Esempio n. 1
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 public void ShowStats()
 {
     Console.WriteLine(Name);
     Console.WriteLine("Lvl " + Lvl.ToString());
     Console.WriteLine("HP " + CurrentHP.ToString());
     Console.WriteLine("Damage " + Damage.ToString());
     Console.WriteLine("Type " + Type.ToString());
     Console.WriteLine();
 }
Esempio n. 2
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    private void Start()
    {
        if (gameObject.tag == "Breakable")
        {
            lvl = FindObjectOfType <Lvl>();
            lvl.CountBreakableBlocks();
        }

        gameStatus = FindObjectOfType <GameStatus>();
    }
Esempio n. 3
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    public void SetupSettings(Lvl lvl)
    {
        if (!gamePlaceRectTransform)
        {
            gamePlaceRectTransform = GetComponent <RectTransform>();
        }
        Rect rect = gamePlaceRectTransform.rect;

        cellGrid.lengthWidthHeight         = new Vector2(rect.width, rect.height);
        cellGrid.numberOfColumnsRowsLayers = new Vector3Int(lvl.numberOfColumnsAndRows.x, lvl.numberOfColumnsAndRows.y, 1);
    }
Esempio n. 4
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    public void ChangeTilesImage(List <Tile> tiles, Lvl lvl)
    {
        var newSprites = SpriteEditor.CutTheSprite(lvl.texture2D, lvl.numberOfColumnsAndRows);

        foreach (var tile in tiles)
        {
            var position = ((TileFor15)tile).trueCell.positionInOddrCoordinates;
            var number   = cellGrid.OddrCoordinatesInIndex(new Vector3Int(position.x, position.y, position.z));
            tile.GetComponent <Image>().sprite = newSprites[number];
        }
    }
Esempio n. 5
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 public void ChangeTiles(List <Tile> tiles, Lvl lvl)
 {
     if (lvl.gameMode == Lvl.GameMode.TextAndImage || lvl.gameMode == Lvl.GameMode.Text)
     {
         ChangeTilesText(tiles);
     }
     if (lvl.gameMode == Lvl.GameMode.TextAndImage || lvl.gameMode == Lvl.GameMode.Image)
     {
         ChangeTilesImage(tiles, LvlManager.Instance.lvl);
     }
 }
Esempio n. 6
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 public override void update()
 {
     Class.update();
     Lvl.update();
     Exp.update();
     Hp.update();
     Slash.update();
     MaxHp.update();
     Affinity_Icon.update();
     foreach (Icon_Sprite icon in Status_Icons)
     {
         icon.update();
     }
 }
Esempio n. 7
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    public void StartLoading(Lvl level, bool reloadLevel = true)
    {
        currentLevel = level;
        enemiesManager.SetLevel(currentLevel);
        round.Play(((int)currentLevel + 1));

        if (reloadLevel)
        {
            var levelScene = GD.Load <PackedScene>(string.Format("res://Resources/Levels/{0}", levels[currentLevel]));
            levelInstance          = (Node2D)levelScene.Instance();
            levelInstance.Position = scene.GetNode <Node2D>("LevelSpawnPoint").Position;

            scene.GetNode("LevelRoot").AddChild(levelInstance);
        }
    }
Esempio n. 8
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    void OnLvlLoaded(Lvl _, int index)
    {
        numberOfLvlScore = 0;
        currentLvlIndex  = index;
        var highScore = currentLvlIndex >= allScores.scoreList.Count ? 10 : allScores.scoreList[currentLvlIndex];

        OnLoadScore.Invoke(currentLvlIndex, highScore);
        if (allScores.scoreList.Count >= currentLvlIndex + 1)
        {
            OnBestScoreLoaded.Invoke(allScores.scoreList[currentLvlIndex]);
        }
        else
        {
            OnBestScoreLoaded.Invoke(1000);
        }
    }
Esempio n. 9
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        public override void draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2))
        {
            Vector2 loc = this.loc + draw_vector();

            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, Scissor_State);
            Class.draw(sprite_batch, draw_offset - loc);
            Lvl.draw(sprite_batch, draw_offset - loc);
            Exp.draw(sprite_batch, draw_offset - loc);
            Hp.draw(sprite_batch, draw_offset - loc);
            Slash.draw(sprite_batch, draw_offset - loc);
            MaxHp.draw(sprite_batch, draw_offset - loc);
            Affinity_Icon.draw(sprite_batch, draw_offset - loc);
            foreach (Status_Icon_Sprite icon in Status_Icons)
            {
                icon.draw(sprite_batch, draw_offset - loc);
            }
            sprite_batch.End();
        }
Esempio n. 10
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        public string FormatOutput()
        {
            //code below is for monster


            var myReturn = Name;

            myReturn += " , Level : " + Lvl.ToString();
            myReturn += " , Total Experience : " + ExperienceTotal;
            myReturn += " , Attack :  " + Atk;
            myReturn += " , Defense :  " + Def;
            myReturn += " , Speed :  " + Spd;
            myReturn += " , Type: " + Type;
            myReturn += " , MoveingRange: " + MoveRange;
            myReturn += " , AttackRange: " + AtkRange;

            return(myReturn);
        }
Esempio n. 11
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        // Helper to combine the attributes into a single line, to make it easier to display the item as a string
        public string FormatOutput()
        {
            var myReturn = string.Empty;

            myReturn += Name;
            myReturn += " , Level : " + Lvl.ToString();
            myReturn += " , Total Experience : " + CurrentExp;
            myReturn += " , Attack :  " + Atk;
            myReturn += " , Defense :  " + Def;
            myReturn += " , Speed :  " + Spd;
            myReturn += " , Type: " + Type;
            myReturn += " , MoveingRange: " + MoveRange;
            myReturn += " , AttackRange: " + AtkRange;
            //Item section comes here
            myReturn += " , Items : " + EquippedItemListString;
            myReturn += ", Damage : " + totalDamage;

            return(myReturn);
        }
Esempio n. 12
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    private void PlaceTO()
    {
        Debug.Log("PlaceTO - .tileObjectPrefab: " + Lvl.tileObjectPrefab + ", .typ: " + Lvl.tileObjectPrefab.GetType());

        Undo.RegisterFullObjectHierarchyUndo(Lvl, "Placed TileObject");
        Vec2i tilePos = GameHelper.WorldToTilePos(GetMouseWorldPos() - (Vector2)Lvl.transform.position);

        if (!Lvl.Map.HasTOTypeAtPos(tilePos, Lvl.tileObjectPrefab.GetType()))           //if tile not already contains type
        {
            string className = Lvl.tileObjectPrefab.GetType().FullName + ", " + Lvl.tileObjectPrefab.GetType().Assembly.GetName().Name;
            //Lvl.tileObjectPrefab.ToDef
            //TileObjectDefintion toDef = new TileObjectDefintion { pos = tilePos, className = className };
            Debug.Log("PlacedTO - Lvl.tileObjectDefinition: " + Lvl.tileObjectDefinition + ", typ: " + Lvl.tileObjectDefinition.GetType());
            Lvl.tileObjectDefinition.pos       = tilePos;
            Lvl.tileObjectDefinition.className = className;
            TileObject to = Lvl.CreateTOAtPos(Lvl.tileObjectPrefab, Lvl.tileObjectDefinition);
            Undo.RegisterCreatedObjectUndo(to.gameObject, "Create TileObject");
        }

        current.Use();
    }
Esempio n. 13
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 public void EnterWorld(int mapID)
 {
     Lvl = GameObject.FindObjectOfType <LevelSystem>();
     if (Lvl == null)
     {
         GameObject go = new GameObject("LevelSystem");
         Lvl = go.AddComponent <LevelSystem>();
     }
     else
     {
         Lvl.DelAllElements();
     }
     CharacterManager.Instance.SetRoot(Lvl.transform);
     Ect    = new EffectSystem();
     Fly    = new FlywordSystem();
     Hud    = new HUDSystem();
     Act    = new ActSystem();
     Nts    = new NodeTreeSystem();
     Plt    = new PlotSystem();
     Cut    = new VideoSystem();
     Lvl.Id = mapID;
     Lvl.Startup();
 }
Esempio n. 14
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 void UpdateCurrentTargetScore(Lvl currentLvl, int _)
 {
     this.currentTargetScore = currentLvl.targetOfShoots;
 }
Esempio n. 15
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 void OnLvlLoaded(Lvl level, int _)
 {
     textMeshProUGUI.text = level.targetOfShoots.ToString();
 }
Esempio n. 16
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 void ClearScore(Lvl _, int __)
 {
     textMeshProUGUI.text = "0";
 }