// Use this for initialization public void OnClickStartGame() { PlayerStatus.ResourcesCount = 100; PlayerStatus.GoldCount = 100; PlayerStatus.ShipPos = new Vector3(0, 0, 0); PlayerStatus.ShipHealthMax = 100; PlayerStatus.ShipHealthCurrent = 100; PlayerStatus.AmmoCount = 20; QuestsStatus.testQuestStatus = -1; IslandStats.IslandLocations = GetComponent <IslandGeneration>().generateIslands(); SceneManager.LoadScene(SceneIndexes.WorldMap()); PlayerStatus.Ship = new Ship( "FTL", // name "Your trusty old sloop. She may not be much, but she served you well during your time as a merchant.", // description 1000, // value Ship.ShipClass.SLOOP, // ship class 100, // base hull health 10, // base/necessary crew health/count 50 // base sail health ); //for (int i = 0; i < 10; i++) // PlayerStatus.Inventory.AddItem(new CrewWeapon( // "Sword", // name // "A four-foot long steel blade with a leather-bound hilt. A well made sword, but nothing to brag about.", // description // 50, // value // CrewWeapon.WeaponMaterial.STEEL,// weapon material // 100, // current condition // 100, // maximum condition // 2)); // damage //for (int i = 0; i < 4; i++) // PlayerStatus.Inventory.AddItem(new ShipWeapon( // "Basic Cannon", // name // "The old and reliable 20mm naval gun, a common weapon used by merchant, pirate, and naval vessels alike.", // description // 50, // value // ShipWeapon.WeaponType.CANNON, // weapon type // Ammunition.AmmoType.CANNONBALL, // ammo type // 2, // cooldown // 10)); // damage //PlayerStatus.Inventory.AddItem(new Consumable( // "Health Potion", // name // "A blood-red potion, used to magically heal an individual's wounds.", // description // 5, // value // Consumable.Effect.HEAL, // effect // 10), // magnitude // 4); // quantity //PlayerStatus.Inventory.AddItem(new Ammunition( // "Explosive Rounds", // name // "Filled to the brim with brimstone, these cannonballs violently explode on impact, greviously wounding enemy crew.", // description // 1, // value // Ammunition.AmmoType.CANNONBALL, // weapon material // 1, // hull damage multiplier // 3, // crew damage multiplier // 1), // sail damage multiplier // 100); // quantity }
public static void ReturnToMap(int goldReward, int resourcesReward, Vector3 returnPos) //if returnPos is the same location the ship was in before, pass in PlayerStatus.ShipPos { PlayerStatus.GoldCount += goldReward; PlayerStatus.ResourcesCount += resourcesReward; PlayerStatus.ShipPos = returnPos; SceneManager.LoadScene(SceneIndexes.WorldMap()); }
public void Load() { if (File.Exists(Application.dataPath + "/saves/SaveData.dat")) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.dataPath + "/saves/SaveData.dat", FileMode.Open); data = (Savedata)bf.Deserialize(file); CopyLoadData(); file.Close(); SceneManager.LoadScene(SceneIndexes.WorldMap()); } }
public void LoadWorldMap() { SceneManager.LoadScene(SceneIndexes.WorldMap()); }
private void ConcludeTutorial() { SceneManager.LoadScene(SceneIndexes.WorldMap()); }
public virtual void SetSailOnClick(MainPanelButton caller) { SceneManager.LoadScene(SceneIndexes.WorldMap()); }