Esempio n. 1
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    void Start()
    {
        aiPath    = GetComponent <AIPath>();
        coolDown  = 2f;
        countDown = coolDown;

        strExp = PlayerEngine.FindNextLevelExpRequirement(strLvl);
    }
Esempio n. 2
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    void Awake()
    {
        //heart = hearts;

        //for (int i = 0; i < pHealth; i++)
        //    heart[i].SetActive(true);

        pHealthExp = PlayerEngine.FindNextLevelExpRequirement(pHealthLevel);
        theDM      = FindObjectOfType <DialogManager>();
        StartCoroutine(HealBackHealth());
        countDown = coolDown;
    }
Esempio n. 3
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    //Gives exp depending on spell cast
    void MagicGiveExp(int exp)
    {
        if (PlayerEngine.MaxLevel(magLvl))
        {
            return;
        }

        magExp += exp * 4;
        Debug.Log("Magic Exp: " + magExp);
        if (magExp >= PlayerEngine.FindNextLevelExpRequirement(magLvl + 1))
        {
            MagicLevel();
        }
    }
Esempio n. 4
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    void MiningGiveExp(float exp)
    {
        if (PlayerEngine.MaxLevel(mineLvl))
        {
            return;
        }

        mineExp += exp;
        Debug.Log("Mining Exp: " + mineExp);
        if (mineExp >= PlayerEngine.FindNextLevelExpRequirement(mineLvl + 1))
        {
            MiningLevel();
        }
    }
Esempio n. 5
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    public static void CraftingGiveExp(float exp)
    {
        if (PlayerEngine.MaxLevel(craftLvl))
        {
            return;
        }

        craftExp += exp;
        Debug.Log("Crafting Exp: " + craftExp);
        if (craftExp >= PlayerEngine.FindNextLevelExpRequirement(craftLvl + 1))
        {
            CraftingLevel();
        }
    }
Esempio n. 6
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    //Gives exp depending on dmg done
    void StrengthGiveExp(int exp)
    {
        if (PlayerEngine.MaxLevel(strLvl))
        {
            return;
        }

        strExp += exp * 4;
        Debug.Log("Strength Exp: " + strExp);

        if (strExp >= PlayerEngine.FindNextLevelExpRequirement(strLvl + 1))
        {
            StrengthLevel();
        }
    }
Esempio n. 7
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    //Gives exp depending on dmg done
    void DefenseGiveExp(int exp)
    {
        if (PlayerEngine.MaxLevel(defLvl))
        {
            return;
        }

        defExp += exp * 4;
        Debug.Log("Defense Exp: " + defExp);

        if (defExp >= PlayerEngine.FindNextLevelExpRequirement(defLvl + 1))
        {
            DefenseLevel();
        }
    }
Esempio n. 8
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    void Start()
    {
        magExp    = PlayerEngine.FindNextLevelExpRequirement(magLvl);
        countDown = coolDown;

        if (magLvl >= 5)
        {
            waterButton.GetComponent <Button>().enabled = true;
            Color c = new Color(255, 255, 255, 255);
            waterButton.GetComponent <Image>().color = c;
            waterButton.GetComponentInChildren <SpriteRenderer>().enabled = false;
            waterButton.GetComponentInChildren <Text>().text = "";
        }

        if (magLvl >= 15)
        {
            earthButton.GetComponent <Button>().enabled = true;
            Color c = new Color(255, 255, 255, 255);
            earthButton.GetComponent <Image>().color = c;
            earthButton.GetComponentInChildren <SpriteRenderer>().enabled = false;
            earthButton.GetComponentInChildren <Text>().text = "";
        }

        if (magLvl >= 20)
        {
            fireButton.GetComponent <Button>().enabled = true;
            Color c = new Color(255, 255, 255, 255);
            fireButton.GetComponent <Image>().color = c;
            fireButton.GetComponentInChildren <SpriteRenderer>().enabled = false;
            fireButton.GetComponentInChildren <Text>().text = "";
        }

        if (magLvl >= 25)
        {
            healButton.GetComponent <Button>().enabled = true;
            Color c = new Color(255, 255, 255, 255);
            healButton.GetComponent <Image>().color = c;
            healButton.GetComponentInChildren <SpriteRenderer>().enabled = false;
            healButton.GetComponentInChildren <Text>().text = "";
        }
    }
Esempio n. 9
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    //Gives exp depending on dmg done
    public static void GiveHealthExp(int exp)
    {
        pHealthExp += exp * 4;
        Debug.Log("Health Exp: " + pHealthExp);

        if (pHealthExp >= PlayerEngine.FindNextLevelExpRequirement(pHealthLevel + 1))
        {
            pHealthLevel++;
            pHealth = pHealthLevel;

            //heart[pHealth - 1].SetActive(true);

            //for (int i = 0; i < pHealth; i++)
            //    heart[i].GetComponent<SpriteRenderer>().color = new Color(255, 255, 255, 255);

            PlayerEngine.theDM.dLines      = new string[1];
            PlayerEngine.theDM.dLines[0]   = "You have leveled up health! You are now at level " + pHealthLevel + ".";
            PlayerEngine.theDM.currentLine = 0;
            PlayerEngine.theDM.ShowDialog();
        }
    }
Esempio n. 10
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 void Start()
 {
     mineExp   = PlayerEngine.FindNextLevelExpRequirement(mineLvl);
     countDown = coolDown;
 }
Esempio n. 11
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    void Update()
    {
        if (!PlayerEngine.MaxLevel(StrengthSkill.strLvl))
        {
            expText[0].GetComponent <Text>().text = StrengthSkill.strExp + " / " + PlayerEngine.FindNextLevelExpRequirement(StrengthSkill.strLvl + 1);
        }
        else
        {
            expText[0].GetComponent <Text>().text = StrengthSkill.strExp + " / " + PlayerEngine.FindNextLevelExpRequirement(StrengthSkill.strLvl);
        }

        if (!PlayerEngine.MaxLevel(DefenseSkill.defLvl))
        {
            expText[1].GetComponent <Text>().text = DefenseSkill.defExp + " / " + PlayerEngine.FindNextLevelExpRequirement(DefenseSkill.defLvl + 1);
        }
        else
        {
            expText[1].GetComponent <Text>().text = DefenseSkill.defExp + " / " + PlayerEngine.FindNextLevelExpRequirement(DefenseSkill.defLvl);
        }

        if (!PlayerEngine.MaxLevel(PlayerHealth.pHealthLevel))
        {
            expText[2].GetComponent <Text>().text = PlayerHealth.pHealthExp + " / " + PlayerEngine.FindNextLevelExpRequirement(PlayerHealth.pHealthLevel + 1);
        }
        else
        {
            expText[2].GetComponent <Text>().text = PlayerHealth.pHealthExp + " / " + PlayerEngine.FindNextLevelExpRequirement(PlayerHealth.pHealthLevel);
        }

        if (!PlayerEngine.MaxLevel(MagicSkill.magLvl))
        {
            expText[3].GetComponent <Text>().text = MagicSkill.magExp + " / " + PlayerEngine.FindNextLevelExpRequirement(MagicSkill.magLvl + 1);
        }
        else
        {
            expText[3].GetComponent <Text>().text = MagicSkill.magExp + " / " + PlayerEngine.FindNextLevelExpRequirement(MagicSkill.magLvl);
        }

        if (!PlayerEngine.MaxLevel(MiningSkill.mineLvl))
        {
            expText[4].GetComponent <Text>().text = MiningSkill.mineExp + " / " + PlayerEngine.FindNextLevelExpRequirement(MiningSkill.mineLvl + 1);
        }
        else
        {
            expText[4].GetComponent <Text>().text = MiningSkill.mineExp + " / " + PlayerEngine.FindNextLevelExpRequirement(MiningSkill.mineLvl);
        }

        if (!PlayerEngine.MaxLevel(CraftingSkill.craftLvl))
        {
            expText[5].GetComponent <Text>().text = CraftingSkill.craftExp + " / " + PlayerEngine.FindNextLevelExpRequirement(CraftingSkill.craftLvl + 1);
        }
        else
        {
            expText[5].GetComponent <Text>().text = CraftingSkill.craftExp + " / " + PlayerEngine.FindNextLevelExpRequirement(CraftingSkill.craftLvl);
        }

        lvlText[0].GetComponent <Text>().text = "Lv. " + StrengthSkill.strLvl;
        lvlText[1].GetComponent <Text>().text = "Lv. " + DefenseSkill.defLvl;
        lvlText[2].GetComponent <Text>().text = "Lv. " + PlayerHealth.pHealthLevel;
        lvlText[3].GetComponent <Text>().text = "Lv. " + MagicSkill.magLvl;
        lvlText[4].GetComponent <Text>().text = "Lv. " + MiningSkill.mineLvl;
        lvlText[5].GetComponent <Text>().text = "Lv. " + CraftingSkill.craftLvl;

        yourCash.GetComponent <Text>().text = PlayerEngine.pCash.ToString();
    }
Esempio n. 12
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 void Start()
 {
     craftExp = PlayerEngine.FindNextLevelExpRequirement(craftLvl);
 }