//end rush gamemode game void Rush_EndGame(string motivation) { PlayerLevelManager.AddExp(score); // add score to player experince gmOverMenu.gameObject.SetActive(true); gmOverMenu.Rush_InfoPreset(score, motivation); StopGame(); }
// Start is called before the first frame update void Start() { player = Player.instance; playerLevel = PlayerLevelManager.instance; statsWindow.SetActive(false); }
//end the game void EndGame() { PlayerLevelManager.AddExp(score); // add score to player experince _ref.gmOverMenu.gameObject.SetActive(true); //gmOverMenu.SetInfo(GameMode, timer); _ref.gmOverMenu.TimeAttack_InfoPeset(timer); StopGame(); }
void Awake() { Debug.Log(controls); controls = new PlayerHubInput(); Debug.Log(controls); controls.Player.SetCallbacks(this); playerLevelManager = new PlayerLevelManager(levelScale); }
new_xp; // Кол-во опыта для нового уровня private void Awake() { player_level_manager = this; player_lvl = GlobalData.GetInt("PlayerLvl"); current_xp = GlobalData.GetInt("PlayerXP"); new_xp = (int)CalculatePlayerXP(); ClassicDifficultSystem.player_level_manager = this; // Кэшируем скрипт }
public override void OnDeath() { if (dropItems.Count > 0 && dropRate > UnityEngine.Random.value) { GameObject dropItem = dropItems[UnityEngine.Random.Range(0, dropItems.Count)]; GameObject item = Instantiate(dropItem, transform.position, Quaternion.identity); } PlayerLevelManager.addExp(exp); Destroy(this.gameObject); }
void Start() { PlayerManager playerManager; playerManager = WindyFramework.FrameworkEntry.GetComponent <PlayerManager>(); playerLevelManager = playerManager.playerLevelManager; EventManager eventManager; eventManager = WindyFramework.FrameworkEntry.GetComponent <EventManager>(); eventManager.Subscribe(EventsId.MOUSE_LEFT_BUTTON_CLICKED, OnClick); }
private void Awake() { if (instance == null) { instance = this; } else { Destroy(this); return; } onLevelUp += () => print("Level up"); }
// Use this for initialization void Start() { instance = this.gameObject; direction = inicialDirection; boneCounterText = boneCounter.GetComponent <Text> (); mergedBoneCounterText = mergedBoneCounter.GetComponent <Text> (); invulnerableTimeStamp = 0; maxLife = baseStats.maxLife; speed = baseStats.speed; magicDamage = baseStats.initialMagicDamage; stabDamage = baseStats.initialMeleeDamage; meleeAttackCooldown = baseStats.meleeAttackCooldown; rangedAttackCooldown = baseStats.rangedAttackCooldown; currentLife = maxLife; levelManager = GetComponent <PlayerLevelManager>(); DefineCharacterStats(); animator.runtimeAnimatorController = characterStats.animatorController; GameObject firingPointsParent = Instantiate(characterStats.firingPointsPrefab, transform); upFiringPoint = firingPointsParent.transform.Find("UpFiringPoint"); downFiringPoint = firingPointsParent.transform.Find("DownFiringPoint"); rightFiringPoint = firingPointsParent.transform.Find("RightFiringPoint"); upRightFiringPoint = firingPointsParent.transform.Find("UpRightFiringPoint"); downRightFiringPoint = firingPointsParent.transform.Find("DownRightFiringPoint"); if (representsPlayer == RepresentsPlayer.Player1) { magicProjectilePrefab = characterStats.projectilePrefab; meleeAttackPrefab = characterStats.meleeAttackPrefab; } else { magicProjectilePrefab = characterStats.projectilePrefabPlayer2; meleeAttackPrefab = characterStats.meleeAttackPrefabPlayer2; } DefineAnimationLengths(); }
//Initializes the game for each level. void InitGame() { //SceneManager.LoadScene("menu"); vertExtent = Camera.main.orthographicSize; horzExtent = vertExtent * Screen.width / Screen.height; // set player status variables playerStatus.maxHp = 100f; playerStatus.currentHp = 100f; playerStatus.maxChargeBarValue = 1000f; playerStatus.currentChargeBarValue = 0f; playerStatus.chargeCoolDownDuration = 3f; playerStatus.chargeBarIncreaseRate = 5f; playerStatus.chargeBarDecreaseRate = 10f; playerStatus.shootCoolDownDuration = 0.2f; playerStatus.invincibleDuration = 2f; playerStatus.currentAttackType = PlayerAttackType.Shoot; // set weapon status variables weaponStatus.bulletDamage = 10f; weaponStatus.bulletSpeed = 15f; weaponStatus.swordDamage = 10f; weaponStatus.swordRepelForce = 10f; weaponStatus.chargeBulletDamage = 50f; weaponStatus.chargeBulletSpeed = 10f; weaponStatus.chargeSwordDamage = 100f; weaponStatus.chargeSwordSpeed = 3f; mouseInputStatus = MouseInputState.Attack; gameState = GameState.Tutorial; playerLevelManager = new PlayerLevelManager(); playerLevelManager.SetVitalityToLevel(1); playerLevelManager.SetSkillToLevel(1); playerLevelManager.SetStrengthToLevel(1); coin = 1000; wave = 1; SetCoinText(coin); SetWaveText(wave); SetPlayerLevelText(playerLevelManager.playerLevel); }
private HashSet <AbstractCreature> lastTargets; // Used to keep targets betwen turns void Awake() { SpawnPlayer(); rb2d = GetComponent <Rigidbody2D>(); skillHandler = GetComponent <SkillHandler>(); keysFound = new HashSet <string>(); animator = GetComponent <Animator>(); PlayerLevelManager.Init(this, playerUIController); switch (playerClass) { case PlayerClass.Warrior: gameObject.AddComponent(typeof(BasicMelee)); gameObject.AddComponent(typeof(SlamAttack)); gameObject.AddComponent(typeof(WeakeningShout)); gameObject.AddComponent(typeof(Whirlwind)); break; case PlayerClass.Wizard: gameObject.AddComponent(typeof(Fireball)); //gameObject.AddComponent(typeof(GraspingRoots)); gameObject.AddComponent(typeof(LavaWave)); gameObject.AddComponent(typeof(ManaShield)); gameObject.AddComponent(typeof(StunningStrike)); break; case PlayerClass.Ranger: gameObject.AddComponent(typeof(BasicRanged)); gameObject.AddComponent(typeof(RicochetArrow)); gameObject.AddComponent(typeof(ImmolationArrow)); //gameObject.AddComponent(typeof(TacticalReposition)); //gameObject.AddComponent(typeof(ThrowTrap)); gameObject.AddComponent(typeof(Volley)); break; } skillHandler.InitSkills(); }
// Use this for initialization void Start() { PlayerLevelManager.GetSaveData(); PlayerLevelManager.CalculateExpForNextLevel(); }
private void Awake() { _instance = this; }