Esempio n. 1
0
    private IEnumerator LoadSceneWithDelay(float delay)
    {
        canvasAnim.SetTrigger("EnemyEncounter");
        yield return(new WaitForSeconds(delay));

        for (int index = 0; index < 4; index++)
        {
            dataRetainer.SetPlayerXP(index, playerStatus[index].currentXP);
            dataRetainer.SetPlayerLevel(index, playerStatus[index].playerLevel);
        }

        SceneManager.LoadScene("CombatSceneSample");
    }
Esempio n. 2
0
    private void Update()
    {
        if (endBattleScreen == true)
        {
            if (animateXP)
            {
                if (xpToAdd <= 0)
                {
                    animateXP = false;
                }
                else
                {
                    for (int index = 0; index < 4; index++)
                    {
                        playerStatus[index].currentXP += playerStatus[index].xpNeeded / 120f;
                        xpToAdd -= playerStatus[index].xpNeeded / 120f;

                        if (playerStatus[index].currentXP >= playerStatus[index].xpNeeded)
                        {
                            bool cond = false;
                            for (int index2 = 0; index2 < leveledUpPlayersIndex.Count; index2++)
                            {
                                if (leveledUpPlayersIndex[index2].first == index)
                                {
                                    cond = true;
                                    break;
                                }
                            }
                            if (cond == false)
                            {
                                leveledUpPlayersIndex.Add(new Pair <int, int>(index, playerStatus[index].playerLevel));
                            }

                            playerStatus[index].currentXP = 0;
                            playerStatus[index].playerLevel++;
                            playerStatus[index].xpNeeded = playerStatus[index].baseStatus.xp + (4 * (playerStatus[index].playerLevel ^ 3)) / 7;
                        }

                        xpBars[index].fillAmount = (float)playerStatus[index].currentXP / playerStatus[index].xpNeeded;
                        xpTexts[index].text      = "" + (int)playerStatus[index].currentXP + "/" + playerStatus[index].xpNeeded;
                        animateXP = true;
                    }
                }
            }
            else
            {
                if (Input.GetButtonDown("Interact"))
                {
                    if (leveledUpPlayersIndex.Count == 0)
                    {
                        for (int index = 0; index < 4; index++)
                        {
                            dataRetainer.SetPlayerXP(index, (int)playerStatus[index].currentXP);
                            dataRetainer.SetPlayerLevel(index, playerStatus[index].playerLevel);
                        }

                        if (runAway)
                        {
                            turnBaseScript.StartCoroutine(turnBaseScript.ChangeSceneWithDelay("", 2f));
                        }
                        else
                        {
                            turnBaseScript.StartCoroutine(turnBaseScript.ChangeSceneWithDelay("", 2f));
                        }

                        endBattleMenu.SetActive(false);
                        playerLevelUpMenu.SetActive(false);
                    }
                    else
                    {
                        endBattleMenu.SetActive(false);

                        SetLevelUpUI();

                        leveledUpPlayersIndex.RemoveAt(0);
                    }
                }
            }
        }
    }