public void Upgrade() { if (Gameplay_Upgrade == null) { return; } if (GameController.GetInstance().SpendResource(Gameplay_UpgradeCost)) { GameElement temp_object = (Instantiate(Gameplay_Upgrade) as GameElement).GetComponent <GameElement>(); name_string = temp_object.name_string; // modify sprite and scale sprite_renderer_reference.sprite = temp_object.Sprite_renderer_reference.sprite; sprite_renderer_reference.transform.localScale = temp_object.transform.localScale; // modify behaviours UpgradeBehaviours(temp_object.behaviours); // update next upgrade level and cost Gameplay_Upgrade = temp_object.Gameplay_Upgrade; Gameplay_UpgradeCost = temp_object.Gameplay_UpgradeCost; UpgradeTransferSounds(temp_object); GameObject.Destroy(temp_object.gameObject); PlaySound(Audio_OnUpgrade); } }
public BehaviourMoverTrajectory(GameElement parent, Trajectory trajectory, float speed, bool use_velocity) : base(parent, speed, use_velocity) { //SetTrajectory (trajectory); rigidbody.drag = 1.0f; }
public BehaviourTrajectoryToTarget(GameElement parent, Trajectory trajectory, GameObject target, float speed) : base(parent) { trajectory_mover = new BehaviourMoverTrajectory(parent, trajectory, speed, false); target_mover = new BehaviourMoverTarget(parent, target, speed, false); CurrentBehaviour = trajectory_mover; }
void UpgradeTransferSounds(GameElement upgraded_element) { Audio_OnSpawn = upgraded_element.Audio_OnSpawn; Audio_OnUpgrade = upgraded_element.Audio_OnUpgrade; Audio_OnSelect = upgraded_element.Audio_OnSelect; Audio_OnGetHit = upgraded_element.Audio_OnGetHit; Audio_OnDie = upgraded_element.Audio_OnDie; }
public void SelectElement(GameElement element) { Clear(); selected_element = element; EnableName(true); selected_name.text = element.name_string; }
public BehaviourMover(GameElement parent, float speed, bool use_velocity) : base(parent) { _speed = speed; _reached_destination = false; _use_velocity = use_velocity; rigidbody = _parent.gameObject.GetComponent <Rigidbody2D> (); }
public BehaviourGatherer(GameElement parent, float gather_frequency, int gather_amount) : base(parent) { _gather_frequency = gather_frequency; _gather_amount = gather_amount; gather_timer = gather_frequency; }
public void Clear() { selected_element = null; EnableName(false); EnableDamage(false); EnableHealth(false); EnableRange(false); EnableUpgradeButton(false); }
//DragShooter drag_shooter; public BehaviourManualShooter(GameElement parent, GameObject projectile_prefab, float power, int damage) : base(parent) { //this._drag_shooter_prefab = object_prefab; //this._spawn_position = spawn_position; _projectile_prefab = projectile_prefab; this._damage = damage; this._power = power; }
public BehaviourMoverTarget(GameElement parent, GameObject target, float speed, bool use_velocity) : base(parent, speed, use_velocity) { //_point = point; //_speed = speed; _target = target; //rigidbody.drag = 1.0f; //rigidbody = _parent.gameObject.GetComponent<Rigidbody2D> (); }
public void SpawnEnemy(GameElement enemy_template, GameElement enemy_target) { if (trajectories.Length == 0) { return; } Trajectory enemy_trajectory = trajectories [Random.Range(0, trajectories.Length)]; GameObject enemy = Instantiate(enemy_template.gameObject, this.transform.position, Quaternion.identity) as GameObject; enemy.GetComponent <GE_Enemy_Basic> ().SetParameters(enemy_trajectory, enemy_target.gameObject); }
public BehaviourShooter(GameElement parent, GameObject projectile, int damage, float range, float frequency, string target_tag) : base(parent) { _projectile = projectile; _range = range; _damage = damage; _frequency = frequency; shoot_timer = frequency; _target_tag = target_tag; }
public BehaviourDoDamageTarget(GameElement parent, GameObject target, int damage_value) : base(parent) { _damage_value = damage_value; _target = target; }
public GameElementBehaviour(GameElement parent) { _parent = parent; }
public BehaviourHealthPoints(GameElement parent, int health_points) : base(parent) { _health_points = health_max = health_points; }
public BehaviourBounty(GameElement parent, int score_bounty, int resource_bounty) : base(parent) { _score_bounty = score_bounty; _resource_bounty = resource_bounty; }
public BehaviourDoDamageTag(GameElement parent, string target_tag, int damage_value) : base(parent) { _damage_value = damage_value; _target_tag = target_tag; }
public BehaviourPlayerHealthPoints(GameElement parent) : base(parent) { game_instance = GameController.GetInstance(); }
public BehaviourRotateToDirection(GameElement parent) : base(parent) { _rotation_treshold = GameController.GetInstance().Rotation_Treshold; rigidbody = parent.gameObject.GetComponent <Rigidbody2D> (); }