public void OnTriggerEnter2D(Collider2D collision)
    {
        //Debug.Log("TODO: GO TO NEXT DUNGEON!");
        SimplePlayer p = collision.gameObject.GetComponent <SimplePlayer>();

        //Debug.Log(p.health);
        GameStores.SetHealth(p.health);
        GameStores.SetDefMod(p.shieldModifier);
        GameStores.SetAtkMod(p.fireDelay);
        //Debug.Log(p.shieldModifier);
        GameStores.IncrementLength();
        GameStores.IncrementDepth();
        if (GameStores.GetDepth() == firstBoss)
        {
            SceneManager.LoadScene("BossWall");
        }
        else if (GameStores.GetDepth() == secondBoss)
        {
            SceneManager.LoadScene("BossHux");
        }
        else
        {
            SceneManager.LoadScene("Dungeon");
        }
    }
Esempio n. 2
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    // Start is called before the first frame update
    void Start()
    {
        source = GetComponent <AudioSource>();
        switch (GameStores.GetDepth())
        {
        case 1:
            source.clip = clips[0];
            break;

        case 2:
            source.clip = clips[1];
            break;

        case 3:
            source.clip = clips[2];
            break;

        case 4:
            source.clip = clips[3];
            break;

        case 5:
            source.clip = clips[4];
            break;

        case 6:
            source.clip = clips[5];
            break;

        default:
            source.clip = clips[5];
            break;
        }
        source.Play();
    }
Esempio n. 3
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    // Start is called before the first frame update
    void Start()
    {
        title = titleText.gameObject;
        sub   = subText.gameObject;

        int depth = GameStores.GetDepth();


        titleText.text = "Level " + depth.ToString();
        if (depth < midBoss)
        {
            subText.text = "Midboss in " + (midBoss - depth).ToString() + (midBoss - depth == 1 ? " Stage" : " Stages");
        }
        else
        {
            subText.text = "Boss in " + (bigBoss - depth).ToString() + (bigBoss - depth == 1 ? " Stage" : " Stages");
        }


        states = new Dictionary <State, System.Action>();
        states.Add(State.MoveIn, MoveIn);
        states.Add(State.Stay, PosStay);
        states.Add(State.MoveOut, MoveOut);
        states.Add(State.Done, () =>
        {
            Destroy(gameObject);
        });
    }