private void Start() { Agent = GetComponent <NavMeshAgent>(); gm = FindObjectOfType <GameManager>(); goldManager = FindObjectOfType <GoldManager>(); Agent.stoppingDistance = Stats.RangeAttack; }
void Awake() { if (instance == null) { instance = this; } }
private int _stageGetMoney; // 스테이지 전체에서 유효한 골드 획득 private void Awake() { instance = this; _goldText = GetComponentInChildren <Text>(); _roundGetMoney = 0; _stageGetMoney = 0; }
private void Awake() { GameObject phaseManager = GameObject.FindGameObjectWithTag("Phase_Manager"); goldManager = phaseManager.GetComponent <GoldManager>(); playerObjective = phaseManager.GetComponent <RunTimePhaseData>().idtPhaseType; }
public void OnClickSell() { if (selected == null) { Debug.LogError("판매 오류!"); } List <QuestPerMob> temp = new List <QuestPerMob>(); QuestPerMob qpm = new QuestPerMob( msBtnDic[(int)selected].mob, msBtnDic[(int)selected].evidence, sellNumber ); temp.Add(qpm); Inventory.GetInstance().MinusMobEviItem(temp); GoldManager.GetInstance().AdjustGold((msBtnDic[(int)selected].price * sellNumber), GoldManager.E_PayType.SELL_TO_MERCHANT); HideTab(); ShowTab(); //인벤토리에서 빼주고고. //골드 까주고. }
public void RebuildRubble() { GameObject TwrDestroyed = pStatus.turretDestroyed; //trova qual'è la torretta distrutta GoldManager goldMG = GameObject.Find("GameManager").GetComponent <GoldManager>(); //trova il GoldManager int price = TwrDestroyed.GetComponent <Turret_LookAtRobot>().GetPriceToRebuild(); //costo di ricostruzione int moneyPossessed = goldMG.money; //controlla quanti soldi ha il giocatore if (moneyPossessed >= price) //se il giocatore ha abbastanza soldi per poter comprare... { Turret_HealthBar NT_HealthBar = TwrDestroyed.GetComponent <Turret_HealthBar>(); Destroy(pStatus.turretOnTop); //distruggi le rovine TwrDestroyed.SetActive(true); //ricrea la torre scelta nello spawnPoint che hai cliccato NT_HealthBar.SetHealth(); //resetta la sua vita Rebuild_Panel.SetActive(false); //chiudi il pannello Build pStatus.changePlatformStatus(TwrDestroyed); //imposta lo stato della piattaforma su "occupato" repairScript.addTorretta(TwrDestroyed); //aggiungi la torretta alla lista delle torrette nel livello NT_HealthBar.SetPlatform(TempTarget); //assegna la base di provenienza alla torretta //sottrai i soldi goldMG.ChangeMoney(-price);//trova il GameManager,prendi il component GoldManager e chiama il comando per cambiare i soldi(ChangeMoney) } else { if (!Povero_Panel.activeInHierarchy) //se il pannello di avviso non è già visibile... { //Debug.Log("Sei povero"); Povero_Panel.SetActive(true); //...fai apparire il pannello di avviso } } }
// Start is called before the first frame update void Start() { cubehighlight = Resources.Load("Outline", typeof(Material)) as Material; cubenolight = Resources.Load("Normal", typeof(Material)) as Material; cubehighlight.color = Color.white; cubenolight.color = Color.white; group = 0; //graycast = New GraphicRaycaster(); mes = GetComponent <EventSystem>(); //initialize literally everything //gold manager gold = GameObject.FindObjectOfType <GoldManager>(); g = gameObject.GetComponent <GridManager>(); //box collider for the grid to know when its clicked on BoxCollider b = gameObject.GetComponent <BoxCollider>(); b.center = b.center + new Vector3(g.w / 2, 0, g.h / 2); b.size = new Vector3(g.w + 1, 1, g.h + 1); //track when grid is awake or asleep state = 0; awake = false; //turret prefab and holder (holder not yet implemented) bh_transform = FindObjectOfType <Building_Holder>().gameObject.transform; cam = GameObject.FindObjectOfType <CameraController>().gameObject; //this isnt working, so need to set this in the editor manually //blocker = GameObject.FindObjectOfType<Blocker>().gameObject; //blocker.SetActive(false); tss = turretshop.GetComponent <TurretShop>(); ng = Object.FindObjectOfType <nogold>(); }
void ContinuePurchase() { Vector2Int gridPos = SnapUnderCursor(); //Check if the player just removed their finger over a free tile and if they have enough money //Changes the tower material, displays an error message and/or places the tower, depending on the case if (GridManager.TileIsFree(gridPos)) { if (Input.GetMouseButtonUp(0) && IsOnGrid()) { if (GoldManager.CanAfford(tower.type.price)) { EndPurchase(); } else { UIManager.DisplayText(GameManager.Instance.insufficientGoldText); } } else { SetMaterial((GoldManager.CanAfford(tower.type.price)) ? transparent : transparentRed); } } else { SetMaterial(transparentRed); if (Input.GetMouseButtonUp(0)) { GridManager.TryBuildOnTile(gridPos); } } }
public void EndOfCallItADay() { //게임매니저에서 퀘스트룸 씬 로딩하게. GoldManager.GetInstance().DayOff(); GameManager.GetInstance().ContinueDay(); //게임 매니저 퀘스트룸 호툴 부분 }
public void QuestMakingDone(List <QuestPerMob> madeQPMList)//작성한 퀘스트. { if (madeQPMList == null || madeQPMList.Count == 0) { Debug.LogError("퀘스트 메이킹 작업물이 존재하지 않음."); } ClientIdea client = CharactorFrame.GetInstance().clientIdea; string newKey = Quest.MakeQuestKey(client.CharaName); Quest writtenQuest = new Quest(); //작성한 퀘스트 생성. writtenQuest.SettingQuestMetaDataByToday(newKey, client.CharaName, client.DaysExpire, madeQPMList); QuestManager.GetInstance().AddQuest(newKey, writtenQuest); //퀘스트매니져에 작성한 퀘스트를 넣어둬 client.SetHasCommission(newKey); //여기서 의뢰인의 오리진 퀘스트 의뢰일과 만기가 설정됨. MainCamAnim.GetInstance().CamToPosNormal( () => { CharactorFrame.GetInstance().UpdateFSM(); //메인 카메라가 원상태로 복귀한 후에 fsm 업뎃해주기 위해. int deposit = PayFormula.CalculateClientRequestDeposit(client.OriginOrderedQuest, client.DaysExpire); //디포짓 얻는 것. GoldManager.GetInstance().AdjustGold(deposit, GoldManager.E_PayType.FROM_CLIENT); }); //메인카메라 원상태로. // CharactorFrame.GetInstance().UpdateFSM(); 메인 카메라가 원상태로 복귀한 후에 fsm 업뎃해주기 위해. 여기서 업뎃하면 안댐 }
// Use this for initialization void Start() { AS = GameObject.Find("PotSound").GetComponent <AudioSource>(); H = FindObjectOfType <Health> (); GM = FindObjectOfType <GoldManager> (); cant = GameObject.Find("Potions(PotionsManager) - Text").GetComponent <Text> (); }
private void Awake() { GameObject[] positionsGameObjects = GameObject.FindGameObjectsWithTag("AI_Build_Position"); buildingPositions = new List <Vector2>(); for (int i = 0; i < positionsGameObjects.Length; i++) { buildingPositions.Add(positionsGameObjects[i].transform.position); } // TO:DO --> This is might be very heavy because a lot of GO do this constructionsList = new PriorityList <Transform>(); GameObject[] towersInPhase = GameObject.FindGameObjectsWithTag("Tower"); foreach (GameObject tower in towersInPhase) { int orderInAttack = tower.GetComponent <TowerAttackOrder>().orderInAttack; constructionsList.Add(tower.transform, orderInAttack); } GameObject core = GameObject.FindGameObjectWithTag("Core"); int lastTowerOrder = constructionsList.GetFirst().Priority; constructionsList.Add(core.transform, lastTowerOrder); GameObject phaseManager = GameObject.FindGameObjectWithTag("Phase_Manager"); goldManager = phaseManager.GetComponent <GoldManager>(); }
// Start is called before the first frame update void Start() { trans = gameObject.transform; num_active = 0; num_build = 0; last = gameObject; on = false; g = Object.FindObjectOfType <GoldManager>(); }
void Death () { GoldManager.AddGold (type.reward); monsterList.Remove (transform); if (WaveManager.wavesAreOver && monsterList.Count == 0) FlowManager.Victory(); Destroy (gameObject); }
protected override void Awake() { base.Awake(); goldMgr = FindObjectOfType<GoldManager>(); coolTime = 60; message = "골드 획득량이 일정시간동안 증가합니다"; itemGoldIncrement = 0; }
///<summary>Calls _Start method in all managers</summary> void StartManagers() { GoldManager._Start(); GridManager._Start(); LivesManager._Start(); TimeManager._Start(); TowerManager._Start(); WaveManager._Start(); }
//public GameObject SwordRayo; // Use this for initialization void Start() { gold = FindObjectOfType <GoldManager> (); hover.SetActive(false); waterIsOn = false; thunderIsON = false; // anim = GameObject.Find ("sword").GetComponent<Animator> (); weapon.GetComponent <SpriteRenderer> ().sprite = null; }
public void OnClickBuy() { if (selected == null) { Debug.LogError("페이퍼 구입 선택 오류0"); } if (selected <= ((int)E_Monster.MAX) - 1) //몬스터 허가증인 경우 { E_Monster mob = (E_Monster)selected; Debug.Log(mob); if (PhaseManager.GetInstance().IsOpen(mob)) { Debug.Log("이미 열린것?"); HideTab(); ShowTab(); return; } else { Debug.Log("몬스터 구입"); PhaseManager.GetInstance().OpenMonsterCertificate(mob); GoldManager.GetInstance().AdjustGold(-1 * mpDic[(int)selected].price, GoldManager.E_PayType.BUY_BY_MERCHANT); HideTab(); ShowTab(); return; } } else { int eviNum = ((int)selected) - (((int)E_Monster.MAX) - 1); E_Evidence evi = (E_Evidence)eviNum; Debug.Log(evi); if (PhaseManager.GetInstance().IsOpen(evi)) { Debug.Log("이미 열린것?"); HideTab(); ShowTab(); return; } else { Debug.Log("증거품 구입"); PhaseManager.GetInstance().OpenEvidenceCertificate(evi); GoldManager.GetInstance().AdjustGold(-1 * mpDic[(int)selected].price, GoldManager.E_PayType.BUY_BY_MERCHANT); HideTab(); ShowTab(); return; } } //인벤토리에 넣어주고. //골드 까주고. }
void Init() { selected = null; miDic.Clear(); buyBtn.interactable = false; nowGold = GoldManager.GetInstance().Gold; nowGoldTxt.text = nowGold.ToString(); int miCount = (int)E_Interior.MAX; nowLang = LanguageManager.GetInstance().Language; //nowLang = E_Language.ENGLISH; for (int i = 0; i < miCount; i++) { string name = ""; string comment = ""; int price = merchantInteriorSheet.dataArray[i].Price; switch (nowLang) { case E_Language.KOREAN: name = merchantInteriorSheet.dataArray[i].Namekor; comment = merchantInteriorSheet.dataArray[i].Micmtkor; break; case E_Language.ENGLISH: name = merchantInteriorSheet.dataArray[i].Nameeng; comment = merchantInteriorSheet.dataArray[i].Micmteng; break; } int num = i; GameObject btn = Instantiate(buyInteriorBtn, buyInteriorContent.transform); btn.GetComponent <Button>().onClick.AddListener( () => { AudioThing.GetInstance().PlaySFX(AudioThing.E_SFX.CLICK); SelectInterior(num); } ); miDic.Add(num, new miBtn((E_Interior)i, btn, name, price, comment)); SetTxtsInteriorBtn(btn, price, name, (E_Interior)i); if (PhaseManager.GetInstance().IsOpen((E_Interior)i)) { btn.GetComponent <Button>().interactable = false; } } ShowDefaultComment(); GoldAdjustShow(0); }
public void ChangeLevel(string levelName) { SaveManager.Instance.Save(); SceneManager.LoadScene(levelName); if (SceneManager.GetSceneByName(levelName).buildIndex > levelOneBuildIndex) { GoldManager.Reset(); } }
public void ChangeLevel(int levelBuildIndex) { SaveManager.Instance.Save(); SceneManager.LoadScene(levelBuildIndex); if (levelBuildIndex > levelOneBuildIndex) { GoldManager.Reset(); } }
// Use this for initialization void Start() { // statsSTR = new int[4] {0, 0, 0, 0, 0}; strSetStats = ""; ConfirmSaveHT = false; ConfirmSavePS = false; PS = FindObjectOfType <PlayerStats>(); GM = FindObjectOfType <GoldManager>(); PlayerData _PlayerData = new PlayerData(); }
public static void IncreaseFoodAmount() { int amount = 200; if (GoldManager.GoldAmount >= amount) { FoodManager.Instance.MaxFoodAmount++; GoldManager.DecreaseGold(amount); } }
public static void UpgradeFood() { int amount = 300; if (GoldManager.GoldAmount >= amount) { FoodManager.Instance.CurrentFoodIndex++; GoldManager.DecreaseGold(amount); } }
public void SpawnFood() { if (FoodsOnScreen < maxFoodAmount) { Vector3 position = cam.ScreenToWorldPoint(Input.mousePosition); position.z = 0; objectPooler.SpawnFromPool(currentFood.name, position); GoldManager.DecreaseGold(5); } }
// Use this for initialization void Start() { slider = GetComponent <Slider>(); background = GameObject.FindObjectOfType <CanvasBackground>(); seasonText = GameObject.FindObjectOfType <SeasonText>(); market = GameObject.FindObjectOfType <Market>(); gold = GameObject.FindObjectOfType <GoldManager>(); hc = GameObject.FindObjectOfType <HarvestController>(); deer = hc.GetComponent <DeerMovement>(); symbols = GameObject.FindObjectOfType <SeasonSymbol>(); }
void EndPurchase() { SetMaterial(opaque); GridManager.SetAdjacentTiles(SnapUnderCursor(), GridManager.Tile.TOWER); GoldManager.AddGold(-tower.type.price); purchaseInProgress = false; tower.purchaseInProgress = false; TowerManager.towerBuildPreview = null; TowerManager.SetCancelButton(false, tower.typeNumber); tower.Reload(); }
private void Awake() { if (instance != null) { Destroy(this.gameObject); } else { DontDestroyOnLoad(this.gameObject); instance = this; } }
private void Awake() { if (instance == null) { instance = this; DontDestroyOnLoad(gameObject); } else { DestroyImmediate(gameObject); } }
private void Start() { Script_GoldManager = GetComponent <GoldManager>(); Script_SaveProgress = GetComponent <SaveProgress>(); // If we haven't set up the Unity Purchasing reference if (m_StoreController == null) { // Begin to configure our connection to Purchasing InitializePurchasing(); } }
// Start is called before the first frame update void Start() { menu_holder = Object.FindObjectOfType <ud_holder>().gameObject; awake = false; //should not be live before we drop it into place alive = false; bh = GameObject.FindObjectOfType <Building_Holder>(); selfnum = bh.num_build; highlighted = gameObject.GetComponent <MeshRenderer>().material; objectRenderer = gameObject.GetComponent <Renderer>(); g = Object.FindObjectOfType <GoldManager>(); }
private void Awake() { gameMgr = FindObjectOfType<GameManager>(); goldMgr = FindObjectOfType<GoldManager>(); orderMgr = FindObjectOfType<SpriteOrderLayerManager>(); satanCastle = GameObject.Find("SatanCastle"); for (int i = 1; i <= 3; ++i) { ourForceLinePos.Add(satanCastle.transform.FindChild(string.Format("Spawn Line{0}", i)).position); } }
private void Awake() { msgBox = FindObjectOfType<MessageBox>(); goldMgr = FindObjectOfType<GoldManager>(); roseButtonEffectSource = GetComponent<AudioSource>(); lever = transform.FindChild("Lever"); unitButtonTrs = transform.FindChild("UnitsButton"); upgButtonTrs = transform.FindChild("UpgradeButton"); goldUpgBtn = upgButtonTrs.FindChild("GoldUpgButton").GetComponent<Button>(); lever.GetComponent<Button>().onClick.AddListener(ClickedRoseButton); // Delete this if (PlayerData.instance.selectedUnitList.Count == 0) { PlayerData.instance.selectedUnitList.Add("Skeleton"); // PlayerData.instance.selectedUnitList.Add("Goblin"); //PlayerData.instance.selectedUnitList.Add("Orc"); PlayerData.instance.selectedUnitList.Add("Dullahan"); PlayerData.instance.selectedUnitList.Add("Grim"); PlayerData.instance.selectedUnitList.Add("Werewolf"); PlayerData.instance.selectedUnitList.Add("Witch"); //sPlayerData.instance.selectedUnitList.Add("Marionette"); PlayerData.instance.selectedUnitList.Add("Aragog"); } #region Load // 선택된 유닛들 스프라이트 로드 for (int i = 0; i < PlayerData.instance.selectedUnitList.Count; ++i) unitPortaitList.Add(SpriteManager.instance.GetSprite(PackingType.UI, PlayerData.instance.selectedUnitList[i])); // 유닛버튼들 로드 for (int i = 0; i < 6; ++i) unitButtonList.Add(transform.FindChild("UnitsButton").GetChild(i).GetComponent<Image>()); // 유닛 prefab 추가 for (int i = 0; i < unitPortaitList.Count; ++i) { unitPrefabs.Add(Resources.Load<Movable>("Prefabs/OurForce/" + PlayerData.instance.selectedUnitList[i])); } // 유닛버튼에 스프라이트 대입 for (int i = 0; i < unitButtonList.Count; ++i) { if (i > unitPortaitList.Count - 1) unitButtonList[i].GetComponent<Button>().interactable = false; else { unitButtonList[i].sprite = unitPortaitList[i]; unitButtonList[i].GetComponentInChildren<Text>().text = unitPrefabs[i].GetUnitCost().ToString(); } } // Button Onclick 추가 for (int i = 0; i < unitButtonList.Count; ++i) { int param = i; unitButtonList[i].GetComponent<Button>().onClick.AddListener(() => ClikcedUnitButton(param)); } // upgButton Addlistener goldUpgBtn.onClick.AddListener(ClickedGoldUpgButton); lines = GameObject.FindGameObjectsWithTag("Line"); #endregion Load }