Exemple #1
0
        public void CraftItem()
        {
            // return if the window isn't enabled
            if (!enabled)
            {
                return;
            }

            // craft the item at the current index
            CraftingRecipe recipe = _recipes [_index];


            if ((_inventory.resources.scrap < recipe.ScrapCost || _inventory.resources.energy < recipe.EnergyCost || _inventory.resources.wire < recipe.WireCost) && !DebugEnabled)
            {
                _ui.ShowAlert("Not enough resources to craft", "", 1f);
                return;
            }
            // craft Scraps
            if (recipe.PrefabName.Equals("Prefabs/Scrap"))
            {
                _inventory.resources.scrap  += 1;
                _inventory.resources.scrap  -= recipe.ScrapCost;
                _inventory.resources.energy -= recipe.EnergyCost;
                _inventory.resources.wire   -= recipe.WireCost;
                string alertMessage = recipe.CraftedItemName + " successfully converted";
                _ui.ShowAlert(alertMessage, "", 1f);
                return;
            }
            else if (recipe.PrefabName.Equals("Prefabs/Energy"))
            {
                _inventory.resources.energy += 1;
                _inventory.resources.scrap  -= recipe.ScrapCost;
                _inventory.resources.energy -= recipe.EnergyCost;
                _inventory.resources.wire   -= recipe.WireCost;
                string alertMessage = recipe.CraftedItemName + " successfully converted";
                _ui.ShowAlert(alertMessage, "", 1f);
                return;
            }
            else if (recipe.PrefabName.Equals("Prefabs/Wire"))
            {
                _inventory.resources.wire   += 1;
                _inventory.resources.scrap  -= recipe.ScrapCost;
                _inventory.resources.energy -= recipe.EnergyCost;
                _inventory.resources.wire   -= recipe.WireCost;
                string alertMessage = recipe.CraftedItemName + " successfully converted";
                _ui.ShowAlert(alertMessage, "", 1f);
                return;
            }
            Item newItem = Resources.Load(recipe.PrefabName, typeof(Item)) as Item;

            // see if the item exists
            if (newItem == null)
            {
                Debug.Log(recipe.PrefabName + " is not the name of an Item prefab");
                _ui.ShowAlert("Invalid item", "", 1f);
                return;
            }
            // see if it was added to the inventory
            if (_inventory.AddItem(newItem, 1))
            {
                _inventory.resources.scrap  -= recipe.ScrapCost;
                _inventory.resources.energy -= recipe.EnergyCost;
                _inventory.resources.wire   -= recipe.WireCost;
                string alertMessage = recipe.CraftedItemName + " successfully crafted";
                _ui.ShowAlert(alertMessage, "", 1f);
            }
            else
            {
                _ui.ShowAlert("Item already owned", "", 1f);
            }
        }
Exemple #2
0
    // Update is called once per frame
    void Update()
    {
        switch (currentState)
        {
        case GameState.START:

            if (!_hasShownAlert)
            {
                _ui.ShowAlert("WAVE " + wave.ToString(), "Press Enter", (wave == 1?float.PositiveInfinity:5));
                _hasShownAlert = true;
            }
            if (Input.GetKeyDown(KeyCode.Return))
            {
                timer        = 0.0f;
                spawnTimer   = 0.0f;
                currentState = GameState.DEFEND;
                // Enable the player
                playerObj.GetComponent <PlayerMovement>().enabled = true;
                waveTimer = (defendDuration / waveInfo.numberOfWaves);

                Debug.Log("Game State: " + currentState.ToString());
            }
            break;

        case GameState.DEFEND:

            // Update the time
            timer      += Time.deltaTime;
            spawnTimer += Time.deltaTime;

            _hasShownAlert = false;

            // If the player dies
            if (playerMngr.currentHealth <= 0)
            {
                currentState = GameState.END;
                ClearMapEntities();

                Debug.Log("Game State: " + currentState.ToString());
            }

            // Split wave spawn rate to = duration of wave / number of waves
            if (spawnTimer > waveTimer && timer <= defendDuration)
            {
                SpawnNextWave();
                spawnTimer = 0.0f;

                Debug.Log("Spawning Wave...");
            }

            enemiesRemaining = GameObject.FindGameObjectsWithTag("Enemy").Length;

            // End of Defend State
            if (timer > defendDuration && enemiesRemaining <= 0)
            {
                timer = 0.0f;
                ClearMapEntities();
                wave++;
                currentState = GameState.REST;

                if (wave % 3 == 0)
                {
                    waveInfo.waveSize += 1;
                }
                if (wave % 5 == 0)
                {
                    waveInfo.numberOfWaves += 1;
                }

                Debug.Log("Game State: " + currentState.ToString());
            }
            break;

        case GameState.REST:
            timer += Time.deltaTime;

            // End of Rest State
            if (timer > restDuration)
            {
                timer        = 0.0f;
                currentState = GameState.DEFEND;

                waveTimer = (defendDuration / waveInfo.numberOfWaves);

                Debug.Log("Game State: " + currentState.ToString());
            }
            break;

        case GameState.END:
            if (!_hasShownAlert)
            {
                _ui.ShowAlert("GAME OVER", "Press Enter", float.PositiveInfinity, true);
                _hasShownAlert = true;
            }
            if (Input.GetKeyDown(KeyCode.Return))
            {
                SceneManager.LoadScene(SceneManager.GetActiveScene().name);
            }
            break;
        }
    }