Esempio n. 1
0
    public void Upgrade()
    {
        // TODO: set stats based on successful actions this run
        //  - castle keeps memory of augments gained this run
        //  - OR rogue keeps then empties them into skills

        /*
         *  Upgrade skills based on run stats
         */
        int totalPoints = 1;            // leave minimum one point to spend

        int enemyPoints    = Mathf.RoundToInt(runPoints["enemy"]);
        int treasurePoints = Mathf.RoundToInt(runPoints ["treasure"]);
        int hazardPoints   = Mathf.RoundToInt(runPoints ["hazard"]);

        totalPoints += enemyPoints > 0 ? 1 : 0;
        totalPoints += hazardPoints > 0 ? 1 : 0;
        totalPoints += treasurePoints > 0 ? 1 : 0;

        // update amount in pockets that can be plundered
        treasure += treasurePoints;

        Debug.Log("Perished rogue has " + totalPoints + " points to spend");

        // TODO: decide where to spend points through UI
        //
        // here simulate arbitrarily picking skills
        List <string> skillNames = new List <string> {
            "attack", "defense", "health", "thievery", "agility"
        };
        List <string> selectedSkills = new List <string> ();

        //
        // spend each available point on a random skill until all spent
        while (totalPoints > 0)
        {
            string skillName = skillNames[Random.Range(0, skillNames.Count)];
            selectedSkills.Add(skillName);
            switch (skillName)
            {
            case "attack":
                Debug.Log("Increasing attack...");
                attack++;
                break;

            case "defense":
                Debug.Log("Increasing defense...");
                defense++;
                break;

            case "health":
                Debug.Log("Increasing health...");
                maxHealth++;
                break;

            case "thievery":
                Debug.Log("Increasing thievery...");
                thievery++;
                break;

            case "agility":
                Debug.Log("Increasing agility...");
                agility++;
                break;

            default:
                break;
            }
            totalPoints--;
        }

        // luck goes up on its own
        float luckPoints = runPoints ["luck"];

        luck += (luckPoints * 0.003f);

        // upgrade equipment based on run stats
        int    equipmentPoints = enemyPoints * 10;
        Weapon weapon          = weaponEquipment.GetComponent <Weapon> ();
        Armor  armor           = armorEquipment.GetComponent <Armor> ();

        weapon.AddXP(equipmentPoints);
        armor.AddXP(equipmentPoints);

        Debug.Log(string.Format("Increased armor by {0}, weapon by {0}", equipmentPoints, equipmentPoints));

        // format text for ui - displayed when set active by Plot on rogue harvest
        string formattedStats = "<size=86><color=yellow><i>Rogue upgraded</i></color></size>\n";

        formattedStats += "<size=62>";
        foreach (string selectedSkill in selectedSkills)
        {
            formattedStats += "+1 to <b>" + selectedSkill + "</b>\n";
        }
        formattedStats += "<b>Weapon</b> gained <b>" + equipmentPoints + "</b>xp\n";
        formattedStats += "<b>Armor</b> gained <b>" + equipmentPoints + "</b>xp\n";
        formattedStats += "</size>";
        runUpgradeText  = formattedStats;
    }