//public static void LevelUp(){ instance._LevelUp(); } public void _LevelUp() { PlayerPerk perk = player.GetPlayerPerk(); if (perk != null) { for (int i = 0; i < stats.perkUnlockingAtLevelList.Count; i++) { if (level + 1 == stats.perkUnlockingAtLevelList[i].level) { for (int n = 0; n < stats.perkUnlockingAtLevelList[i].perkIDList.Count; n++) { perk.PurchasePerk(stats.perkUnlockingAtLevelList[i].perkIDList[n], false); } break; } } } level += 1; if (level > 1) { player.GainHitPoint(stats.hitPointGain); player.GainEnergy(stats.energyGain); player.GainPerkCurrency(stats.perkCurrencyGain); TDS.PlayerLevelUp(player); TDS.OnGameMessage("level Up!"); } GainExp(); //call the function to make sure if we under level }
//for when the unit is destroy by game mechanic public void Destroyed(UnitPlayer player = null) { if (destroyed) { return; } //if(player==null) Debug.LogWarning("unit destroyed by not source player has been detected", null); destroyed = true; //spawn a unit if spawnUponDestroy is assigned if (spawnUponDestroy != null) { //loop as many as required for (int i = 0; i < spawnUponDestroyCount; i++) { //instantiate the unit //GameObject unitObj=(GameObject)Instantiate(spawnUponDestroy.gameObject, thisT.position, thisT.rotation); GameObject unitObj = ObjectPoolManager.Spawn(spawnUponDestroy.gameObject, thisT.position, thisT.rotation); unitObj.layer = thisObj.layer; //pass on the wave info Unit unitInstance = unitObj.GetComponent <Unit>(); if (waveID >= 0) { unitInstance.SetWaveID(spawner, waveID); spawner.AddUnitToWave(unitInstance); } else if (spawner != null) { spawner.AddUnit(unitInstance); } } } //check if the unit is going to drop any collectible if (useDropManager) //if useDropManager is enabled, inform CollectibleDropManager { CollectibleDropManager.UnitDestroyed(thisT.position); } else { //check chance and spawn the item if (dropObject != null && Random.value < dropChance) { ObjectPoolManager.Spawn(dropObject.gameObject, thisT.position, Quaternion.identity); } } if (player != null) { //applies the bonus value for when the unit is destroyed. //if(valueCredits>0) GameControl.GainCredits(valueCredits); if (valueScore > 0) { GameControl.GainScore(valueScore); } if (valuePerkC > 0) { player.GainPerkCurrency(valuePerkC); } if (valueExp > 0) { player.GainExp(valueExp); } if (valueHitPoint > 0) { player.GainHitPoint(valueHitPoint); } if (valueEnergy > 0) { player.GainEnergy(valueEnergy); } } //if(isPlayer) GetUnitPlayer().DeleteSave(); //shake camera TDS.CameraShake(destroyCamShake); float delay = uAnimation != null?uAnimation.Destroyed() : 0; ClearUnit(true, delay); }
//apply the effect to player void ApplyEffectSelf(UnitPlayer player) { //gain life if (life > 0) { GameControl.GainLife(); } //gain hit-point if (hitPoint > 0) { float hitPointGained = player.GainHitPoint(hitPoint); Vector3 offsetPos = new Vector3(0, Random.value + 0.5f, 0); new TextOverlay(transform.position + offsetPos, "+" + hitPointGained.ToString("f0"), new Color(0.3f, 1f, 0.3f, 1)); } //gain energy if (energy > 0) { float energyGained = player.GainEnergy(energy); Vector3 offsetPos = new Vector3(0, Random.value + 0.5f, 0); new TextOverlay(transform.position + offsetPos, "+" + energyGained.ToString("f0"), new Color(.3f, .3f, 1f, 1)); } //not in used if (credit > 0) { GameControl.GainCredits(credit); Vector3 offsetPos = new Vector3(0, Random.value + 0.5f, 0); new TextOverlay(transform.position + offsetPos, "+$" + credit.ToString("f0"), new Color(.5f, .75f, 1, 1)); } //gain score if (score > 0) { GameControl.GainScore(score); Vector3 offsetPos = new Vector3(0, Random.value + 0.5f, 0); new TextOverlay(transform.position + offsetPos, "+" + score.ToString("f0"), new Color(.1f, 1f, 1, 1)); } //gain ammo if (ammo != 0) { player.GainAmmo(ammoID, ammo); Vector3 offsetPos = new Vector3(0, Random.value + 0.5f, 0); new TextOverlay(transform.position + offsetPos, "+ammo"); } //gain exp if (exp != 0) { player.GainExp(exp); Vector3 offsetPos = new Vector3(0, Random.value + 0.5f, 0); new TextOverlay(transform.position + offsetPos, "+exp", new Color(1f, 1f, 1, 1)); } //gain perk currency if (perkCurrency != 0) { player.GainPerkCurrency(perkCurrency); Vector3 offsetPos = new Vector3(0, Random.value + 0.5f, 0); new TextOverlay(transform.position + offsetPos, "+perk points", new Color(1f, 1f, 1, 1)); } //effects if (effectIdx >= 0) { player.ApplyEffect(EffectDB.CloneItem(effectIdx)); } //if(effect!=null && effect.duration>0) player.ApplyEffect(effect); //gain weapon if (gainWeapon && weaponList.Count > 0) { int playerWeaponID = player.weaponList[player.weaponID].ID; int rand = randomWeapon ? Random.Range(0, weaponList.Count) : 0; if (randomWeapon && weaponList.Count > 1) { int count = 0; while (weaponList[rand].ID == playerWeaponID) { rand = Random.Range(0, weaponList.Count); count += 1; if (count > 50) { break; } } } bool replaceWeapon = weaponType == _WeaponType.Replacement; bool temporaryWeapon = weaponType == _WeaponType.Temporary; player.AddWeapon(weaponList[rand], replaceWeapon, temporaryWeapon, tempWeapDuration); } }
//apply the effect to player void ApplyEffectSelf(UnitPlayer player) { //gain life if(life>0) GameControl.GainLife(); //gain hit-point if(hitPoint>0){ float hitPointGained=player.GainHitPoint(hitPoint); Vector3 offsetPos=new Vector3(0, Random.value+0.5f, 0); new TextOverlay(transform.position+offsetPos, "+"+hitPointGained.ToString("f0"), new Color(0.3f, 1f, 0.3f, 1)); } //gain energy if(energy>0){ float energyGained=player.GainEnergy(energy); Vector3 offsetPos=new Vector3(0, Random.value+0.5f, 0); new TextOverlay(transform.position+offsetPos, "+"+energyGained.ToString("f0"), new Color(.3f, .3f, 1f, 1)); } //not in used if(credit>0){ GameControl.GainCredits(credit); Vector3 offsetPos=new Vector3(0, Random.value+0.5f, 0); new TextOverlay(transform.position+offsetPos, "+$"+credit.ToString("f0"), new Color(.5f, .75f, 1, 1)); } //gain score if(score>0){ GameControl.GainScore(score); Vector3 offsetPos=new Vector3(0, Random.value+0.5f, 0); new TextOverlay(transform.position+offsetPos, "+"+score.ToString("f0"), new Color(.1f, 1f, 1, 1)); } //gain ammo if(ammo!=0){ player.GainAmmo(ammoID, ammo); Vector3 offsetPos=new Vector3(0, Random.value+0.5f, 0); new TextOverlay(transform.position+offsetPos, "+ammo"); } //effects if(effect!=null && effect.duration>0){ player.ApplyEffect(effect); } //gain weapon if(gainWeapon && weaponList.Count>0){ int playerWeaponID=player.weaponList[player.weaponID].ID; int rand=randomWeapon ? Random.Range(0, weaponList.Count) : 0 ; if(randomWeapon && weaponList.Count>1){ int count=0; while(weaponList[rand].ID==playerWeaponID){ rand=Random.Range(0, weaponList.Count); count+=1; if(count>50) break; } } bool replaceWeapon=weaponType==_WeaponType.Replacement; bool temporaryWeapon=weaponType==_WeaponType.Temporary; player.AddWeapon(weaponList[rand], replaceWeapon, temporaryWeapon, tempWeapDuration); } }