// Start is called before the first frame update void Start() { playerMoveScript = GetComponent <MovementTest>(); }
//Used to update the attack scene. each block of code within has been commented private void Update() { //Updates the health seen in the ui according to the players actual health if (playerHealth != null) { health.text = playerHealth.GetComponent <TextMesh>().text; } else { health.text = ""; } //Gets the users balance from the database at the start of the scene and stores in static variable (userBalance) FirebaseDatabase.DefaultInstance.GetReference("users").GetValueAsync().ContinueWith(task => { if (task.IsFaulted) { // Handle the error... } else if (task.IsCompleted) { DataSnapshot dataSnapshot = task.Result; // Do something with snapshot... foreach (DataSnapshot s in dataSnapshot.Children) { if (email.Equals(s.Child("email").Value.ToString())) { //Debug.Log("LOOK HERE " + s.Child("balance").Value.ToString()); bal = "£" + s.Child("balance").Value.ToString(); if (!onlyOnce) { userBalance = int.Parse(s.Child("balance").Value.ToString()); onlyOnce = true; } } } } }); /* If the balance has been retrieved from the database then * it uses the static variable to update the text representing the players balance on the ui */ if (onlyOnce) { balanceText.text = "£" + userBalance.ToString(); } //Once the userID and villages turrets have been retreived from database the village is populated and the load panel is hidden if (loadDone && loadDone2) { for (int i = 0; i < positions.Count; i++) { ////// ///new stuff GameObject g; if (turretTypes[i] == 1) { g = (GameObject)Instantiate(turr1); } else if (turretTypes[i] == 2) { g = (GameObject)Instantiate(turr2); } else { g = (GameObject)Instantiate(turr3); } g.transform.position = positions[i]; g.transform.SetParent(ground); } loadingPanel.SetActive(false); loadDone = false; } //If village hub is destroyed then show the win panel else if the player is destroyed show the lose panel if (villageHub == null) { WinPanel.SetActive(true); //Stop player moving after killing village by disabling script MovementTest mTest = player.GetComponent <MovementTest>(); mTest.Stop(); if (!balChangedOnWinOrLose) { userBalance = userBalance + 500; balChangedOnWinOrLose = true; //Show Toast WinToastMaker.showToast("Congratulations! You have earned £500", 2); } } else if (player == null) { gameOverPanel.SetActive(true); if (!balChangedOnWinOrLose) { userBalance = userBalance - 500; balChangedOnWinOrLose = true; //Show Toast //toastMaker.setTextObj(LoseToastText); LoseToastMaker.showToast("You have failed to take over this village. Forced to pay out £500", 2); } } }
// Use this for initialization void Start() { movement = new MovementTest(speed); }