/* Load Stats */ public void LoadPlayerStats(Player2D_StatsHolder _stats) { string[] statstring = PlayerPrefs.GetString("Player_Stats").Split(new char[] { ',' }); _stats.Name = statstring[0]; float tempvalue = 0.0f; float.TryParse(statstring[1], out tempvalue); //Level _stats.Level = (int)tempvalue; float.TryParse(statstring[2], out tempvalue); //HP _stats.Health = tempvalue; float.TryParse(statstring[3], out tempvalue); //Attack _stats.Attack = tempvalue; float.TryParse(statstring[4], out tempvalue); //Stamina _stats.Stamina = tempvalue; float.TryParse(statstring[5], out tempvalue); //Defense _stats.Defense = tempvalue; float.TryParse(statstring[6], out tempvalue); //MovementSpeed _stats.MoveSpeed = tempvalue; float.TryParse(statstring[7], out tempvalue); //gold _stats.gold = (int)tempvalue; float.TryParse(statstring[8], out tempvalue); //EXP _stats.EXP = tempvalue; float.TryParse(statstring[9], out tempvalue); //MaxEXP _stats.MaxEXP = tempvalue; float.TryParse(statstring[10], out tempvalue); //MaxHP _stats.MaxHealth = tempvalue; float.TryParse(statstring[11], out tempvalue); //MaxStamina _stats.MaxStamina = tempvalue; }
void Start() { // Pet Manager m_PetsManager = GetComponent <PetsManager>(); // Player m_Player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_Manager>().gameObject; m_PlayerStats = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_StatsHolder>(); m_PetsManager.SetPlayer(m_Player); m_PetsManager.SetPlayerStats(m_PlayerStats); // Pet Variables from Pets Manager m_PetsManager.GetPetDestination().Set(0, 0, 0); m_PetsManager.SetPetDestination(m_PetsManager.GetPetDestination()); m_PetsManager.SetDistanceApart(0f); m_PetsManager.SetGuardRange(0f); m_PetsManager.SetFollowRange(0f); m_PetsManager.SetHealRange(0f); // StateMachine m_StateMachine = new StateMachine(); m_PetsManager.SetStateMachine(m_StateMachine); m_PetsManager.GetStateMachine().AddState(new StateDeerGuard("StateDeerGuard", gameObject)); m_PetsManager.GetStateMachine().AddState(new StateDeerFollow("StateDeerFollow", gameObject)); m_PetsManager.GetStateMachine().AddState(new StateDeerTeleport("StateDeerTeleport", gameObject)); m_PetsManager.GetStateMachine().AddState(new StateDeerHeal("StateDeerHeal", gameObject)); m_PetsManager.GetStateMachine().SetNextState("StateDeerGuard"); m_PetsManager.EXPReward = m_PetsManager.EXPRewardScaling * m_PetsManager.Level; m_PetsManager.Init(); }
// Use this for initialization public void Init(int _level) { player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_Manager>().gameObject; playerStats = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_StatsHolder>(); e_spriteManager = GetComponent <SpriteManager>(); // set default equipments(will be moved to savefile) e_spriteManager.SetHeadEquip(SpriteManager.S_Wardrobe.HEADP_NULL); e_spriteManager.SetTopEquip(SpriteManager.S_Wardrobe.TOP_NULL); e_spriteManager.SetBottomEquip(SpriteManager.S_Wardrobe.BOTTOM_NULL); e_spriteManager.SetShoesEquip(SpriteManager.S_Wardrobe.SHOES_NULL); e_spriteManager.SetWeaponEquip(SpriteManager.S_Weapon.DAGGER); chasingTimer = 4f; maxSpeed = 5f; // Setting Skeleton Initial State as IDLE. skeletonState = EnemySkeletonState.IDLE; enemyToPatrolTimer = 5f; canCountDownPatrolTimer = false; canPatrol = false; // Setting the range for Enemy State to be CHASE. enemyChaseRange = 5f; // Setting the range for Enemy State to be ATTACk. enemyAttackRange = 1f; enemyAttackTimer = 1f; canCountDownAttackTimer = false; canAttack = false; //Initialize Stats from the leveling system enemyLevel = _level; levelingSystem = GetComponent <LevelingSystem>(); levelingSystem.Init(this, false); }
/* Save Stats */ public void SavePref(Player2D_StatsHolder _stats) { string tempstring = _stats.Name + "," + _stats.Level + "," + _stats.Health + "," + _stats.Attack + "," + _stats.Stamina + "," + _stats.Defense + "," + _stats.movespeed + "," + _stats.gold + "," + _stats.EXP + "," + _stats.MaxEXP + "," + _stats.MaxHealth + "," + _stats.MaxStamina; PlayerPrefs.SetString("Player_Stats", tempstring); }
void Start() { // Enemy Manager m_EnemyManager = GetComponent <EnemyManager>(); // Player m_Player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_Manager>().gameObject; m_PlayerStats = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_StatsHolder>(); m_EnemyManager.SetPlayer(m_Player); m_EnemyManager.SetPlayerStats(m_PlayerStats); // Enemy Variables from Enemy Manager m_EnemyManager.GetEnemyDestination().Set(0, 0, 0); m_EnemyManager.SetEnemyDestination(m_EnemyManager.GetEnemyDestination()); m_EnemyManager.SetDistanceApart(0f); m_EnemyManager.SetChaseRange(0f); m_EnemyManager.SetAttackRange(0f); m_EnemyManager.SetChangeStateTimer(0f); m_EnemyManager.SetAttackTimer(0f); m_EnemyManager.SetBoolCanAttack(false); m_EnemyManager.SetBoolCanPatrol(false); // StateMachine m_StateMachine = new StateMachine(); m_EnemyManager.SetStateMachine(m_StateMachine); m_EnemyManager.GetStateMachine().AddState(new StateSkeletonIdle("StateSkeletonIdle", gameObject)); m_EnemyManager.GetStateMachine().AddState(new StateSkeletonChase("StateSkeletonChase", gameObject)); m_EnemyManager.GetStateMachine().AddState(new StateSkeletonAttack("StateSkeletonAttack", gameObject)); m_EnemyManager.GetStateMachine().AddState(new StateSkeletonPatrol("StateSkeletonPatrol", gameObject)); m_EnemyManager.GetStateMachine().SetNextState("StateSkeletonIdle"); // Sprite Manager m_SpriteManager = GetComponent <SpriteManager>(); m_EnemyManager.SetSpriteManager(m_SpriteManager); m_EnemyManager.GetSpriteManager().SetHeadEquip(SpriteManager.S_Wardrobe.HEADP_NULL); m_EnemyManager.GetSpriteManager().SetTopEquip(SpriteManager.S_Wardrobe.TOP_NULL); m_EnemyManager.GetSpriteManager().SetBottomEquip(SpriteManager.S_Wardrobe.BOTTOM_NULL); m_EnemyManager.GetSpriteManager().SetShoesEquip(SpriteManager.S_Wardrobe.SHOES_NULL); m_EnemyManager.GetSpriteManager().SetWeaponEquip(SpriteManager.S_Weapon.DAGGER); m_EnemyManager.Level = 1; //m_EnemyManager.Waypoint = _wayPoints; //m_EnemyManager.CurrWaypointID = _wayPointCurrID; m_EnemyManager.EXPReward = m_EnemyManager.EXPRewardScaling * 1; m_EnemyManager.Init(); }
// Use this for initialization public void Init(int _level) { m_playerStats = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_StatsHolder>(); m_level = _level; levelingSystem = GetComponent <LevelingSystem>(); levelingSystem.Init(this, false); /* Initialize State Machine with its states */ m_StateMachine = new StateMachine(); m_StateMachine.AddState(new StateBossIdle("StateIdle", gameObject)); m_StateMachine.AddState(new StateBossAttack("StateAttack", gameObject)); m_StateMachine.AddState(new StateBossRage("StateRage", gameObject)); m_StateMachine.SetNextState("StateIdle"); dead = false; }
void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_Manager>().gameObject; playerStats = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_StatsHolder>(); maxSpeed = 30f; followTimer = 2f; // The amount of HP that a Pet will use to heal Player. addPlayerHP = 20f; HealCoolDownTimer = 10f; SpriteRenderTimer = 3f; HasPetHeal = false; CanHealCoolDown = false; CanActivateSprite = false; // Pet Recovery State CanPetRecover = false; HasPetRecover = false; PetRecoverTimer = 20f; // Pet current state to be GUARD. petState = PetState.FOLLOW; // Setting the range for Pet State to be GUARD. PetGuardRange = 1f; // Setting the range for Pet to heal the Player. PetHealRange = 2.5f; // Setting the range for Pet State to be TELEPORT. PetFollowRange = 5f; HasPetTeleport = false; // Setting the range for Pet to ATTACK. PetAttackRange = 1f; HasPetAttack = false; //Initialize Stats from the leveling system levelingSystem = GetComponent <LevelingSystem>(); levelingSystem.Init(this, false); // Ignore Collision between Player and Pet. Physics2D.IgnoreCollision(GetComponent <Collider2D>(), player.GetComponent <Collider2D>()); }
// --------------------------------------------------------------------------------------------------------- // // Use this for initialization void Start() { /* Stats Things */ statsHolder = GetComponent <Player2D_StatsHolder>(); /* Animation */ animTimer = 0.0f; m_fAniTime = 0.1f; attackClicked = false; p_spriteManager = GetComponent <SpriteManager>(); // set default equipments(will be moved to savefile) p_spriteManager.SetHeadEquip(SpriteManager.S_Wardrobe.HEADP_DEFAULT); p_spriteManager.SetTopEquip(SpriteManager.S_Wardrobe.TOP_DEFAULT); p_spriteManager.SetBottomEquip(SpriteManager.S_Wardrobe.BOTTOM_DEFAULT); p_spriteManager.SetShoesEquip(SpriteManager.S_Wardrobe.SHOES_DEFAULT); p_spriteManager.SetWeaponEquip(SpriteManager.S_Weapon.DAGGER); // initialising the equipments for (int i = 0; i < EquipmentList.Length; ++i) { EquipmentList[i] = null; } /* Storing Player Info */ PlayerSaviour.Instance.LoadInv(Inventory); if (PlayerPrefs.GetString("Player_Stats") != "") { PlayerSaviour.Instance.LoadPlayerStats(statsHolder); } //Debug.Log("Player Manager: HP - " + statsHolder.Health); if (PlayerPrefs.GetInt("NumStoredItems") == 0) { PlayerEquipmentInit(); } if (PlayerPrefs.GetInt("NumStoredEquipments") == 0) { PlayerSaviour.Instance.LoadEquipment(EquipmentList); Requip(); } cm = GameObject.FindGameObjectWithTag("GameScript").GetComponent <ControlsManager>(); /* Player Movement */ #if UNITY_EDITOR || UNITY_STANDALONE inputX = inputY = 0; #elif UNITY_ANDROID || UNITY_IPHONE inputX = Input.acceleration.x; inputY = Input.acceleration.y; #endif m_confusedModifier = 1; m_Sprint = 1.0f; // cannot be zero m_maxSprint = 2.0f; // cannot be zero /* Initialising */ if (GameObject.FindGameObjectWithTag("GameScript").GetComponent <AchievementDisplay>() != null) { achDis = GameObject.FindGameObjectWithTag("GameScript").GetComponent <AchievementDisplay>(); } invenDis = GameObject.FindGameObjectWithTag("GameScript").GetComponent <Inventory>(); tutDis = GameObject.FindGameObjectWithTag("GameScript"); }
// Use this for initialization void Start() { stats = GetComponent <Player2D_StatsHolder> (); content = GetComponent <Image> (); }
// Variables Setter & Getter // // Player public void SetPlayerStats(Player2D_StatsHolder _statsHolder) { m_PlayerStats = _statsHolder; }