private void InitializeStats() { level = PlayerPrefs.GetInt("level"); strength = PlayerPrefs.GetInt("str"); defence = PlayerPrefs.GetInt("def"); maxHealth = PlayerPrefs.GetInt("hp"); currentHealth = maxHealth; currentExp = PlayerPrefs.GetInt("exp"); expForNextLevel = (int)Mathf.Ceil(Mathf.Pow(level, 3.0F) * 0.03f + Mathf.Pow(level, 2.0f) * 0.1f + level * 50); StatsUIManager.InitPlayerStats(strength, defence, maxHealth); // update the UI }
// Use this for initialization protected override void Start() { GameManager.instance.AddPlayerToManager(this); //Get a component reference to the Player's animator component animator = GetComponent <Animator>(); statsUIManager = FindObjectOfType <StatsUIManager>(); InitializeStats(); }
private bool moved = false; // a trigger to flip for starting coroutine // Use this for initialization protected override void Start() { base.Start(); SetLevel(GameManager.getLevel()); //Register this enemy with our instance of GameManager by adding it to a list of Enemy objects. //This allows the GameManager to issue movement commands. GameManager.instance.AddEnemyToList(this); //Get and store a reference to the attached Animator component. animator = GetComponent <Animator>(); puzzleManager = FindObjectOfType <PuzzleManager>(); statsUIManager = FindObjectOfType <StatsUIManager>(); }
public static PuzzleControllerInterface[] puzzleControllers; // this holds the puzzle controllers /* // HAAAAAX. As in hacks :3 * public bool hack_Ulti_On; * public bool hack_init_tutorials; * public bool hack_init_everything; */ // Use this for initialization void Awake() { if (instance == null) // check if instance already exists { instance = this; // if not, set instance to this } else if (instance != this) // if instance already exists and is not this { Destroy(gameObject); // then destroy it. enforcing singleton } playerAtkPuzSolved = 0; playerDefPuzSolved = 0; playerUltiPuzSolved = false; enemyAtkPuzSolved = 0; enemyDefPuzSolved = 0; currentActivePuzzle = 1; // checkHacks(); // check if any hacks on, and update accordingly // go to player prefs to get skills equipped information, // and pass into function to turn the string into array of int to find puzzles equipped puzzles = new int[3]; Formulas.StringToIntArray(PlayerPrefs.GetString("skillsEquipped"), puzzles); // get number of puzzles if (puzzles[2] == 0) { noOfPuzzles = 2; } else { noOfPuzzles = 3; } // Instantiate the puzzles we need InstantiatePuzzles(); // get the stats UI manager script and set up the UI statsUIManagerScript = GetComponent <StatsUIManager>(); statsUIManagerScript.Setup(); gameManager = FindObjectOfType <GameManager>(); // get the controllers of each puzzle GetControllers(); }
public void SetLevel(int lvl) { level = lvl; // this is just for prototype. // TODO : in future, make stats database, or some formula // =ROUNDDOWN(lvl^3*0.09 + lvl^2*0.08 + 1) strength = (int)Mathf.Floor(Mathf.Pow(lvl, 3) * 0.09f + Mathf.Pow(lvl, 2) * 0.08f + 1f); // =ROUNDDOWN(lvl^3*0.08 + lvl^2*0.07 + 1) defence = (int)Mathf.Floor(Mathf.Pow(lvl, 3) * 0.08f + Mathf.Pow(lvl, 2) * 0.07f + 1f); // =ROUNDUP(lvl^4*0.09 + 50) maxHealth = (int)Mathf.Ceil(Mathf.Pow(lvl, 4) * 0.09f + 18f); currentHealth = maxHealth; StatsUIManager.InitEnemyValues(strength, defence, maxHealth); // update UI // setting hard values for now. will need to come up with formula or something later solvingSpeed = 8.0f; // attemps to solve at every 8 second solvingRate = 100; // has a 100% chance to solve the puzzle at every attempt. puzzlePreferrence = 90; // has a 90% chance to solve attack puzzle and 10% for defence }
protected override void Start() { if (IsLocalChampion()) { AbilityLevelUpUIManager = transform.parent.GetComponentInChildren <AbilityLevelUpUIManager>(); AbilityTimeBarUIManager = transform.parent.GetComponentInChildren <AbilityTimeBarUIManager>(); AbilityUIManager = transform.parent.GetComponentInChildren <AbilityUIManager>(); BuffUIManager[] buffUIManagers = transform.parent.GetComponentsInChildren <BuffUIManager>(); BuffUIManager = buffUIManagers[0]; DebuffUIManager = buffUIManagers[1]; BuffManager.SetUIManagers(BuffUIManager, DebuffUIManager); HealthBarManager = transform.parent.GetComponentInChildren <HealthBarManager>(); LevelUIManager = transform.parent.GetComponentInChildren <LevelUIManager>(); LevelUIManager.SetPortraitSprite(Resources.Load <Sprite>(championPortraitPath)); LevelUIManager.SetLevel(LevelManager.Level); StatsUIManager = gameObject.AddComponent <StatsUIManager>(); } base.Start(); }