Exemple #1
0
    private void Start()
    {
        villager = GetComponent <VillagerScript>();

        animatedText = InterfaceManager.instance.animatedText;
        animatedText.onTextReveal.AddListener((newChar) => ReproduceSound(newChar));
    }
Exemple #2
0
 private void OnTriggerExit(Collider other)
 {
     if (other.CompareTag("Villager"))
     {
         currentVillager    = null;
         ui.currentVillager = currentVillager;
     }
 }
Exemple #3
0
 private void OnTriggerEnter(Collider other)
 {
     if (other.CompareTag("Villager"))
     {
         currentVillager    = other.GetComponent <VillagerScript>();
         ui.currentVillager = currentVillager;
     }
 }
Exemple #4
0
 public void AssignVillagerToWork(VillagerScript villager)
 {
     if (!villagersWorkingHere.Contains(villager) && numberOfWorkersAllowed > villagersWorkingHere.Count)
     {
         villagersWorkingHere.Add(villager);
         Debug.Log("Villager Added to building" + villager.villagerName);
         villager.SetDestination(this.transform.Find("NavPoint").gameObject);
     }
 }
 private void nTriggerExit(Collider other)
 {
     // 시민 Object의 충돌체에서 떨어진 경우, 대화 대상에서 제거
     if (other.CompareTag("Villager"))
     {
         currentVillager    = null;
         ui.currentVillager = null;
     }
 }
 private void OnTriggerEnter(Collider other)
 {
     // 시민 Object의 충돌체와 충돌한 경우, 해당 시민들 대화 대상으로 정의
     if (other.CompareTag("Villager"))
     {
         currentVillager    = other.GetComponent <VillagerScript>();
         ui.currentVillager = currentVillager;
     }
 }
Exemple #7
0
 public void ChangeVillager(VillagerScript vs)
 {
     currentVillager = vs;
     dialogueCam     = currentVillager.dialogueCam;
 }
Exemple #8
0
    //Takes a scene object that was clicked and populates the appropriate UI elements with the info needed.
    public void ObjectClicked(GameObject objectClicked)
    {
        //check attached scripts to find what type of object has been clicked, activate and populate appropriate UI elements
        if (objectClicked.GetComponent <VillagerScript>())
        {
            if (selectedVillager != null)
            {
                selectedVillager.transform.GetComponent <Renderer>().material.SetColor("_Color", Color.grey);
            }

            selectedVillager = objectClicked;
            selectedVillager.transform.GetComponent <Renderer>().material.SetColor("_Color", Color.green);

            VillagerScript v = objectClicked.GetComponent <VillagerScript>();
            villagerPanel.SetActive(true);
            var villagerPanelTextElements = villagerPanel.GetComponentsInChildren <Text>();

            if (selectedVillager == null)
            {
                selectedVillagerText.text = "No Villager Selected";
            }

            else
            {
                selectedVillagerText.text = "Selected Villager: " + v.villagerName;
            }

            //set all of our text elements
            foreach (Text t in villagerPanelTextElements)
            {
                if (t.name == "Header")
                {
                    t.text = v.villagerName;
                }
                else if (t.name == "HP")
                {
                    t.text = "HP: " + v.health.currentHP + " / " + v.health.maxHP;
                }
                else if (t.name == "ProfessionText")
                {
                    t.text = "Level " + v.prof.professionLevels[v.prof.assignedProfession] + " " + v.prof.assignedProfession;
                }
            }

            //get the stats panel
            var statsPanel = villagerPanel.transform.Find("StatsPanel");

            //clear stats panel
            foreach (Transform child in statsPanel)
            {
                GameObject.Destroy(child.gameObject);
            }

            //populate stats panel
            foreach (KeyValuePair <string, int> stat in v.stats.StatsList)
            {
                var element = Instantiate(statsTextElement);
                element.transform.SetParent(statsPanel, false);
                element.GetComponent <Text>().fontSize  = 14;
                element.GetComponent <Text>().fontStyle = FontStyle.Bold;
                element.GetComponent <Text>().text      = stat.Key + " " + stat.Value;
            }

            foreach (KeyValuePair <Professions, int> professionStat in v.prof.professionLevels)
            {
                var element = Instantiate(statsTextElement);
                element.transform.SetParent(statsPanel, false);

                element.GetComponent <Text>().text = professionStat.Key.ToString() + " " + professionStat.Value;
            }
        }

        //Workshop UI display
        if (objectClicked.GetComponent <Workshop>())
        {
            Workshop s = objectClicked.GetComponent <Workshop>();
            structurePanel.SetActive(true);

            var structurePanelTextElements = structurePanel.GetComponentsInChildren <Text>();

            foreach (Text t in structurePanelTextElements)
            {
                if (t.name == "Header")
                {
                    t.text = s.structureName;
                }
                if (t.name == "LevelDisplay")
                {
                    t.text = "Lvl " + s.upgradeLevel + " Workshop";
                }
            }

            var structureTextPanel = structurePanel.transform.Find("StructureInfoPanel");
            foreach (Transform child in structureTextPanel)
            {
                Destroy(child.gameObject);
            }

            foreach (Transform child in workerPanel.transform)
            {
                Destroy(child.gameObject);
            }

            foreach (VillagerScript worker in s.villagersWorkingHere)
            {
                var workerInfo = Instantiate(workerUIPrefab);
                workerInfo.transform.SetParent(workerPanel.transform, false);
                workerInfo.transform.Find("WorkerText").GetComponent <Text>().text = worker.villagerName + "  " + s.requiredProfession.ToString() + "  " + worker.prof.professionLevels[s.requiredProfession] + "/10";
            }

            var element = Instantiate(structureTextElementPrefab);
            element.transform.SetParent(structureTextPanel, false);
            element.GetComponent <Text>().text = "Workers: " + s.villagersWorkingHere.Count + "/" + s.numberOfWorkersAllowed;

            element = Instantiate(structureTextElementPrefab);
            element.transform.SetParent(structureTextPanel, false);
            element.GetComponent <Text>().text = "Level: " + s.upgradeLevel;
        }
    }
Exemple #9
0
    //where player hits rock
    private void OnTriggerEnter2D(Collider2D otherCollider)
    {
        smallRock            smallRockObject = otherCollider.gameObject.GetComponent <smallRock>();
        BigRock              BigRockObject   = otherCollider.gameObject.GetComponent <BigRock>();
        PowerUps             PowerUpObject   = otherCollider.gameObject.GetComponent <PowerUps>();
        VillagerScript       VillagerObject  = otherCollider.gameObject.GetComponent <VillagerScript>();
        RockMasterShotScript RockMasterShot  = otherCollider.gameObject.GetComponent <RockMasterShotScript>();

        //if the collliding object is small rock
        if (smallRockObject != null)
        {
            EnemyMaker.movingSmallRock1 = false;
            EnemyMaker.smallRockTimer1  = 0f;
            //destroy object rock and player
            smallRockObject.transform.position = new Vector2(smallRockObject.transform.position.x, myScreen.y + 1f);
            ReAudioManager.myAudioClipsSFXs[4].Play();                                               //play player explode
            Destroy(PlayerObject.gameObject);
            Instantiate(PlayerExplosionObject, PlayerObject.transform.position, transform.rotation); //player to explode

            //make lose menu appear
            WhenPlayerDies();
        }

        //if the collliding object is big rock
        if (BigRockObject != null)
        {
            EnemyMaker.movingBigRock = false;
            EnemyMaker.bigRockTimer  = 0f;
            //destroy object rock and player
            BigRockObject.transform.position = new Vector2(BigRockObject.transform.position.x, myScreen.y + 1f);
            ReAudioManager.myAudioClipsSFXs[4].Play();                                               //play player explode
            Destroy(PlayerObject.gameObject);
            Instantiate(PlayerExplosionObject, PlayerObject.transform.position, transform.rotation); //player to explode

            //make lose menu appear
            WhenPlayerDies();
        }

        //if the collliding object is rockmaster fire
        if (RockMasterShot != null)
        {
            RockMasterShotScript.RockMasterShotMoving = false;

            //destroy object rock and player
            RockMasterShot.transform.position = new Vector2(RockMasterShot.transform.position.x, myScreen.y + 1f);
            ReAudioManager.myAudioClipsSFXs[4].Play();                                               //play player explode
            Destroy(PlayerObject.gameObject);
            Instantiate(PlayerExplosionObject, PlayerObject.transform.position, transform.rotation); //player to explode

            //make lose menu appear
            WhenPlayerDies();
        }


        //if the collliding object is power up
        if (PowerUpObject != null)
        {
            //destroy power up
            Destroy(PowerUpObject.gameObject);
            ReAudioManager.myAudioClipsSFXs[6].Play();                                                  //play get powerup
            Instantiate(BulletAcquiredAnimObject, PlayerObject.transform.position, transform.rotation); //show animation for getting power up

            //Give Player more bullets
            if (availableBullet < numberOfPossibleBullets)   //check the possible bullets that can be gotten
            {
                availableBullet += numberOfBulletsPerPotion; //Increase shootable bullets
                if (availableBullet > numberOfPossibleBullets)
                {
                    availableBullet = numberOfPossibleBullets;
                }
            }
        }

        //if the collliding object is villager
        if (VillagerObject != null)
        {
            VillagerManager.villagerMoving    = false;
            VillagerManager.VillagerCountDown = 0f;

            //destroy object rock and player
            VillagerObject.transform.position = new Vector2(VillagerObject.transform.position.x, myScreen.y + 1f);
            ReAudioManager.myAudioClipsSFXs[8].Play();                                               //play get village
            Instantiate(PlayerExplosionObject, PlayerObject.transform.position, transform.rotation); //player to explode

            intVillagersAcquired          += 1;
            VillageAcquiredTextObject.text = intVillagersAcquired.ToString() + "/" + intVillagersToAcquire + " Villagers";

            //For Level To End
            if (intVillagersAcquired == intVillagersToAcquire)
            {
                PlayerPrefs.SetInt("Current_Score", intPlayerScore);
                //Get The number of Villagers saved so far and add to the saved ones
                PlayerPrefs.GetInt("Villager_Total_Amount");
                PlayerPrefs.SetInt("Villager_Total_Amount", PlayerPrefs.GetInt("Villager_Total_Amount") + intVillagersAcquired);

                PlayerPrefs.SetInt("Level_Amount", intVillagersAcquired);

                SceneManager.LoadScene("SecondAnimation");
                SceneManager.UnloadSceneAsync("RockEvaders");
            }
        }
    }