Exemple #1
0
        public _Status UpdateStatus()
        {
            if (status != _Status.Purchased)
            {
                status = _Status.Ready;

                //check evel		 status=_Status.InsufficientLvl;
                if (minLevel > 0 && minLevel > GameControl.GetHighestLevelID())
                {
                    status = _Status.InsufficientLvl;
                }
                if (minWave > 0 && minWave > SpawnManager.GetCurrentWaveIndex() + 1)
                {
                    status = _Status.InsufficientWave;
                }
                if (minPerkCount >= 0 && minPerkCount > PerkManager.GetPurchasedPerkCount())
                {
                    status = _Status.InsufficientPP;
                }

                VerifyPrereq();
                if (prereq.Count > 0)
                {
                    return(status = _Status.PrereqNoMet);
                }
            }
            return(status);
        }
Exemple #2
0
        public _Ping PingFull(string _IP, string _Port)
        {
            IP   = _IP;
            Port = _Port;

            dynamic Data = Utils._Utils_Http.GetJsonObject("https://use.gameapis.net/mc/query/extensive/" + IP + ":" + Port);

            if (Data.status == false)
            {
                if (Data.error == "Failed to parse server's response")
                {
                    Error = _Status.NoServerProperties;
                }
                return(this);
            }
            Success        = true;
            Version        = Data.version;
            CurrentPlayers = Data.players.online;
            MaxPlayers     = Data.players.max;
            Motd           = Data.motds.clean;
            Icon           = Data.favicon;
            Software       = Data.software;
            foreach (var i in Data.list)
            {
                Players.Add(i);
            }
            foreach (var i in Data.plugins)
            {
                PluginCount++;
            }
            return(this);
        }
    // Update is called once per frame
    void Update()
    {
        partcount = partSys.GetParticles(thePart);


        switch (status)
        {
        case _Status.start:
            if (partSys.isPlaying)
            {
                if (waitTime < timeCounter)
                {
                    status = _Status.stop;
                }
                else
                {
                    timeCounter += Time.deltaTime;
                }
            }
            break;

        case _Status.stop:
            for (int i = 0; i < partcount; i++)
            {
                thePart[i].velocity = Vector3.zero;
            }
            status = _Status.track;
            break;

        case _Status.track:
            if (partcount == 0)
            {
                Destroy(this.transform.parent.gameObject);
            }
            for (int i = 0; i < partcount; i++)
            {
                if (Vector2.Distance(thePart[i].position, player.transform.position) < 0.05)
                {
                    //thePart[i].startColor = parColor;
                    thePart[i].remainingLifetime = 0;
                    player.SendMessage("AddLifeTime");
                    trackedCount += 1;
                    //Debug.Log(trackedCount);
                }

                else
                {
                    thePart[i].position = Vector3.MoveTowards(thePart[i].position, player.transform.position, speed);
                }
            }
            break;
        }

        partSys.SetParticles(thePart, partcount);
    }
Exemple #4
0
        public _Ping PingPlayers(string _IP, string _Port)
        {
            IP   = _IP;
            Port = _Port;

            dynamic Data = Utils._Utils_Http.GetJsonObject("https://use.gameapis.net/mc/extensive/info/" + IP + ":" + Port);

            if (Data.status == false)
            {
                if (Data.error == "Failed to parse server's response")
                {
                    Error = _Status.NoServerProperties;
                }
                return(this);
            }
            Success = true;
            foreach (var i in Data.list)
            {
                Players.Add(i);
            }
            return(this);
        }
Exemple #5
0
 public Member_M()
 {
     status = new _Status();
 }
Exemple #6
0
        public _Status Purchase(bool useRsc = true)
        {
            if (useRsc)
            {
                if (PerkManager.UseRscManagerForCost())
                {
                    RscManager.SpendRsc(GetPurchaseCostRsc());
                }
                else
                {
                    PerkManager.SpendRsc(GetPurchaseCost());
                }
            }
            status = _Status.Purchased;

            if (PerkManager.InGameScene())
            {
                if (type == _PerkType.NewTower)
                {
                    TowerManager.AddBuildable(newTowerPID, replaceTowerPID);
                }
                if (type == _PerkType.NewAbility)
                {
                    AbilityManager.AddAbility(newAbilityPID, replaceAbilityPID);
                }
                else if (type == _PerkType.ModifyTower)              // || type==_PerkType.TowerAll){
                {
                    PerkManager.AddUnitPerkID(prefabID);            SetupCallback();
                }
                else if (type == _PerkType.ModifyAbility)              // || type==_PerkType.AbilityAll){
                {
                    PerkManager.AddAbilityPerkID(prefabID); SetupCallback();
                }
                else if (type == _PerkType.ModifyEffect)
                {
                    PerkManager.AddEffectPerkID(prefabID);  SetupCallback();
                }
                else if (type == _PerkType.ModifyPerkCost)
                {
                    PerkManager.AddPerkPerkID(prefabID);
                }
                else if (type == _PerkType.LifeCap)
                {
                    GameControl.ModifyLifeCap((int)gain);
                }
                else if (type == _PerkType.GainLife)
                {
                    GameControl.GainLife((int)gain);
                }
                else if (type == _PerkType.LifeRegen)
                {
                    if (!IsMultiplier())
                    {
                        GameControl.ModifyLifeRegen(gain);
                    }
                    else
                    {
                        GameControl.ModifyLifeRegenMultiplier(gain);
                    }
                }
                else if (type == _PerkType.LifeGainWaveCleared)
                {
                    if (!IsMultiplier())
                    {
                        PerkManager.lifeGainOnWaveClearedMod += (int)Mathf.Round(gain);
                    }
                    else
                    {
                        PerkManager.lifeGainOnWaveClearedMul *= gain;
                    }
                }
                else if (type == _PerkType.GainRsc)
                {
                    RscManager.GainRsc(gainList);
                }
                else if (type == _PerkType.RscRegen)
                {
                    if (!IsMultiplier())
                    {
                        RscManager.ModifyRegenModRate(gainList);
                    }
                    else
                    {
                        RscManager.ModifyRegenMulRate(gainList);
                    }
                }
                else if (type == _PerkType.RscGain)
                {
                    if (!IsMultiplier())
                    {
                        PerkManager.AddRscGainMod((int)gain);
                        PerkManager.AddRscGainModList(gainList);
                    }
                    else
                    {
                        PerkManager.AddRscGainMul(gain);
                        PerkManager.AddRscGainMulList(gainList);
                    }
                }
                else if (type == _PerkType.RscGainCreepDestroyed)
                {
                    if (!IsMultiplier())
                    {
                        PerkManager.AddRscGainModCreepKilled((int)gain);
                        PerkManager.AddRscGainModCreepKilledList(gainList);
                    }
                    else
                    {
                        PerkManager.AddRscGainMulCreepKilled(gain);
                        PerkManager.AddRscGainMulCreepKilledList(gainList);
                    }
                }
                else if (type == _PerkType.RscGainWaveCleared)
                {
                    if (!IsMultiplier())
                    {
                        PerkManager.AddRscGainModWaveCleared((int)gain);
                        PerkManager.AddRscGainModWaveClearedList(gainList);
                    }
                    else
                    {
                        PerkManager.AddRscGainMulWaveCleared(gain);
                        PerkManager.AddRscGainMulWaveClearedList(gainList);
                    }
                }
                else if (type == _PerkType.RscGainResourceTower)
                {
                    if (!IsMultiplier())
                    {
                        PerkManager.AddRscGainModRscTower((int)gain);
                        PerkManager.AddRscGainModRscTowerList(gainList);
                    }
                    else
                    {
                        PerkManager.AddRscGainMulRscTower(gain);
                        PerkManager.AddRscGainMulRscTowerList(gainList);
                    }
                }
                else if (type == _PerkType.AbilityRscCap)
                {
                    if (!IsMultiplier())
                    {
                        AbilityManager.MultiplyRscCap((int)Mathf.Round(gain));
                    }
                    else
                    {
                        AbilityManager.ModifyRscCap((int)Mathf.Round(gain));
                    }
                }
                else if (type == _PerkType.AbilityRscRegen)
                {
                    if (!IsMultiplier())
                    {
                        AbilityManager.ModifyRscRegen(gain);
                    }
                    else
                    {
                        AbilityManager.ModifyRscRegenMultiplier(gain);
                    }
                }
                else if (type == _PerkType.AbilityRscGainWaveCleared)
                {
                    if (!IsMultiplier())
                    {
                        PerkManager.abRscGainOnWaveClearedMod += (int)Mathf.Round(gain);
                    }
                    else
                    {
                        PerkManager.abRscGainOnWaveClearedMul *= gain;
                    }
                }
            }

            return(status);
        }