IEnumerator StartRound() { timerText.text = ""; if (_currentRound % 7 == 0) { isFlyingRound = true; } else { isFlyingRound = false; } if (_currentRound % 5 == 0) { isBossRound = true; } else { isBossRound = false; } _enemySpawner.SpawnEnemies(); _isEndOfRound = false; _endOfRoundTracker = 0; yield return(new WaitForSeconds(2)); yield return(new WaitUntil(() => _enemies.Length == 1)); goldManager.AddGold(_currentRound * 11); _currentRound++; if (_currentRound >= 2) { EndOfRoundTime = 15f; } _isEndOfRound = true; roundText.text = $"Round: {((_currentRound < 10) ? $"0{_currentRound}" : _currentRound.ToString())}"; }
private void HandleDeath() { if (health <= 0) { int rand; if (_curRound < 10) { rand = UnityEngine.Random.Range(1, 4); } else if (_curRound < 20) { rand = UnityEngine.Random.Range(3, 7); } else if (_curRound < 30) { rand = UnityEngine.Random.Range(6, 10); } else { rand = UnityEngine.Random.Range(10, 20); } if (_curRound % 5 == 0) { rand += 50 * (_curRound / 5); } if (_curRound % 7 == 0) { rand *= 2; } _gold.AddGold(rand); gameObject.SetActive(false); healthbar.gameObject.SetActive(false); } }
void Death () { GoldManager.AddGold (type.reward); monsterList.Remove (transform); if (WaveManager.wavesAreOver && monsterList.Count == 0) FlowManager.Victory(); Destroy (gameObject); }
public void SellTower() { foreach (TowerController tower in _selectedTowers) { _goldManager.AddGold(tower.cost / 4); tower.gameObject.SetActive(false); _targetInfoUI.parent.SetActive(false); } DeselectAllTowers(); StartCoroutine(BuildNavMesh()); }
void EndPurchase() { SetMaterial(opaque); GridManager.SetAdjacentTiles(SnapUnderCursor(), GridManager.Tile.TOWER); GoldManager.AddGold(-tower.type.price); purchaseInProgress = false; tower.purchaseInProgress = false; TowerManager.towerBuildPreview = null; TowerManager.SetCancelButton(false, tower.typeNumber); tower.Reload(); }
private void ClearBuilds(bool destroyObject = true) { if (destroyObject) { if (objectForBuild != null) { goldManager.AddGold(objectForBuild.Price); } Destroy(objectInWorld); } objectInWorld = null; objectForBuild = null; }
private void AttackTarget() { if (Target != null && Agent.remainingDistance <= Stats.RangeAttack && timerAttack > Stats.DelayAttack) { timerAttack = 0; var go = Instantiate(attackEffect, transform.position, Quaternion.identity); go.GetComponent <Attack>().destination = Target.transform; if (Target.TakeDamage(Stats.Damge)) { goldManager.AddGold(10); Target = null; } } }
public void LoadGame() { string level = PlayerPrefs.GetString("Level", "None"); string fire = PlayerPrefs.GetString("Fire"); string lightning = PlayerPrefs.GetString("Lightning"); string ice = PlayerPrefs.GetString("Ice"); string rock = PlayerPrefs.GetString("Rock"); string slot1 = PlayerPrefs.GetString("Slot1"); string slot2 = PlayerPrefs.GetString("Slot2"); string slot3 = PlayerPrefs.GetString("Slot3"); string slot4 = PlayerPrefs.GetString("Slot4"); string slot5 = PlayerPrefs.GetString("Slot5"); string slot6 = PlayerPrefs.GetString("Slot6"); string slot7 = PlayerPrefs.GetString("Slot7"); string slot8 = PlayerPrefs.GetString("Slot8"); string gold = PlayerPrefs.GetString("Gold"); string spawn = PlayerPrefs.GetString("Spawn"); gold = gold.Substring(0, (gold.Length - 1)); Debug.Log("Starting LOAD process"); //Loading Gold int gold2 = 0; try{ gold2 = System.Convert.ToInt32(gold); } catch (IOException) { Debug.Log("Something wrong with LOAD - GOLD"); } GoldManager.AddGold(gold2); Debug.Log("Loading completed: GOLD"); //Loading Skills int fire2 = 0; int lightning2 = 0; int ice2 = 0; int rock2 = 0; try{ fire2 = System.Convert.ToInt32(fire); } catch (IOException) { Debug.Log("Something wrong with LOAD - FIRE"); } try{ lightning2 = System.Convert.ToInt32(lightning); }catch (IOException) { Debug.Log("Something wrong with LOAD - LIGHTNING"); } try{ ice2 = System.Convert.ToInt32(ice); }catch (IOException) { Debug.Log("Something wrong with LOAD - ICE"); } try{ rock2 = System.Convert.ToInt32(rock); }catch (IOException) { Debug.Log("Something wrong with LOAD - ROCK"); } MovementScript.fireCount = fire2; MovementScript.lightningCount = lightning2; MovementScript.iceCount = ice2; MovementScript.rockCount = rock2; Debug.Log("Loading completed: SKILLS"); //Loading inventory if (slot1 != "Empty") { InventoryScript.addItem(slot1); } if (slot2 != "Empty") { InventoryScript.addItem(slot2); } if (slot3 != "Empty") { InventoryScript.addItem(slot3); } if (slot4 != "Empty") { InventoryScript.addItem(slot4); } if (slot5 != "Empty") { InventoryScript.addItem(slot5); } if (slot6 != "Empty") { InventoryScript.addItem(slot6); } if (slot7 != "Empty") { InventoryScript.addItem(slot7); } if (slot8 != "Empty") { InventoryScript.addItem(slot8); } Debug.Log("Loading completed: INVENTORY"); //Loading location switch (spawn) { case "1": Vector2 vec = new Vector2(25, -1.7f); rb.MovePosition(vec); Debug.Log("Moved player"); break; default: break; } Debug.Log("Loading completed: SPAWN POINT"); }
public void OnMouseDown() { GoldManager.AddGold(Amount); objectPooler.SetObjectInactive(gameObject); }