// Start is called before the first frame update void Start() { switch (characterID) { case 1: portrait.sprite = hero1Sprite; break; case 2: portrait.sprite = hero2Sprite; break; case 3: portrait.sprite = hero3Sprite; break; case 4: portrait.sprite = hero4Sprite; break; } if (!UnitManager.instance.IsUnitAlive(characterID)) { portrait.sprite = deadSprite; } SetName(SkillStorage.GetName(characterID)); }
// Start is called before the first frame update void Start() { BuildStatOutput(); nameLabel.text = (SkillStorage.GetName(characterID)); switch (characterID) { case 1: portraitHolder.sprite = hero1Sprite; break; case 2: portraitHolder.sprite = hero2Sprite; break; case 3: portraitHolder.sprite = hero3Sprite; break; case 4: portraitHolder.sprite = hero4Sprite; break; } if (!GameManager.Instance.IsUnitAvailable(characterID)) { portraitHolder.sprite = deadSprite; } }
// Use this for initialization void Start() { skillStorage = GameObject.Find("SkillManager"); skillPool = skillStorage.GetComponent <SkillStorage>(); SkillToSpawnNum = Random.Range(0, 5); }
public bool RunFixAction() { Vector2 fixLocation; if (actions.Count > 0) { if (actions[0].GetActionType() == UnitAction.ActionType.FIX) { actionTimer += Time.deltaTime; fixLocation = actions[0].GetActionTarget(); if (actionTimer >= ACTION_TIME) { if (Random.value < GetFixChance(fixLocation)) { SkillStorage.AddUpgradePoint(); TileManager.Instance.ClearDisaster(actions[0].GetActionTarget()); } else { SoundSystem.Instance.PlaySound(SoundEvents.DisasterRepairFailure); } Debug.Log("Attempted fix at " + Time.time); actionTimer = 0f; actions.RemoveAt(0); return(true); } return(false); } } return(true); }
/// <summary> /// コンストラクタ /// </summary> public SkillCountService() { SkillStorage.Create(); PowStorage.Create(); MapStorage.Create(); _skillArrayRecognizer.Updated += (_, e) => SkillsUpdated?.Invoke(this, new SkillsUpdatedEventArgs(e)); _powRecognizer.Updated += (_, e) => PowUpdated?.Invoke(this, new PowUpdatedEventArgs(e)); _hpRecognizer.Updated += (_, e) => HpUpdated?.Invoke(this, new HpUpdatedEventArgs(e)); _powDebuffArrayRecognizer.Updated += (_, e) => PowDebuffsUpdated?.Invoke(this, new PowDebuffsUpdatedEventArgs(e)); _keepDamageRecognizer.Updated += (_, e) => KeepDamageUpdated?.Invoke(this, new KeepDamageUpdatedEventArgs(e)); _bookUseRecognizer.Updated += (_, e) => BookUsesUpdated?.Invoke(this, new BookUsesUpdatedEventArgs(e)); _warStateRecognizer.WarStarted += (_, e) => { Logger.WriteLine("War started."); WarStarted?.Invoke(this, new WarStartedEventArgs(e)); }; _warStateRecognizer.WarCanceled += (_, e) => { Logger.WriteLine("War canceled."); WarCanceled?.Invoke(this, new WarCanceledEventArgs(e)); }; _warStateRecognizer.WarFinished += (_, e) => { Logger.WriteLine("War finished."); WarFinished?.Invoke(this, new WarFinishedEventArgs(e)); }; }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Player") { SkillStorage skillStorage = collision.transform.parent.GetChild(1).GetComponent <SkillStorage>(); int numOfSkill = skillStorage.skill.Length; StartCoroutine(AttainSkill(skillStorage, numOfSkill)); } }
// Update is called once per frame void Update() { remainingPoints.text = SkillStorage.GetRemainingPoints().ToString(); if (Input.GetKeyDown(KeyCode.Space)) { SkillStorage.AddUpgradePoint(); } }
public void SetSkillVault(RestClient client) { ResponseWrapper responseWrapper = new ResponseWrapper(client); var response = responseWrapper.GetSkillsInfo(); SkillStorage storage = JsonConvert.DeserializeObject <SkillStorage>(ConvertResponseToJson(response)); List <Gem> skills = storage.Skills; Storage[Constants.Gem] = skills; }
public float GetFixChance(Vector2 target) { DisasterTypes type = TileManager.Instance.GetTileDisasterType(target); int level = SkillStorage.GetLevel(unitNumber, SkillStorage.StatFromDisaster(type)); if (Input.GetKey(KeyCode.F)) { return(1000f); } return(BASE_FIX_CHANCE + ((float)level * 2 / 100f) + ((float)remainingActions * 2 / 100f)); }
IEnumerator AttainSkill(SkillStorage skillStorage, int SkillNum) { for (int i = 0; i < SkillNum; i++) { if (skillStorage.skill[i] == null) { skillStorage.skill[i] = skill; Destroy(this.gameObject); yield break; } } yield return(null); }
public void HandleStatChange(bool increase) { // attempt increase if (increase) { SkillStorage.AddTmpPoint(characterID, stat); } else { SkillStorage.RemoveTmpPoint(characterID, stat); } SoundSystem.Instance.PlaySound(SoundEvents.Select); }
// Start is called before the first frame update void Start() { progress = GetComponentInChildren <Slider>(); progress.maxValue = 50; progress.minValue = 0; if (hero1sprite && nameLabel) { nameLabel.text = SkillStorage.GetName(characterID); } if (portrait) { switch (characterID) { case 1: portrait.sprite = hero1sprite; break; case 2: portrait.sprite = hero2sprite; break; case 3: portrait.sprite = hero3sprite; break; case 4: portrait.sprite = hero4sprite; break; } } if (!GameManager.Instance.IsUnitAvailable(characterID)) { portrait.sprite = deadSprite; } }
void CreateNewCampaign() { string name1 = RandomNameGenerator.GetRandomName(); string name2 = RandomNameGenerator.GetRandomName(); string name3 = RandomNameGenerator.GetRandomName(); string name4 = RandomNameGenerator.GetRandomName(); Debug.Log("Player 1 is " + name1); Debug.Log("Player 2 is " + name2); Debug.Log("Player 3 is " + name3); Debug.Log("Player 4 is " + name4); // todo: skill point resets? SkillStorage.SetName(1, name1); SkillStorage.SetName(2, name2); SkillStorage.SetName(3, name3); SkillStorage.SetName(4, name4); GameManager.Instance.ResetDeath(); GameManager.Instance.ShowUpgradeScreen(); }
private async Task LogNumberOfRuns() { try { int numRuns = 0; _skillStorage = SkillStorage.GetDatabase(Skill); //Keep track of the number of times this is run in the file IDictionary <string, object> storedData = await _skillStorage.LoadDataAsync(); if (storedData != null && storedData.ContainsKey("NumberOfRuns")) { numRuns = Convert.ToInt32(storedData["NumberOfRuns"]); } await _skillStorage.SaveDataAsync(new Dictionary <string, object> { { "NumberOfRuns", ++numRuns } }); } catch (Exception ex) { _misty.SkillLogger.Log("Failed to update run number in data store.", ex); } }
public void HandleContinueButton() { SoundSystem.Instance.PlaySound(SoundEvents.Select); SkillStorage.Confirm(); GameManager.Instance.StartGame(); }
// Update is called once per frame void Update() { int level = SkillStorage.GetLevel(characterID, stat); progress.value = level; }
public void HandleBackButton() { SoundSystem.Instance.PlaySound(SoundEvents.Select); SkillStorage.Cancel(); GameManager.Instance.QuitToMenu(); }