private void Update()
    {
        if (jsonMode)
        {
            player.SetIsInteracting(true);
        }
        if (!jsonMode && player && (current == null || (!current.bounds.contains(player.transform.position) && !player.GetIsOscillating())))
        {
            AttemptSectorLoad();
        }

        // deadzone damage
        if (current && current.type == Sector.SectorType.DangerZone)
        {
            if (dangerZoneTimer >= 5 && !player.GetIsDead())
            {
                dangerZoneTimer = 0;
                Instantiate(damagePrefab, player.transform.position, Quaternion.identity);
                player.TakeShellDamage(0.2F * player.GetMaxHealth()[0], 0, null);
                player.TakeCoreDamage(0.2F * player.GetMaxHealth()[1]);
                player.alerter.showMessage("WARNING: Leave Sector!", "clip_stationlost");
            }
            else
            {
                dangerZoneTimer += Time.deltaTime;
            }
        }
        else
        {
            dangerZoneTimer = 0;
        }

        if (!DialogueSystem.isInCutscene)
        {
            bgSpawnTimer += Time.deltaTime;

            if (bgSpawnTimer >= 8 && bgSpawns.Count > 0)
            {
                bgSpawnTimer = 0;
                var key        = bgSpawns[Random.Range(0, bgSpawns.Count)];
                var spawnPoint = player.transform.position + Quaternion.Euler(0, 0, Random.Range(0, 360)) * new Vector3(key.Item4, 0, 0);
                key.Item2.position = spawnPoint;
                key.Item2.ID       = "";
                SpawnEntity(key.Item1, key.Item2);
                AudioManager.PlayClipByID("clip_respawn", spawnPoint);
            }
        }
    }
Exemple #2
0
 private void Update()
 {
     if (initialized)                                   // check if it is safe to update
     {
         float[] currentHealth = player.GetHealth();    // grab the health values
         float[] maxHealth     = player.GetMaxHealth();
         for (int i = 0; i < currentHealth.Length; i++) // iterate through bar arrays
         {
             if (barsArray[i].fillAmount != 1)          // check if the bar can gleam again to indicate full health
             {
                 gleamed[i] = false;                    // ready bool value for another gleam
             }
             if (gleaming[i])                           // check if gleaming
             {
                 Gleam(i);                              // continue gleaming if so
             }
             // check if the bar is ready to gleam
             if (barsArray[i].fillAmount == 1 && !gleamed[i])
             {
                 gleamArray[i].color = Color.white; // reset gleam bar
                 gleamed[i]          = true;        // update bool values if so
                 gleaming[i]         = true;
             }
             barsArray[i].fillAmount = UpdateBar(barsArray[i].fillAmount, currentHealth[i], maxHealth[i]);
             if (barsArray[i].GetComponentInChildren <Text>())
             {
                 var x = barsArray[i].GetComponentsInChildren <Text>();
                 x[0].text = (int)currentHealth[i] + "/" + maxHealth[i];
                 x[1].text = names[i];
             }
         }
     }
 }
Exemple #3
0
    public void Save()
    {
        save.timePlayed += Time.timeSinceLevelLoad / 60;
        if (SaveMenuHandler.migratedTimePlayed != null)
        {
            save.timePlayed += (int)SaveMenuHandler.migratedTimePlayed;
            SaveMenuHandler.migratedTimePlayed = null;
        }
        string currentPath = File.ReadAllLines(Application.persistentDataPath + "\\CurrentSavePath")[0];

        save.position       = player.spawnPoint;
        save.currentHealths = player.currentHealth;
        if (player.currentHealth[1] <= 0)
        {
            save.currentHealths = player.GetMaxHealth();
        }
        save.currentPlayerBlueprint = JsonUtility.ToJson(player.blueprint);
        save.credits     = player.GetCredits();
        save.abilityCaps = player.abilityCaps;
        save.shards      = player.shards;
        if (save.resourcePath == "" || save.resourcePath.Contains("main"))
        {
            save.resourcePath = SectorManager.instance.resourcePath;
        }
        save.characters = SectorManager.instance.characters;
        save.version    = VersionNumberScript.version;


        for (int i = 0; i < taskManager.traversers.Count; i++)
        {
            var traverser      = taskManager.traversers[i];
            var missionName    = traverser.nodeCanvas.missionName;
            var lastCheckpoint = traverser.lastCheckpointName;
            save.missions.Find((m) => m.name == traverser.nodeCanvas.missionName).checkpoint = lastCheckpoint;
        }

        // Calculate the save episode by finding the maximal active mission's epsiode.
        save.episode = 0;
        foreach (var mission in save.missions)
        {
            if (mission.status != Mission.MissionStatus.Inactive)
            {
                if (save.episode < mission.episode)
                {
                    save.episode = mission.episode;
                }
            }
        }

        Dictionary <string, int> variables = taskManager.taskVariables;

        string[] keys   = new string[taskManager.taskVariables.Count];
        int[]    values = new int[taskManager.taskVariables.Count];
        int      index  = 0;

        foreach (var pair in taskManager.taskVariables)
        {
            keys[index]   = pair.Key;
            values[index] = pair.Value;
            index++;
        }
        save.taskVariableNames  = keys;
        save.taskVariableValues = values;
        save.reputation         = player.reputation;

        string saveJson = JsonUtility.ToJson(save);

        File.WriteAllText(currentPath, saveJson);
    }