private void ThrowSacrifice() { Game.Instance.RaiseSacrificeThrown(sacrifice); sacrifice.MovementState = MovementState.Flying; sacrifice.UseGravity(0); sacrifice.AllowCollision(true); dragJoint.connectedBody = null; sacrifice = null; }
private int sacrifice() { var multi = getAttackMultiplier(); var increase = getAttackModifier(); var sacrifice = new Sacrifice(); Cooldowns[3] = sacrifice.Cooldown; Health -= (Health / 10); return(sacrifice.Action(SpellPower, Crit, multi, increase)); }
public void Enqueue(Sacrifice sacrifice) { foreach (Transform t in queueSpots) { if (!assignments.ContainsKey(t)) { assignments.Add(t, sacrifice); sacrifice.queueSpot = t; return; } } }
public static GameplayState Create() { var newGame = new GameplayState(); newGame.Random = new Random(); newGame.Sacrifice = Sacrifice.CreateFirst(newGame); newGame.SacrificeRequiredInMilleseconds = newGame.Sacrifice.TimeRequiredInMilleseconds; newGame.Player = new Player(newGame); newGame.Rooms = newGame.GenerateRooms(); newGame.CurrentRoom = newGame.Rooms[0]; return(newGame); }
private void KillOrReleaseSacrifice(Sacrifice sacrifice) { if (dropZoneType == DropZoneType.Kill) { sacrifice.Kill(); } else if (dropZoneType == DropZoneType.Miss) { sacrifice.Miss(); } else { sacrifice.Release(); } }
private void Dequeue(Sacrifice sacrifice) { assignments.Remove(sacrifice.queueSpot); sacrifice.queueSpot = null; for (int i = 0; i < queueSpots.Count - 1; ++i) { if (assignments.ContainsKey(queueSpots[i + 1])) { assignments[queueSpots[i]] = assignments[queueSpots[i + 1]]; assignments[queueSpots[i + 1]].queueSpot = queueSpots[i]; assignments.Remove(queueSpots[i + 1]); } } StartCoroutine(MoveSacrificesOneByOne()); }
private void OnSacrificeThrown(Sacrifice sacrifice) { switch (sacrifice.Data.type) { case SacrificeType.Male: manScream.Play(); break; case SacrificeType.Female: womanScream.Play(); break; case SacrificeType.Wilhelm: wilhelmScream.Play(); break; } }
internal void CompleteTheSacrifice() { AudioPlayer.PlaySfx("good"); Player.HP = Player.MaxHP; SacrificeRequiredInMilleseconds = Sacrifice.TimeRequiredInMilleseconds; var nextSacrifice = Sacrifice.Next(); if (nextSacrifice == null) { YouWin = true; return; } Player.HP = Player.MaxHP; Player.GoldCollected -= Sacrifice.GoldRequired; Player.SoulsCollected -= Sacrifice.SoulsRequired; Sacrifice = nextSacrifice; SacrificeRequiredInMilleseconds = Sacrifice.TimeRequiredInMilleseconds; }
private void OnSacrificeMissed(Sacrifice sacrifice) { print("SacrificeInfoPanel - Miss Triggered"); float random = UnityEngine.Random.Range(0f, 3f); if (random > 2f) { ShowKingText("What are you doing? Try again!"); } else if (random > 1f) { ShowKingText("It's still good. Try again!"); } else { ShowKingText("Don't break them! Try again!"); } }
public override void Cast() { Use = true; var list = Person.curArmy.army; float heal = 0; Regiment sacrifice = null; for (int i = 0; i < list.Count; i++) { if (list[i].count > heal) { heal = list[i].count; sacrifice = list[i]; } } list.Remove(sacrifice); Person.curArmy.Heal(heal * Sacrifice.SacrificeEffect(Level)); SkillAction = new GameAction(CullDown, () => StopUse()); }
void SacInit() { sacrifices = new Sacrifice[11]; sacrifices[0] = new Sacrifice("Eye - you can see"); sacrifices[1] = new Sacrifice("Eye - you can see"); sacrifices[2] = new Sacrifice("Going back - A"); sacrifices[3] = new Sacrifice("Jump - W"); sacrifices[4] = new Sacrifice("Ear - you can hear"); sacrifices[5] = new Sacrifice("Ear - you can hear"); sacrifices[6] = new Sacrifice("Interaction - E"); sacrifices[7] = new Sacrifice("Friend"); sacrifices[8] = new Sacrifice("Attack - Space"); sacrifices[9] = new Sacrifice("Life - you can try again if you have a life"); sacrifices[10] = new Sacrifice("Death - R"); for (int i = 0; i < sacrifices.Length; i++) { sacrifices[i].button = buttonsParent.transform.GetChild(i).GetComponent <Button>(); } }
protected override void _Process(dynamic incomingData, Action <IFlowResult> callBack) { ConsoleAccessor.WriteLine("Demonology v0.1: Initiation Ritual."); ConsoleAccessor.WriteLine("-------------------------------------"); ConsoleAccessor.WriteLine("What offering do you want to sacrifice?"); ConsoleAccessor.WriteLine("Goat | Ox | Human"); ConsoleAccessor.Write("-> "); var initialInput = ConsoleAccessor.Read(); if (string.IsNullOrEmpty(initialInput) || !Enum.TryParse(initialInput, ignoreCase: true, result: out SacrificeType offering)) { ConsoleAccessor.WriteLine("Your sacrifice is unacceptable!"); callBack(new FlowResult(Guid.Empty, new RitualComplete(), mustHandle: true)); return; } var sacrifice = new Sacrifice(offering); callBack(new FlowResult(sacrifice)); }
public void DoSacrifice() { locked = true; ScoreController.Instance.AddScore(); ScreenShaker.Instance.Invoke("ShakeInSeconds", 1.75f); Camera.main.GetComponent <AudioSource>().PlayOneShot(flingSound); Camera.main.GetComponent <AudioSource>().PlayOneShot(screamSounds[Random.Range(0, screamSounds.Length)], 0.25f); GameObject sac = sacrificeLine[sacrificeLine.Count - 1]; sacrificeLine.RemoveAt(sacrificeLine.Count - 1); Sacrifice s = Instantiate(flyingSacrificeObject, sac.transform.position, Quaternion.identity, sacrificeParent).GetComponent <Sacrifice>(); s.GetComponentInChildren <SpriteRenderer>().sprite = flyingSacrificeSprites[Random.Range(0, flyingSacrificeSprites.Length)]; s.DoFly(); Destroy(sac); StartCoroutine("DoStepUp"); }
private void OnSacrificeReleased(Sacrifice sacrifice) { print("SacrificeInfoPanel - Released Triggered"); if (pointSystem.KingFavor > 80) { ShowKingText("Well, it was barely worth it!"); } else if (pointSystem.KingFavor > 60) { ShowKingText("You are starting to anger me!"); } else if (pointSystem.KingFavor > 40) { ShowKingText("Don't do this again! I am warning you!"); } else if (pointSystem.KingFavor > 20) { ShowKingText("You are this close to unleashing my wrath upon you and your family!"); } else if (pointSystem.KingFavor > 0) { ShowKingText("This was the final straw!"); } }
public void RaiseSacrificeMissed(Sacrifice sacrifice) { SacrificeMissed?.Invoke(sacrifice); CheckGameEnd(); }
public void RaiseSacrificeReleased(Sacrifice sacrifice) { peopleSaved.Add(sacrifice.Data); SacrificeReleased?.Invoke(sacrifice); CheckGameEnd(); }
public void RaiseSacrificeHappened(Sacrifice sacrifice) { peopleSacrificed.Add(sacrifice.Data); SacrificeKilled?.Invoke(sacrifice); CheckGameEnd(); }
public void RaiseSacrificeHitTerrain(Sacrifice sacrifice) { SacrificeHitTerrain?.Invoke(sacrifice); }
public void SacrificeMissed(Sacrifice sacrifice) { sacrifice.kingFavorNegativeModifier *= missPenalty; }
private void OnSacrificeReleased(Sacrifice sacrifice) { splash.Play(); }
public void RaiseSacrificeThrown(Sacrifice sacrifice) { SacrificeThrown?.Invoke(sacrifice); }
public void AddSacrifice(Sacrifice sac) { db.Sacrifices.Add(sac); Save(); }
private void OnSacrificeReady(Sacrifice sacrifice) { this.sacrifice = sacrifice; dragJoint.connectedBody = sacrifice.getRigidbodyToBeDragged(); }
private void OnDraggingStarted(Sacrifice sacrifice) { //StartCoroutine(PlayDraggingAudio()); }
private void OnTerrainHit(Sacrifice sacrifice) { impactSound.Play(); }
public void RaiseSacrificeReady(Sacrifice sacrifice) { SacrificeReady?.Invoke(sacrifice); }
public void RaiseSacrificeDraggingStarted(Sacrifice sacrifice) { SacrificeDraggingStarted?.Invoke(sacrifice); }
void Start() { Sacrifice = GameObject.FindGameObjectWithTag("Sacrifice").GetComponent <Sacrifice>(); ObstacleSpawner = GameObject.FindGameObjectWithTag("ObstacleSpawner").GetComponent <ObstacleSpawner>(); }
public void SacrificeReleased(Sacrifice sacrifice) { kingFavor -= sacrifice.KingFavorNegativeModifier; RaisePointsChangedEvent(); }
private void OnSacrificeKilled(Sacrifice sacrifice) { volcanoNoise.Play(); }