public void AllocateSkillPoints() { //Find the skill we are working with playerSkills = skillMaster.GetComponent <SkillMaster>().playerSkills.playerSkills; if (this.name == "Fireball") { thisSkillStat = playerSkills.fire; //Check if there are any skill points first if (thisSkillStat.skillPoints == 0) { return; } else { skillToCheck = thisSkillStat.skill1; //Check if the skill points allocated are less than max if (skillToCheck < 4) { thisSkillStat.skill1++; thisSkillStat.skillPoints--; this.GetComponentInParent <SkillChanger>().UpdateChanges(); this.GetComponent <HoverText>().UpdateHoverText(); return; } else { return; } } } else if (this.name == "Flame Barrier") { thisSkillStat = playerSkills.fire; //Check if there are any skill points first if (thisSkillStat.skillPoints == 0) { return; } else { skillToCheck = thisSkillStat.skill2a; //Check if prereq is met if (thisSkillStat.skill1 < 2) { return; } //Check if the skill points allocated are less than max else if (skillToCheck < 4) { thisSkillStat.skill2a++; thisSkillStat.skillPoints--; this.GetComponentInParent <SkillChanger>().UpdateChanges(); this.GetComponent <HoverText>().UpdateHoverText(); return; } else { return; } } } else if (this.name == "Quick Cast Fire") { thisSkillStat = playerSkills.fire; //Check if there are any skill points first if (thisSkillStat.skillPoints == 0) { return; } else { skillToCheck = thisSkillStat.skill2b; //Check if the skill points allocated are less than max if (skillToCheck < 2) { thisSkillStat.skill2b++; thisSkillStat.skillPoints--; this.GetComponentInParent <SkillChanger>().UpdateChanges(); this.GetComponent <HoverText>().UpdateHoverText(); return; } else { return; } } } else if (this.name == "Sparks") { thisSkillStat = playerSkills.fire; //Check if there are any skill points first if (thisSkillStat.skillPoints == 0) { return; } else { skillToCheck = thisSkillStat.skill3a; //Check if prereq is met if (thisSkillStat.skill2a < 2) { return; } //Check if the skill points allocated are less than max else if (skillToCheck < 2) { thisSkillStat.skill3a++; thisSkillStat.skillPoints--; this.GetComponentInParent <SkillChanger>().UpdateChanges(); this.GetComponent <HoverText>().UpdateHoverText(); return; } else { return; } } } else if (this.name == "Dynamite") { thisSkillStat = playerSkills.fire; //Check if there are any skill points first if (thisSkillStat.skillPoints == 0) { return; } else { skillToCheck = thisSkillStat.skill3b; //Check if prereq is met if (thisSkillStat.skill2a < 1 || thisSkillStat.skill2b < 1) { return; } //Check if the skill points allocated are less than max else if (skillToCheck < 5) { thisSkillStat.skill3b++; thisSkillStat.skillPoints--; this.GetComponentInParent <SkillChanger>().UpdateChanges(); this.GetComponent <HoverText>().UpdateHoverText(); return; } else { return; } } } else if (this.name == "Fireworks") { thisSkillStat = playerSkills.fire; //Check if there are any skill points first if (thisSkillStat.skillPoints == 0) { return; } else { skillToCheck = thisSkillStat.skill3c; //Check if prereq is met if (thisSkillStat.skill2b < 2) { return; } //Check if the skill points allocated are less than max else if (skillToCheck < 5) { thisSkillStat.skill3c++; thisSkillStat.skillPoints--; this.GetComponentInParent <SkillChanger>().UpdateChanges(); this.GetComponent <HoverText>().UpdateHoverText(); return; } else { return; } } } else if (this.name == "Mine Teleport") { thisSkillStat = playerSkills.fire; //Check if there are any skill points first if (thisSkillStat.skillPoints == 0) { return; } else { skillToCheck = thisSkillStat.skill4a; //Check if prereq is met if (thisSkillStat.skill3a < 2) { return; } //Check if the skill points allocated are less than max else if (skillToCheck < 1) { thisSkillStat.skill4a++; thisSkillStat.skillPoints--; this.GetComponentInParent <SkillChanger>().UpdateChanges(); this.GetComponent <HoverText>().UpdateHoverText(); return; } else { return; } } } else if (this.name == "Flame Spirit") { thisSkillStat = playerSkills.fire; //Check if there are any skill points first if (thisSkillStat.skillPoints == 0) { return; } else { skillToCheck = thisSkillStat.skill4b; //Check if prereq is met if (thisSkillStat.skill3b < 5 || thisSkillStat.skill3c < 5) { return; } //Check if the skill points allocated are less than max else if (skillToCheck < 1) { thisSkillStat.skill4b++; thisSkillStat.skillPoints--; this.GetComponentInParent <SkillChanger>().UpdateChanges(); this.GetComponent <HoverText>().UpdateHoverText(); return; } else { return; } } } else if (this.name == "Volcano") { thisSkillStat = playerSkills.fire; //Check if there are any skill points first if (thisSkillStat.skillPoints == 0) { return; } else { skillToCheck = thisSkillStat.skill5; //Check if prereq is met if (thisSkillStat.skill4a < 1 || thisSkillStat.skill4b < 1) { return; } //Check if the skill points allocated are less than max else if (skillToCheck < 1) { thisSkillStat.skill5++; thisSkillStat.skillPoints--; this.GetComponentInParent <SkillChanger>().UpdateChanges(); this.GetComponent <HoverText>().UpdateHoverText(); return; } else { return; } } } return; }
public void UpdateHoverText() { //Find the skill we are working with playerSkills = skillMaster.GetComponent <SkillMaster>().playerSkills.playerSkills; //Display different text depending on which skill //1ST - Fire skills if (this.name == "Fireball") { thisSkillStat = playerSkills.fire; skillToCheck = thisSkillStat.skill1; description.GetComponent <Text>().text = "Fireball\nBasic Fire Attack"; currentLevel.GetComponent <Text>().text = "Current Level: " + skillToCheck; //Check the level of the skill and adjust text accordingly if (skillToCheck == 1) { currentLevel.GetComponent <Text>().text += "\nlevel 1 skills here"; nextLevel.GetComponent <Text>().text = "Next Level: " + (skillToCheck + 1) + "\nlevel 2 skills here"; } else if (skillToCheck == 2) { currentLevel.GetComponent <Text>().text += "\nlevel 2 skills here"; nextLevel.GetComponent <Text>().text = "Next Level: " + (skillToCheck + 1) + "\nlevel 3 skills here"; } else if (skillToCheck == 3) { currentLevel.GetComponent <Text>().text += "\nlevel 3 skills here"; nextLevel.GetComponent <Text>().text = "Next Level: " + (skillToCheck + 1) + "\nlevel 4 skills here"; } else { currentLevel.GetComponent <Text>().text += "\nlevel 4 skills here"; nextLevel.GetComponent <Text>().text = "Max level reached!"; } levelAmount.GetComponent <Text>().text = "Level " + skillToCheck + "/4"; } else if (this.name == "Flame Barrier") { thisSkillStat = playerSkills.fire; skillToCheck = thisSkillStat.skill2a; description.GetComponent <Text>().text = "Flame Barrier\nInflict dmg on opponent when hit"; currentLevel.GetComponent <Text>().text = "Current Level: " + skillToCheck; //Check the level of the skill and adjust text accordingly if (skillToCheck == 0) { currentLevel.GetComponent <Text>().text += "\nReq: Fireball Lv2"; nextLevel.GetComponent <Text>().text = "Next Level: " + (skillToCheck + 1) + "\nlevel 1 skills here"; } else if (skillToCheck == 1) { currentLevel.GetComponent <Text>().text += "\nlevel 1 skills here"; nextLevel.GetComponent <Text>().text = "Next Level: " + (skillToCheck + 1) + "\nlevel 2 skills here"; } else if (skillToCheck == 2) { currentLevel.GetComponent <Text>().text += "\nlevel 2 skills here"; nextLevel.GetComponent <Text>().text = "Next Level: " + (skillToCheck + 1) + "\nlevel 3 skills here"; } else if (skillToCheck == 3) { currentLevel.GetComponent <Text>().text += "\nlevel 3 skills here"; nextLevel.GetComponent <Text>().text = "Next Level: " + (skillToCheck + 1) + "\nlevel 4 skills here"; } else { currentLevel.GetComponent <Text>().text += "\nlevel 4 skills here"; nextLevel.GetComponent <Text>().text = "Max level reached!"; } levelAmount.GetComponent <Text>().text = "Level " + skillToCheck + "/4"; } else if (this.name == "Quick Cast Fire") { thisSkillStat = playerSkills.fire; skillToCheck = thisSkillStat.skill2b; description.GetComponent <Text>().text = "Quick Fire Cast\nCast fire more quickly."; currentLevel.GetComponent <Text>().text = "Current Level: " + skillToCheck; //Check the level of the skill and adjust text accordingly if (skillToCheck == 0) { nextLevel.GetComponent <Text>().text = "Next Level: " + (skillToCheck + 1) + "\n1.5x Speed"; } else if (skillToCheck == 1) { currentLevel.GetComponent <Text>().text += "\n1.5x Speed"; nextLevel.GetComponent <Text>().text = "Next Level: " + (skillToCheck + 1) + "\n2x Speed"; } else { currentLevel.GetComponent <Text>().text += "\n2x Speed"; nextLevel.GetComponent <Text>().text = "Max level reached!"; } levelAmount.GetComponent <Text>().text = "Level " + skillToCheck + "/2"; } else if (this.name == "Sparks") { thisSkillStat = playerSkills.fire; skillToCheck = thisSkillStat.skill3a; description.GetComponent <Text>().text = "Sparks\nIncrease Fire Damage"; currentLevel.GetComponent <Text>().text = "Current Level: " + skillToCheck; //Check the level of the skill and adjust text accordingly if (skillToCheck == 0) { currentLevel.GetComponent <Text>().text += "\nReq: Flame Barrier Lv2"; nextLevel.GetComponent <Text>().text = "Next Level: " + (skillToCheck + 1) + "\n1.5x Fire Dmg"; } else if (skillToCheck == 1) { currentLevel.GetComponent <Text>().text += "\n1.5x Fire Dmg"; nextLevel.GetComponent <Text>().text = "Next Level: " + (skillToCheck + 1) + "\n2x Fire Dmg"; } else { currentLevel.GetComponent <Text>().text += "\n2x Fire Dmg"; nextLevel.GetComponent <Text>().text = "Max level reached!"; } levelAmount.GetComponent <Text>().text = "Level " + skillToCheck + "/2"; } else if (this.name == "Dynamite") { thisSkillStat = playerSkills.fire; skillToCheck = thisSkillStat.skill3b; description.GetComponent <Text>().text = "Dynamite\nIncrease Mining Range"; currentLevel.GetComponent <Text>().text = "Current Level: " + skillToCheck; //Check the level of the skill and adjust text accordingly if (skillToCheck == 0) { currentLevel.GetComponent <Text>().text += "\nReq: Flame Barrier Lv1, Quick Cast Fire Lv1"; nextLevel.GetComponent <Text>().text = "Next Level: " + (skillToCheck + 1) + "\nlevel 1 skills here"; } else if (skillToCheck == 1) { currentLevel.GetComponent <Text>().text += "\nlevel 1 skills here"; nextLevel.GetComponent <Text>().text = "Next Level: " + (skillToCheck + 1) + "\nlevel 2 skills here"; } else if (skillToCheck == 2) { currentLevel.GetComponent <Text>().text += "\nlevel 2 skills here"; nextLevel.GetComponent <Text>().text = "Next Level: " + (skillToCheck + 1) + "\nlevel 3 skills here"; } else if (skillToCheck == 3) { currentLevel.GetComponent <Text>().text += "\nlevel 3 skills here"; nextLevel.GetComponent <Text>().text = "Next Level: " + (skillToCheck + 1) + "\nlevel 4 skills here"; } else if (skillToCheck == 4) { currentLevel.GetComponent <Text>().text += "\nlevel 4 skills here"; nextLevel.GetComponent <Text>().text = "Next Level: " + (skillToCheck + 1) + "\nlevel 5 skills here"; } else { currentLevel.GetComponent <Text>().text += "\nlevel 5 skills here"; nextLevel.GetComponent <Text>().text = "Max level reached!"; } levelAmount.GetComponent <Text>().text = "Level " + skillToCheck + "/5"; } else if (this.name == "Fireworks") { thisSkillStat = playerSkills.fire; skillToCheck = thisSkillStat.skill3c; description.GetComponent <Text>().text = "Fireworks\nIncrease Mine Yield"; currentLevel.GetComponent <Text>().text = "Current Level: " + skillToCheck; //Check the level of the skill and adjust text accordingly if (skillToCheck == 0) { currentLevel.GetComponent <Text>().text += "\nReq: Quick Cast Fire Lv2"; nextLevel.GetComponent <Text>().text = "Next Level: " + (skillToCheck + 1) + "\nlevel 1 skills here"; } else if (skillToCheck == 1) { currentLevel.GetComponent <Text>().text += "\nlevel 1 skills here"; nextLevel.GetComponent <Text>().text = "Next Level: " + (skillToCheck + 1) + "\nlevel 2 skills here"; } else if (skillToCheck == 2) { currentLevel.GetComponent <Text>().text += "\nlevel 2 skills here"; nextLevel.GetComponent <Text>().text = "Next Level: " + (skillToCheck + 1) + "\nlevel 3 skills here"; } else if (skillToCheck == 3) { currentLevel.GetComponent <Text>().text += "\nlevel 3 skills here"; nextLevel.GetComponent <Text>().text = "Next Level: " + (skillToCheck + 1) + "\nlevel 4 skills here"; } else if (skillToCheck == 4) { currentLevel.GetComponent <Text>().text += "\nlevel 4 skills here"; nextLevel.GetComponent <Text>().text = "Next Level: " + (skillToCheck + 1) + "\nlevel 5 skills here"; } else { currentLevel.GetComponent <Text>().text += "\nlevel 5 skills here"; nextLevel.GetComponent <Text>().text = "Max level reached!"; } levelAmount.GetComponent <Text>().text = "Level " + skillToCheck + "/5"; } else if (this.name == "Mine Teleport") { thisSkillStat = playerSkills.fire; skillToCheck = thisSkillStat.skill4a; description.GetComponent <Text>().text = "Mine Teleport\nTeleport to the Mine"; currentLevel.GetComponent <Text>().text = "Current Level: " + skillToCheck; //Check the level of the skill and adjust text accordingly if (skillToCheck == 0) { currentLevel.GetComponent <Text>().text += "\nReq: Sparks Lv2"; nextLevel.GetComponent <Text>().text = "Next Level: " + (skillToCheck + 1) + "\nTeleport to mine"; } else { currentLevel.GetComponent <Text>().text += "\nTeleport to mine"; nextLevel.GetComponent <Text>().text = "Max level reached!"; } levelAmount.GetComponent <Text>().text = "Level " + skillToCheck + "/1"; } else if (this.name == "Flame Spirit") { thisSkillStat = playerSkills.fire; skillToCheck = thisSkillStat.skill4b; description.GetComponent <Text>().text = "Flame Spirit\nIncrease Tomorrow's Mine Nodes"; currentLevel.GetComponent <Text>().text = "Current Level: " + skillToCheck; //Check the level of the skill and adjust text accordingly if (skillToCheck == 0) { currentLevel.GetComponent <Text>().text += "\nReq: Dynamite Lv5, Fireworks Lv5"; nextLevel.GetComponent <Text>().text = "Next Level: " + (skillToCheck + 1) + "\nMine Nodes Increase"; } else { currentLevel.GetComponent <Text>().text += "\nMine Nodes Increase"; nextLevel.GetComponent <Text>().text = "Max level reached!"; } levelAmount.GetComponent <Text>().text = "Level " + skillToCheck + "/1"; } else if (this.name == "Volcano") { thisSkillStat = playerSkills.fire; skillToCheck = thisSkillStat.skill5; description.GetComponent <Text>().text = "Volcano\nBig Fire Attack"; currentLevel.GetComponent <Text>().text = "Current Level: " + skillToCheck; //Check the level of the skill and adjust text accordingly if (skillToCheck == 0) { currentLevel.GetComponent <Text>().text += "\nReq: Mine Teleport Lv1, Flame Spirit Lv1"; nextLevel.GetComponent <Text>().text = "Next Level: " + (skillToCheck + 1) + "\nBig fire attack"; } else { currentLevel.GetComponent <Text>().text += "\nBig fire attack"; nextLevel.GetComponent <Text>().text = "Max level reached!"; } levelAmount.GetComponent <Text>().text = "Level " + skillToCheck + "/1"; } }
// Update whenever enabled/opened up void OnEnable() { playerSkills = skillMaster.GetComponent <SkillMaster>().playerSkills.playerSkills; FindSkill(); skillPointText.text = "Skill Points: " + thisSkillStat.skillPoints; }