/// <summary>
    /// Gets the an int value that will modify a stat.
    /// </summary>
    /// <returns>The modifier value.</returns>
    /// <param name="m">Minimum value.</param>
    /// <param name="M">Maximum value.</param>
    public int GetModPwr(int m, int M)
    {
        // Minimum and maximum is multiplied by the dificulty level.
        int mod = Random.Range(m * DifficultyLevel.GetInstance().GetDifficultyMultiplier(), M * DifficultyLevel.GetInstance().GetDifficultyMultiplier());

        return(mod);
    }
Esempio n. 2
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 /// <summary>
 /// Called on player victory to decide what comes next
 /// </summary>
 void PlayerVictory()
 {
     //Debug.Log("Winner");
     // increase number of battles until level up
     BattleCounter.GetInstance().IncreaseCurrentBattleCount();
     // if no more battles
     if (BattleCounter.GetInstance().GetRemainingBattles() <= 0)
     {
         //Debug.Log("Increasing Difficulty");
         // increase difficulty
         DifficultyLevel.GetInstance().IncreaseDifficulty();
         // increase number of battles to difficulty level
         BattleCounter.GetInstance().SetBattlesNeeded(DifficultyLevel.GetInstance().GetDifficultyMultiplier());
         // start back from 0 battles
         BattleCounter.GetInstance().ResetCurrentBattleCount();
         // set a checkpoint for enemy stat creation
         EnemyStats.GetInstance().SetCheckpoint();
         // go to town, no more battles to be fought this round
         LoadStatSelect();
         _backgroundManager.BackgroundChange();
     }
     else
     {
         //Debug.Log("On to the next battle!");
         // check to see if player wants to use a camp kit (only if they have one!)
         if (this.player.inventory.CampKits > 0)
         {
             // check if player wants to camp out before next battle
             // load camp kit check scene?
         }
         // No more resetting stats on retreat.  So this is to save the stats after each battle.
         EnemyStats.GetInstance().SetCheckpoint();
         LoadNextBattle();
     }
 }
Esempio n. 3
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    /// <summary>
    /// Ends the game.
    /// </summary>
    private void EndGame()
    {
        // player dead
        TransferGoldOnDeath();
        //  this.player.transform.localPosition = this.prevPos;

        // check for high score
        if (PlayerPrefs.GetInt("score") > PlayerPrefs.GetInt("hiscore"))
        {
            // set new HighScore
            PlayerPrefs.SetInt("hiscore", PlayerPrefs.GetInt("score"));
        }
        // reset score/turn
        PlayerPrefs.SetInt("turn", 0);
        // reset difficulty
        DifficultyLevel.GetInstance().ResetDifficulty();
        BattleCounter.GetInstance().ResetCurrentBattleCount();
        BattleCounter.GetInstance().ResetBattlesNeeded();
        // Set the idle animation to town idle
        player.playerAnimator.SetBool("InBattle", false);

        if (!waiting)
        {
            // load death scene
            LevelLoadHandler.Instance.LoadLevel("DeathScene_LVP", false);
        }
    }
Esempio n. 4
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    /// <summary>
    /// Updates the text for HUD in battle.
    /// </summary>
    private void UpdateText()
    {
        // Battle stats (Top UI)
        this.leftHealthText.text      = this.player.remainingHealth + " / " + this.player.totalHealth;
        this.rightHealthText.text     = this.enemy.remainingHealth + " / " + this.enemy.totalHealth;
        this.leftManaText.text        = this.player.remainingEnergy + " / " + this.player.totalEnergy;
        this.rightManaText.text       = this.enemy.remainingEnergy + " / " + this.enemy.totalEnergy;
        this.leftArmorText.text       = this.player.GetTotalArmor().ToString();
        this.rightArmorText.text      = this.enemy.GetTotalArmor().ToString();
        this.leftDamageText.text      = this.player.GetTotalDamage().ToString();
        this.rightDamageText.text     = this.enemy.GetTotalDamage().ToString();
        this.healTurnsRemainText.text = this.player.numTurnsLeftToHeal.ToString();

        // score stat
        //this.numEnemiesKilledText.text = score.ToString();

        // battles stat
        this.battleText.text = (currentBattle + 1) + " / " + DifficultyLevel.GetInstance().GetDifficultyMultiplier();
        if (this.inventoryToggleButton.isActiveAndEnabled)
        {
            // inventory text
            this.apples.text = this.player.inventory.Apples.ToString();
            this.bread.text  = this.player.inventory.Bread.ToString();
            this.cheese.text = this.player.inventory.Cheese.ToString();
            this.hPots.text  = this.player.inventory.HealthPotions.ToString();
            this.ePots.text  = this.player.inventory.EnergyPotions.ToString();
            //this.campKits.text = this.player.inventory.CampKits.ToString();
        }
    }
Esempio n. 5
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 void Awake()
 {
     PlayerPrefs.SetInt("midgame", 0);
     // reset to level 1
     DifficultyLevel.GetInstance().ResetDifficulty();
     // make sure we start at 0
     BattleCounter.GetInstance().ResetCurrentBattleCount();
     BattleCounter.GetInstance().ResetBattlesNeeded();
     // set number of battles
     BattleCounter.GetInstance().SetBattlesNeeded(DifficultyLevel.GetInstance().GetDifficultyMultiplier());
 }
    /// <summary>
    /// Randomizes the cost of item.
    /// </summary>
    private void RandomizeCost()
    {
        for (int i = 0; i < shopItems.Length; i++)
        {
            int totalStats = shopItems[i].GetDefMod() + shopItems[i].GetAtkMod();

            this.LO_DOLLAR_VALUE = totalStats - (int)(totalStats * 0.2) + DifficultyLevel.GetInstance().GetDifficultyMultiplier();

            int score = PlayerPrefs.GetInt("score");

            if (score > 0)
            {
                this.HI_DOLLAR_VALUE = (int)((Mathf.FloorToInt(score * 1.5f) / 2) + this.LO_DOLLAR_VALUE);
            }
            else
            {
                this.HI_DOLLAR_VALUE = (DifficultyLevel.GetInstance().GetDifficultyMultiplier() + this.LO_DOLLAR_VALUE);
            }
            shopItems[i].dollarCost = (int)(Random.Range(LO_DOLLAR_VALUE, HI_DOLLAR_VALUE) / 2);
        }
    }
 private int GetRandomArmor()
 {
     return(Mathf.RoundToInt(Random.Range(1.0f, 1.1f)
                             * (DifficultyLevel.GetInstance().GetDifficultyMultiplier() / 3)
                             * EnemyStats.GetInstance().GetCurrentEnemyDEF()));
 }