public void SetValues(GameObject ItemDisplayObject, GodStats God)
    {
        if (God)
        {
            CheckItems(God);
        }

        if (ItemDisplayObject)
        {
            ItemDisplay ID = ItemDisplayObject.GetComponent <ItemDisplay>();
            if (ID.iName)
            {
                ID.iName.text = name;
            }
            if (ID.iIcon)
            {
                ID.iIcon.sprite = icon;
            }
            if (ID.iGold)
            {
                ID.iGold.text = goldNeeded.ToString() + "g";
            }
            if (God.gold)
            {
                God.gold.text = "Gold: " + God.GodGold.ToString();
            }
        }
    }
    // Use this for initialization
    void Start()
    {
        pickupSkill = GameObject.Find("Pickup Skill").GetComponent <SkillCheck>();
        arrowSkill  = GameObject.Find("Arrow Skill").GetComponent <SkillCheck>();
        healthSkill = GameObject.Find("Health Skill").GetComponent <SkillCheck>();
        buffSkill   = GameObject.Find("Buff Skill").GetComponent <SkillCheck>();

        m_GodHandler = this.GetComponentInParent <GodHandler>().God;

        // Listener for the power change
        m_GodHandler.onPowerChange += ReactToChange;

        // Listener for level change
        m_GodHandler.onLevelChange += ReactToChange;

        // Listener for skill point change;
        m_GodHandler.onPointsChange += ReactToChange;

        if (skill)
        {
            skill.SetValues(this.gameObject, m_GodHandler);
        }

        EnableSkills();
    }
 // Get new item
 public bool GetItem(GodStats God)
 {
     God.GodGold  -= goldNeeded;
     God.gold.text = "Gold: " + God.GodGold.ToString();
     God.Inventory.Add(this);
     return(true);
 }
    public void SetValues(GameObject SkillDisplayObject, GodStats God)
    {
        if (God)
        {
            CheckSkills(God);
        }

        if (SkillDisplayObject)
        {
            SkillDisplay SD = SkillDisplayObject.GetComponent <SkillDisplay>();
            if (SD.sName)
            {
                SD.sName.text = name;
            }
            if (SD.sIcon)
            {
                SD.sIcon.sprite = icon;
            }
            if (SD.sLevel)
            {
                SD.sLevel.text = levelNeeded.ToString();
            }
            if (SD.sPoints)
            {
                SD.sPoints.text = pointsNeeded.ToString() + " SP";
            }
        }
    }
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    public void SaveGame()
    {
        SaveSystem.SaveGame(this);
        GodStats god = GameObject.Find("God").GetComponent <GodStats>();

        god.SavePlayer();
    }
    // Check if the player is able to get the item
    public bool CheckItems(GodStats God)
    {
        // Check if god has enough gold
        if (God.GodGold < goldNeeded)
        {
            return(false);
        }

        return(true);
    }
    public PlayerData(GodStats god)
    {
        level = god.GodLevel;
        power = god.GodPower;
        gold  = god.GodGold;

        skillPoints = god.GodSkillPoints;

        skills = new int[god.GodSkills.Count];
        items  = new int[god.Inventory.Count];

        foreach (Skills skill in god.GodSkills)
        {
            switch (skill.ID)
            {
            case 1:
                skills[sIndex] = 1;
                sIndex++;
                break;

            case 2:
                skills[sIndex] = 2;
                sIndex++;
                break;

            case 3:
                skills[sIndex] = 3;
                sIndex++;
                break;

            case 4:
                skills[sIndex] = 4;
                sIndex++;
                break;
            }
        }

        foreach (Items item in god.Inventory)
        {
            switch (item.ID)
            {
            case 1:
                items[iIndex] = 1;
                iIndex++;
                break;

            case 2:
                items[iIndex] = 2;
                iIndex++;
                break;
            }
        }
    }
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    public static void SavePlayer(GodStats god)
    {
        playerPath = Application.persistentDataPath + "/player.save";
        BinaryFormatter formatter = new BinaryFormatter();
        FileStream      stream    = new FileStream(playerPath, FileMode.Create);

        PlayerData data = new PlayerData(god);

        formatter.Serialize(stream, data);

        stream.Close();
    }
Esempio n. 9
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    public void LoadGame()
    {
        GodStats god = GameObject.Find("God").GetComponent <GodStats>();

        god.LoadPlayer();

        GameData data = SaveSystem.LoadGame();

        slider.value  = data.dialogueVolume;
        slider1.value = data.mainVolume;
        SetVolume(audioSrc);
        SetVolume(audioSrc1);
    }
    // Check if player already has item
    public bool EnableItem(GodStats God)
    {
        // go through all the items that the god currently has
        List <Items> .Enumerator items = God.Inventory.GetEnumerator();
        while (items.MoveNext())
        {
            var currItem = items.Current;
            if (currItem.name == this.name)
            {
                return(true);
            }
        }

        return(false);
    }
    // Check if player already has skill
    public bool EnableSkill(GodStats God)
    {
        // go through all the skills that the god currently has;
        List <Skills> .Enumerator skills = God.GodSkills.GetEnumerator();
        while (skills.MoveNext())
        {
            var currSkill = skills.Current;
            if (currSkill.name == this.name)
            {
                return(true);
            }
        }

        return(false);
    }
    // Check if the player is able to get the skill
    public bool CheckSkills(GodStats God)
    {
        // Check if god is right level
        if (God.GodLevel < levelNeeded)
        {
            return(false);
        }
        // Check if god has enough skill points
        if (God.GodSkillPoints < pointsNeeded)
        {
            return(false);
        }

        return(true);
    }
    // Use this for initialization
    void Start()
    {
        healthPotion = GameObject.Find("Health Potion").GetComponent <ItemCheck>();
        enragePotion = GameObject.Find("Enrage Potion").GetComponent <ItemCheck>();

        m_GodHandler = this.GetComponentInParent <GodHandler>().God;

        // Listener for the gold change
        m_GodHandler.onGoldChange += ReactToChange;

        if (item)
        {
            item.SetValues(this.gameObject, m_GodHandler);
        }

        EnableItems();
    }
    // Use this for initialization
    void Start()
    {
        PauseGame gm   = GameObject.Find("GameManager").GetComponent <PauseGame>();
        GodStats  god  = GameObject.Find("Player").GetComponent <GodStats>();
        string    path = SaveSystem.gamePath;

        Debug.Log(path);

        if (File.Exists(path))
        {
            gm.LoadGame();
            SceneManager.LoadScene("MainMenu");
        }
        else
        {
            gm.SaveGame();
            SceneManager.LoadScene("MainMenu");
        }
    }
 // Get new skill
 public bool GetSkill(GodStats God)
 {
     God.GodSkillPoints -= pointsNeeded;
     God.GodSkills.Add(this);
     return(true);
 }