// Start is called before the first frame update private void Awake() { prev = MoneyUI.gameObject.transform.localScale; SM = GetComponent <ShipsManagement>(); Hp = SM.Spaceship.GetComponent <Health>(); PC = SM.Spaceship.GetComponent <PlayerControl>(); }
public override void Buy() { if (!Bought && c.Money >= Cost && UnlockedAtLevel <= c.LevelsUnlocked) { Bought = true; c.Money -= Cost; ShipsManagement s = c.gameObject.GetComponent <ShipsManagement>(); s.Weapons.Add(Weapon); s.setWeaponSwitching(); c.Shop(); } }
public PlayerData(GameObject Player) { Currency c = Player.GetComponent <Currency>(); // Set Money and Shop Money = c.Money; Shop = new bool[c.Items.Count]; for (int i = 0; i < c.Items.Count; i++) { Shop[i] = c.Items[i].Bought; } Upgrades = new int[c.Upgrades.Count]; for (int i = 0; i < c.Upgrades.Count; i++) { Upgrades[i] = c.Upgrades[i].Level; } ColorShop = new bool[c.Textures.Count]; for (int i = 0; i < c.Textures.Count; i++) { ColorShop[i] = c.Textures[i].Bought; } ColorShop2 = new bool[c.Textures2.Count]; for (int i = 0; i < c.Textures2.Count; i++) { ColorShop2[i] = c.Textures2[i].Bought; } for (int i = 0; i < c.Textures.Count; i++) { if (c.Textures[i].Used) { Color = i; } } for (int i = 0; i < c.Textures2.Count; i++) { if (c.Textures2[i].Used) { Color2 = i; } } GalaxyShop = new bool[c.Galaxies.Count]; for (int i = 0; i < c.Galaxies.Count; i++) { GalaxyShop[i] = c.Galaxies[i].Bought; } ShipsManagement s = Player.GetComponent <ShipsManagement>(); //Organize Inventory Inventory = new int[s.Weapons.Count]; for (int i = 0; i < s.Weapons.Count; i++) { for (int j = 0; j < s.AllWeaponsInGameList.Count; j++) { if (s.Weapons[i].GetComponent <Weapon>().Id == s.AllWeaponsInGameList[j].GetComponent <Weapon>().Id) { Inventory[i] = j; break; } } } PlayerControl p = s.Spaceship.GetComponent <PlayerControl>(); //Set Weapons Slots ItemSlots = new int[p.Cannons.Length]; for (int i = 0; i < p.Cannons.Length; i++) { for (int j = 0; j < s.AllWeaponsInGameList.Count; j++) { if (p.Cannons[i].GetComponent <Weapon>().Id == s.AllWeaponsInGameList[j].GetComponent <Weapon>().Id) { ItemSlots[i] = j; break; } } } Level = c.Level; LevelsUnlocked = c.LevelsUnlocked; }
// Start is called before the first frame update void Start() { Sm = transform.root.GetComponent <ShipsManagement>(); canvas = transform.parent.parent.parent.GetComponent <Canvas>(); // oh great father }
void SetShip() { ShipsManagement s = Player.GetComponent <ShipsManagement>(); Pc = s.Spaceship.GetComponent <PlayerControl>(); }