgradeBarrier(BarrierPlayersideLogic playerRes, int turretNumber) { if (TurInformation[turretNumber].Level < MaxLevel) { if (playerRes.Resources >= TurInformation[turretNumber].Cost) { playerRes.Resources = playerRes.Resources - TurInformation[turretNumber].Cost; switch (TurInformation[turretNumber].Level) { case 0: // Set Level TurInformation[turretNumber].Level++; // Set Cost TurInformation[turretNumber].Cost = LevInformation.Cost.Level1; // Set Damage TurInformation[turretNumber].DPS = LevInformation.Damage.Level1; // Set Max Lifetime TurInformation[turretNumber].activeTime = LevInformation.lifetime.Level1; // Set Current Lifetime TurInformation[turretNumber].curActiveTime = TurInformation[turretNumber].activeTime; Debug.Log("Upgraded to lvl 1"); // UI Upgrades if (turretNumber == 0) { UIPieceInfo.Cost1.text = ("Cost: " + LevInformation.Cost.Level1.ToString()); } if (turretNumber == 1) { UIPieceInfo.Cost2.text = ("Cost: " + LevInformation.Cost.Level1.ToString()); } if (turretNumber == 2) { UIPieceInfo.Cost3.text = ("Cost: " + LevInformation.Cost.Level1.ToString()); } break; case 1: // Set Level TurInformation[turretNumber].Level++; // Set Cost TurInformation[turretNumber].Cost = LevInformation.Cost.Level2; // Set Damage TurInformation[turretNumber].DPS = LevInformation.Damage.Level2; // Set Max Lifetime TurInformation[turretNumber].activeTime = LevInformation.lifetime.Level2; // Set Current Lifetime TurInformation[turretNumber].curActiveTime = TurInformation[turretNumber].activeTime; Debug.Log("Upgraded to lvl 2"); // UI Upgrades if (turretNumber == 0) { UIPieceInfo.Cost1.text = ("Cost: " + LevInformation.Cost.Level2.ToString()); } if (turretNumber == 1) { UIPieceInfo.Cost2.text = ("Cost: " + LevInformation.Cost.Level2.ToString()); } if (turretNumber == 2) { UIPieceInfo.Cost3.text = ("Cost: " + LevInformation.Cost.Level2.ToString()); } break; case 2: // Set Level TurInformation[turretNumber].Level++; // Set Cost TurInformation[turretNumber].Cost = LevInformation.Cost.Level3; // Set Damage TurInformation[turretNumber].DPS = LevInformation.Damage.Level3; // Set Max Lifetime TurInformation[turretNumber].activeTime = LevInformation.lifetime.Level3; // Set Current Lifetime TurInformation[turretNumber].curActiveTime = TurInformation[turretNumber].activeTime; Debug.Log("Upgraded to lvl 3"); // UI Upgrades if (turretNumber == 0) { UIPieceInfo.Cost1.text = ("Cost: " + LevInformation.Cost.Level3.ToString()); } if (turretNumber == 1) { UIPieceInfo.Cost2.text = ("Cost: " + LevInformation.Cost.Level3.ToString()); } if (turretNumber == 2) { UIPieceInfo.Cost3.text = ("Cost: " + LevInformation.Cost.Level3.ToString()); } break; case 3: // Set Level TurInformation[turretNumber].Level++; // Set Cost TurInformation[turretNumber].Cost = LevInformation.Cost.Level4; // Set Damage TurInformation[turretNumber].DPS = LevInformation.Damage.Level4; // Set Max Lifetime TurInformation[turretNumber].activeTime = LevInformation.lifetime.Level4; // Set Current Lifetime TurInformation[turretNumber].curActiveTime = TurInformation[turretNumber].activeTime; Debug.Log("Upgraded to lvl 4"); // UI Upgrades if (turretNumber == 0) { UIPieceInfo.Cost1.text = ("Cost: " + LevInformation.Cost.Level4.ToString()); } if (turretNumber == 1) { UIPieceInfo.Cost2.text = ("Cost: " + LevInformation.Cost.Level4.ToString()); } if (turretNumber == 2) { UIPieceInfo.Cost3.text = ("Cost: " + LevInformation.Cost.Level4.ToString()); } break; case 4: // Set Level TurInformation[turretNumber].Level++; // Set Cost TurInformation[turretNumber].Cost = LevInformation.Cost.Level5; // Set Damage TurInformation[turretNumber].DPS = LevInformation.Damage.Level5; // Set Max Lifetime TurInformation[turretNumber].activeTime = LevInformation.lifetime.Level5; // Set Current Lifetime TurInformation[turretNumber].curActiveTime = TurInformation[turretNumber].activeTime; Debug.Log("Upgraded to lvl 5"); // UI Upgrades if (turretNumber == 0) { UIPieceInfo.Cost1.text = ("Cost: " + LevInformation.Cost.Level5.ToString()); } if (turretNumber == 1) { UIPieceInfo.Cost2.text = ("Cost: " + LevInformation.Cost.Level5.ToString()); } if (turretNumber == 2) { UIPieceInfo.Cost3.text = ("Cost: " + LevInformation.Cost.Level5.ToString()); } break; } } else { Debug.Log("More Money Needed"); } } else { Debug.Log("Already At Max Level"); } }