private void Start()
    {
        dataRetainer = DataRetainer.instance;
        playerStatus = FindObjectsOfType <PlayerStatusExploring>();
        rb           = GetComponent <Rigidbody>();

        //Get the player position that it was on before changing scenes ( or initial position if it is the first scene )
        transform.position = dataRetainer.GetPlayerPosition(GetComponent <PlayerStatusExploring>().playerIndex);
    }
Exemple #2
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 private void Start()
 {
     turnBaseScript  = TurnBaseScript.instance;
     inventory       = Inventory.instance;
     dataRetainer    = DataRetainer.instance;
     equipmentHolder = EquipmentHolder.instance;
     endBattleMenu.SetActive(false);
     playerLevelUpMenu.SetActive(false);
 }
Exemple #3
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    private void Start()
    {
        healthBar.SetActive(true);

        //Initialize variables
        meshRender       = GetComponent <MeshRenderer>();
        combatStatistics = CombatStatistics.instance;
        equipmentHolder  = EquipmentHolder.instance;
        dataRetainer     = DataRetainer.instance;

        if (gameObject.tag == "Player")
        {
            playerLevel = dataRetainer.GetPlayerLevel(playerIndex);
        }

        maxHealth    = baseStatus.health + (int)(((playerLevel / 10.0) + baseStatus.health / 8.0) * playerLevel);
        health       = maxHealth;
        defense      = baseStatus.defense + (int)((baseStatus.defense / 4.0) * playerLevel);
        speed        = baseStatus.speed + (int)((baseStatus.speed / 4.0) * playerLevel);
        strength     = baseStatus.strength + (int)((baseStatus.strength / 4.0) * playerLevel);
        dexterity    = baseStatus.dexterity + (int)((baseStatus.dexterity / 4.0) * playerLevel);
        intelligence = baseStatus.intelligence + (int)((baseStatus.intelligence / 4.0) * playerLevel);
        maxMP        = 2 * intelligence;
        currentMp    = maxMP;

        //Calculate all status variables
        if (gameObject.tag == "Player")
        {
            //If it is a player we add the base status + the equipment status
            health    = dataRetainer.GetPlayerHealth(playerIndex);
            currentMp = dataRetainer.GetPlayerMP(playerIndex);

            maxHealth    += equipmentHolder.playersHealth[playerIndex];
            speed        += equipmentHolder.playersSpeed[playerIndex];
            defense      += equipmentHolder.playersDefense[playerIndex];
            strength     += equipmentHolder.playersStrength[playerIndex];
            dexterity    += equipmentHolder.playersDexterity[playerIndex];
            intelligence += equipmentHolder.playersIntelligence[playerIndex];

            xpNeeded  = baseStatus.xp + (4 * (playerLevel ^ 3)) / 7;
            currentXP = dataRetainer.GetPlayerXP(playerIndex);
        }

        //Set the UI
        damageText.text          = "";
        healthBarFill.fillAmount = (float)health / maxHealth;
        healthText.text          = "" + health + "/" + maxHealth;
        mpBar.fillAmount         = (float)currentMp / maxMP;
        mpText.text = "" + currentMp + "/" + maxMP;

        enemyCombatAI = EnemyCombatAI.instance;
    }
Exemple #4
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 private void Awake()
 {
     if (instance != null)
     {
         Destroy(this.gameObject);
         return;
     }
     else
     {
         instance = this;
         DontDestroyOnLoad(this.gameObject);
     }
 }
Exemple #5
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    private void Start()
    {
        //When we start the game turn everything off
        eventSys     = EventSystem.current;
        dataRetainer = DataRetainer.instance;
        inventoryMenu.SetActive(false);
        equipmentMenu.SetActive(false);
        statusMenu.SetActive(false);
        pauseGameMenu.SetActive(false);

        statusMenuScript    = StatusMenu.instance;
        equipmentMenuScript = GetComponent <EquipmentMenu>();

        dataRetainer.ExploringInit();
    }
Exemple #6
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    private void Start()
    {
        pauseMenu    = PauseMenu.instance;
        dataRetainer = DataRetainer.instance;

        for (int index = 0; index < spawnPoints.Length; index++)
        {
            //Check if we have encountered the enemy, if so spawn it with a delay
            if (dataRetainer.defeatedEnemiesIndex.Contains(index))
            {
                StartCoroutine(SpawnWithDelay(index));
            }
            else
            {
                //Otherwise spawn it instantly
                SpawnEnemy(index);
            }
        }
    }
    private void Start()
    {
        dataRetainer    = DataRetainer.instance;
        equipmentHolder = EquipmentHolder.instance;

        //Set the UI
        currentHealth = dataRetainer.GetPlayerHealth(playerIndex);
        currentMP     = dataRetainer.GetPlayerMP(playerIndex);
        playerLevel   = dataRetainer.GetPlayerLevel(playerIndex);

        UpdatePlayerStatus();

        healthBar.fillAmount = (float)currentHealth / maxHealth;
        healthText.text      = "" + currentHealth + " / " + maxHealth;
        mpBar.fillAmount     = (float)currentMP / maxMP;
        mpText.text          = "" + currentMP + " / " + maxMP;

        xpNeeded  = baseStatus.xp + (4 * (playerLevel ^ 3)) / 7;
        currentXP = dataRetainer.GetPlayerXP(playerIndex);
    }
    private void Start()
    {
        // Initialize variables
        dataRetainer     = DataRetainer.instance;
        combatManager    = CombatScript.instance;
        combatStatistics = CombatStatistics.instance;
        enemyAI          = GetComponent <EnemyCombatAI>();

        characters   = FindObjectsOfType <Status>();
        turnWaitTime = new int[characters.Length];

        // Assign the default value to all locations in turnLayout
        for (int index = 0; index < turnLayout.Length; index++)
        {
            turnLayout[index] = -1;
        }

        DefaultInit();                              //Initialize the default turn layout
        StartCoroutine(ChangeTurnsWaitTime(0.5f));  //Start changing turns with delay
    }
Exemple #9
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    private void Awake()
    {
        dataRetainer = DataRetainer.instance;

        for (int index = 0; index < enemy1.Length; index++)
        {
            if (enemy1[index].baseStatus == dataRetainer.enemiesEncountered[0])
            {
                enemy1[index].gameObject.SetActive(true);
                enemy1[index].playerLevel = dataRetainer.enemiesEncounteredLevel[0];
                break;
            }
        }
        for (int index = 0; index < enemy2.Length; index++)
        {
            if (enemy2[index].baseStatus == dataRetainer.enemiesEncountered[1])
            {
                enemy2[index].gameObject.SetActive(true);
                enemy2[index].playerLevel = dataRetainer.enemiesEncounteredLevel[1];
                break;
            }
        }
        for (int index = 0; index < enemy3.Length; index++)
        {
            if (enemy3[index].baseStatus == dataRetainer.enemiesEncountered[2])
            {
                enemy3[index].gameObject.SetActive(true);
                enemy3[index].playerLevel = dataRetainer.enemiesEncounteredLevel[2];
                break;
            }
        }
        for (int index = 0; index < enemy4.Length; index++)
        {
            if (enemy4[index].baseStatus == dataRetainer.enemiesEncountered[3])
            {
                enemy4[index].gameObject.SetActive(true);
                enemy4[index].playerLevel = dataRetainer.enemiesEncounteredLevel[3];
                break;
            }
        }
    }
    private int[] healthDifference = new int[4]; //When we change the equipment we remember the damage each player took before changing

    private void Start()
    {
        statusMenu   = StatusMenu.instance;
        dataRetainer = DataRetainer.instance;
    }