Esempio n. 1
0
    //randomly select and display three abilities to choose from
    public void DisplayNewAbility()
    {
        GameObject     display        = Instantiate(newAbilitySelect, new Vector3(0, 0), Quaternion.identity, GameObject.Find("HUDCanvas").transform);
        abilityManager abilityManager = GameObject.Find("AbilityManager").GetComponent <abilityManager>();

        List <GameObject> choices = abilityManager.newAbility();

        for (int i = 0; i < 3; i++)
        {
            GameObject       choice = Instantiate(choices[i], new Vector3(0, i * 3, 0), Quaternion.identity);
            NewAbilitySelect select = display.GetComponent <NewAbilitySelect>();
            select.AddChoice(choice);
            PlayerAbilities[] playerAbilitiesList = GetComponentsInChildren <PlayerAbilities>(true);
            PlayerAbilities   playerAbilities     = GetComponentsInChildren <PlayerAbilities>(true)[playerAbilitiesList.Length - 1];
            select.GetComponentsInChildren <Button>()[i].onClick.AddListener(delegate
            {
                playerAbilities.LearnAbility(choice);
                choice.transform.parent = playerAbilities.transform;

                //create new map and load it
                GameObject.Find("GameManager").GetComponent <MapManager>().CreateMap();
                GameObject.Find("GameManager").GetComponentInChildren <PlayerMovement>(true).Init();

                SceneManager.LoadScene("Map");
            });
        }
    }
Esempio n. 2
0
    public void LoadLevelUp(List <GameObject> players, int index)
    {
        GameObject player = players[index];

        player.GetComponent <PlayerStats>().levelUps--;
        statsObj.SetActive(true);
        continueButtonObj.SetActive(true);

        statsObj.GetComponent <DisplayStats>().modPointsLeft = 3;
        statsObj.GetComponent <DisplayStats>().ShowMods();
        statsObj.GetComponent <DisplayStats>().showPortrait    = true;
        statsObj.GetComponent <DisplayStats>().portrait.sprite = player.GetComponent <SpriteRenderer>().sprite;
        statsObj.GetComponent <DisplayStats>().SetStats(player);

        continueButtonObj.GetComponent <Button>().onClick.AddListener(delegate
        {
            statsObj.SetActive(false);
            continueButtonObj.SetActive(false);
            GameObject.Find("ChooseText").GetComponent <Text>().text = "Learn a new ability";

            //display new ability to learn
            GameObject abilitySelect      = Instantiate(newAbilitySelect, new Vector3(0, 1, 0), Quaternion.identity, GameObject.Find("HUDCanvas").transform);
            abilityManager abilityManager = GameObject.Find("AbilityManager").GetComponent <abilityManager>();

            List <GameObject> choices = abilityManager.newAbility();
            for (int i = 0; i < 3; i++)
            {
                GameObject choice       = Instantiate(choices[i], new Vector3(0, i * 3, 0), Quaternion.identity);
                NewAbilitySelect select = abilitySelect.GetComponent <NewAbilitySelect>();
                select.AddChoice(choice);
                PlayerAbilities playerAbilities = player.GetComponent <PlayerAbilities>();
                select.GetComponentsInChildren <Button>()[i].onClick.AddListener(delegate
                {
                    //learn ability and continue to map scene/next char level up
                    playerAbilities.LearnAbility(choice);
                    choice.transform.parent = playerAbilities.transform;
                    Destroy(abilitySelect);
                    //Destroy(choice);
                    if (index >= players.Count - 1)
                    {
                        SceneManager.LoadScene("Map");
                    }
                    else
                    {
                        LoadLevelUp(players, index + 1);
                    }
                });
            }
        });
    }