void Update() { if (Input.GetMouseButtonDown(0) && Camera.main != null) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, 300)) { if (hit.transform.gameObject.tag.Contains("Island")) { string firstSplit = hit.transform.gameObject.name.Split(new[] { "Island" }, StringSplitOptions.None)[1]; string level = firstSplit.Split(new[] { "(Clone)" }, StringSplitOptions.None)[0]; recruitmentController.OpenShop(Convert.ToInt32(level)); } if (hit.transform.gameObject.tag.Contains("BattleEvent")) { pDataController.PlayerData.EventDifficulty = UnityEngine.Random.Range(1, 3); //SaveData pDataController.Save(); //Load new Scene with Parameters confirmationScreen.ActivateCanvas(SceneNames.BATTLE_SCENE, languageController.GetTextById("confirmation.battleLevel") + " " + pDataController.PlayerData.EventDifficulty); pDataController.RemoveEventAt(hit.transform.gameObject.transform.position, hit.transform.gameObject.transform.rotation); } if (hit.transform.gameObject.tag.Contains("WreckageEvent")) { pDataController.PlayerData.EventDifficulty = UnityEngine.Random.Range(1, 3); //SaveData pDataController.Save(); //Load new Scene with Parameters confirmationScreen.ActivateCanvas(SceneNames.SINK_SCENE, languageController.GetTextById("confirmation.sinkLevel") + " " + pDataController.PlayerData.EventDifficulty); pDataController.RemoveEventAt(hit.transform.gameObject.transform.position, hit.transform.gameObject.transform.rotation); } } } }
// Update is called once per frame void Update() { switch (BattleHasEnded()) { case EEndBattleStatus.Ongoing: switch (battleStatus) { case EBattleStatus.PreparingTurn: PrepareTurn(); break; case EBattleStatus.ActiveTurn: DoBattle(playerTeamTurn, enemyTeamTurn); break; case EBattleStatus.NpcAttacking: break; case EBattleStatus.EndTurn: PrintTurn(); print("End of Turn: " + turn); turn++; battleStatus = EBattleStatus.PreparingTurn; break; } break; case EEndBattleStatus.PlayerWon: foreach (NpcBase npc in playerTeam) { npc.stats.GainExperience(enemyTeam.Count * 5); } playerDataController.Save(); sceneLoader.LoadScene(SceneNames.MAIN_SCENE); print("Battle has ended!, the player Won, do something!"); break; case EEndBattleStatus.PlayerLost: playerDataController.Save(); sceneLoader.LoadScene(SceneNames.MAIN_SCENE); print("Battle has ended!, the player Lost, do something!"); break; default: break; } }
// Start is called before the first frame update void Awake() { saveLoadService = new SaveLoadService(); playerDataController = FindObjectOfType <PlayerDataController>().GetComponent <PlayerDataController>(); uiController = FindObjectOfType <UIController>(); if (!PlayerPrefs.HasKey(Constants.NEWGAME) || PlayerPrefs.GetInt(Constants.NEWGAME) == 1) { seaWrapper = GameObject.FindGameObjectWithTag("SeaWrapper"); seaPrefab = Resources.Load("Prefabs/Procedural/OceanTile") as GameObject; borderPrefab1 = Resources.Load("Prefabs/Procedural/Border1") as GameObject; borderPrefab2 = Resources.Load("Prefabs/Procedural/Border2") as GameObject; borderPrefab3 = Resources.Load("Prefabs/Procedural/Border3") as GameObject; borderPrefab4 = Resources.Load("Prefabs/Procedural/Border4") as GameObject; loadWater(); bottomWrapper = GameObject.FindGameObjectWithTag("BottomWrapper"); sandPrefab = Resources.Load("Prefabs/Procedural/SandTile") as GameObject; decorationPrefab = Resources.Load("Prefabs/Procedural/BottomDecoration1") as GameObject; loadBottom(); mapWrapper = GameObject.FindGameObjectWithTag("MapWrapper"); islandArray = new List <Island>(); generateIslands(9, 1); generateIslands(6, 2); generateIslands(3, 3); loadIslands(); battleEventHolderPrefab = Resources.Load("Prefabs/Procedural/BattleEventHolder") as GameObject; wreckageEventHolderPrefab = Resources.Load("Prefabs/Procedural/WreckageEventHolder") as GameObject; loadEvents(15); playerShipPrefab = Resources.Load("Prefabs/Procedural/PlayerShip") as GameObject; eventsWrapper = GameObject.FindGameObjectWithTag("EventsWrapper"); //Default resources when creating a new game SetInitialPlayerData(); loadPlayerShipPrefab(); playerDataController.Save(); uiController.ResourcesChanged(playerDataController.PlayerData); } else { playerDataController.Load(); } }
private void addRandomResources() { int quantity = Random.Range(1, 6); int resourceType = Random.Range(1, 11); switch (resourceType) { case 1: // water case 2: case 3: pDController.PlayerData.CurrentWater += quantity * 2; break; case 4: // food case 5: case 6: pDController.PlayerData.CurrentFood += quantity * 2; break; case 7: // Medicine pDController.PlayerData.CurrentMedicine += quantity; break; case 8: // Gold pDController.PlayerData.CurrentGold += quantity * 10; break; default: // No encuentra nada, puede pasar. break; } Debug.Log("quedan: " + numberOfDebris); if (numberOfDebris == 0) { pDController.Save(); SceneLoaderService sceneLoaderService = new SceneLoaderService(); sceneLoaderService.LoadScene(SceneNames.MAIN_SCENE); } }
public void LoadMainMenu() { playerDataController.Save(); sceneLoaderService.LoadScene(SceneNames.MAIN_MENU); }