// Use this for initialization protected override void Start() { id = 2; ClassName = "Weeb"; //Weeb's Class Name Sp = 0; //Weeb's Special Points for ultimate (Sort of) Skill_Description = "Boost party attack by 25% of his own attack."; //hero_img = ; //Weeb's Sprite I guess? name = "Weeb"; //Name of Weeb unlocked = BoolPrefs.GetBool("Weeb Unlocked", true); level = PlayerPrefs.GetInt("Weeb Level", 1); //Weeb's Level exp = PlayerPrefs.GetFloat("Weeb EXP", 0); //Weeb's Experience points if (level == 1) { CalculateStats(); } else { Hp = PlayerPrefs.GetFloat("Weeb HP"); Attack = PlayerPrefs.GetFloat("Weeb Attack"); Defense = PlayerPrefs.GetFloat("Weeb Defense"); Evasion = PlayerPrefs.GetFloat("Weeb Evasion"); max_exp = PlayerPrefs.GetFloat("Weeb Max_EXP"); } isDead = false; InvincibilityTimer = 0; InvincibilityDuration = 3f; currHp = Hp; animator = gameObject.gameObject.GetComponent <Animator>(); AttackIncrease = 0; AttackIncreaseDuration = 5f; AttackIncreaseTimer = 0; AttackIncreasePercentage = 0.25f; }
// Use this for initialization protected override void Start() { currHp = Hp; id = 4; ClassName = "Reaper"; name = "Reaper"; Skill_Description = "Throws his scythe forward, dealing damage to all enemies it flies through."; Sp = 0; unlocked = BoolPrefs.GetBool("Reaper Unlocked", false); level = PlayerPrefs.GetInt("Reaper Level", 1); exp = PlayerPrefs.GetFloat("Reaper EXP", 0); if (level == 1) { CalculateStats(); } else { Hp = PlayerPrefs.GetFloat("Reaper HP"); Attack = PlayerPrefs.GetFloat("Reaper Attack"); Defense = PlayerPrefs.GetFloat("Reaper Defense"); Evasion = PlayerPrefs.GetFloat("Reaper Evasion"); max_exp = PlayerPrefs.GetFloat("Reaper Max_EXP"); } currHp = Hp; isDead = false; animator = GetComponent <Animator>(); InvincibilityTimer = 0; InvincibilityDuration = 1f; Scythe = GameObject.Find("Scythe"); }
// Use this for initialization protected override void Start() { animator = GetComponent <Animator> (); Sp = 0; ClassName = "Brawler"; name = "Brawler"; Skill_Description = "Does high damage with an uppercut."; unlocked = BoolPrefs.GetBool("Brawler Unlocked", false); level = PlayerPrefs.GetInt("Brawler Level", 1); exp = PlayerPrefs.GetFloat("Brawler EXP", 0); //Weapon = Resources.Load<BaseWeapon>("Equipment/Weapons/TestWeapon1"); animator = GetComponent <Animator>(); InvincibilityTimer = 0; InvincibilityDuration = 1f; isDead = false; if (level == 1) { CalculateStats(); } else { Hp = PlayerPrefs.GetFloat("Brawler HP"); Attack = PlayerPrefs.GetFloat("Brawler Attack"); Defense = PlayerPrefs.GetFloat("Brawler Defense"); Evasion = PlayerPrefs.GetFloat("Brawler Evasion"); max_exp = PlayerPrefs.GetFloat("Brawler Max_EXP"); } currHp = Hp; }
// Use this for initialization protected override void Start() { currHp = Hp; id = 3; ClassName = "Werewolf"; name = "Werewolf"; Sp = 0; Skill_Description = "Heals the entire party in intervals over 3 seconds."; unlocked = BoolPrefs.GetBool("Werewolf Unlocked", true); level = PlayerPrefs.GetInt("Werewolf Level", 1); //Werewolf's Level exp = PlayerPrefs.GetFloat("Werewolf EXP", 0); //Werewolf's Experience points if (level == 1) { CalculateStats(); } else { Hp = PlayerPrefs.GetFloat("Werewolf HP"); Attack = PlayerPrefs.GetFloat("Werewolf Attack"); Defense = PlayerPrefs.GetFloat("Werewolf Defense"); Evasion = PlayerPrefs.GetFloat("Werewolf Evasion"); max_exp = PlayerPrefs.GetFloat("Werewolf Max_EXP"); } currHp = Hp; isDead = false; animator = GetComponent <Animator> (); InvincibilityTimer = 0f; InvincibilityDuration = 1f; Heal_Interval = 0.5f; Heal_Timer = 0f; percenthp_heal = 0.1f; }
// Use this for initialization protected override void Start() { id = 1; ClassName = "Cloud"; //Cloud's Class Name Sp = 0; //Cloud's Special Points for ultimate (Sort of) Skill_Description = "Deal extreme damage to the nearest enemy."; name = "Cloud"; //Name of Cloud unlocked = BoolPrefs.GetBool("Cloud Unlocked", true); level = PlayerPrefs.GetInt("Cloud Level", 1); //Cloud's Level exp = PlayerPrefs.GetFloat("Cloud EXP", 0); //Cloud's Experience points if (level == 1) { CalculateStats(); } else { Hp = PlayerPrefs.GetFloat("Cloud HP"); Attack = PlayerPrefs.GetFloat("Cloud Attack"); Defense = PlayerPrefs.GetFloat("Cloud Defense"); Evasion = PlayerPrefs.GetFloat("Cloud Evasion"); max_exp = PlayerPrefs.GetFloat("Cloud Max_EXP"); } isDead = false; currHp = Hp; InvincibilityTimer = 0; InvincibilityDuration = 2f; animator = gameObject.gameObject.GetComponent <Animator>(); }
// Use this for initialization protected override void Start() { animator = GetComponent <Animator> (); Sp = 0; ClassName = "CrimsonKnight"; name = "Crimson Knight"; Skill_Description = "Increases his Defense stat by 50% for 3 seconds."; unlocked = BoolPrefs.GetBool("Crimson Knight Unlocked", false); level = PlayerPrefs.GetInt("Crimson Knight Level", 1); exp = PlayerPrefs.GetFloat("Crimson Knight EXP", 0); //Weapon = Resources.Load<BaseWeapon>("Equipment/Weapons/TestWeapon1"); animator = GetComponent <Animator>(); InvincibilityTimer = 0; InvincibilityDuration = 1f; isDead = false; SpecialAttackTimer = 0.0f; SpecialAttackDuration = 3.0f; DefenseIncreasePercentage = 0.5f; //50% if you couldn't tell DefenseIncreaseAmount = 0; // used to store amount of defense increased if (level == 1) { CalculateStats(); } else { Hp = PlayerPrefs.GetFloat("Crimson Knight HP"); Attack = PlayerPrefs.GetFloat("Crimson Knight Attack"); Defense = PlayerPrefs.GetFloat("Crimson Knight Defense"); Evasion = PlayerPrefs.GetFloat("Crimson Knight Evasion"); max_exp = PlayerPrefs.GetFloat("Crimson Knight Max_EXP"); } currHp = Hp; }
public void EraseAllData() { PlayerPrefs.DeleteAll(); SFX.value = PlayerPrefs.GetFloat("SFX", 100); Music.value = PlayerPrefs.GetFloat("Music", 100); Vibration.isOn = BoolPrefs.GetBool("Vibration", true); dataErased = true; }
// Use this for initialization void Start() { dataErased = false; SFX.value = PlayerPrefs.GetFloat("SFX", 100); Music.value = PlayerPrefs.GetFloat("Music", 100); Vibration.isOn = BoolPrefs.GetBool("Vibration", true); // Buttons EraseData.onClick.AddListener(delegate { EraseAllData(); }); ReturnToMainMenu.onClick.AddListener(delegate { BackToMainMenu(); }); }
void Start() { Debug.Log("Save Data Path: " + Application.persistentDataPath.ToString()); animationRedGreen.Play("DefaultDraw"); isZenMode = BoolPrefs.GetBool("isTimeAttack"); if (isZenMode == false) { numLevelClicked = PlayerPrefs.GetInt("levelToLoad"); } loadedData = saveSystem.LoadData(); Button btn = recognizeButton.GetComponent <Button> (); btn.onClick.AddListener(TaskOnClick); platform = Application.platform; Debug.Log("Is Zen Mode? " + isZenMode.ToString()); Debug.Log("This Is Level: " + numLevelClicked.ToString()); //Load pre-made gestures LoadHintImagesResources(); TextAsset[] gesturesXml = Resources.LoadAll <TextAsset> ("GestureSet/newSetBaybayin/"); foreach (TextAsset gestureXml in gesturesXml) { trainingSet.Add(GestureIO.ReadGestureFromXML(gestureXml.text)); } selections = trainingSet.ToArray(); hintImage.sprite = blankSquare; giveUpButton.SetActive(false); if (isZenMode == true) { nextLevelBtn.SetActive(false); scoreLabel.text = "Score:\n" + Score; levelDescText.text = ""; Shuffler(); } else { LoadLevelLetters(); FindLettersClassic(); scoreLabel.text = ""; levelDescText.text = "Level " + numLevelClicked + ":\n" + "\"" + levelDescName + "\""; } drawLabel.text = ""; countDownLabel.text = ""; }
// Use this for initialization void Awake() { SeenTutorial = BoolPrefs.GetBool("Seen Tutorial", false); ThatAudioSource = GameObject.Find("TownMusic").GetComponent <AudioSource>(); enterMenus = GameObject.Find("EnterMenus").GetComponent <AudioSource>(); }