Esempio n. 1
0
 public void PushSpeedplus()
 {
     if (Speed_LV == Speed_MAX)
     {
         if (Energy > Speed_energy)
         {
             Audio_SE.PlayOneShot(SE_Powerup);
             Energy       -= Speed_energy;
             Speed        += 0.4f;
             Speed_LV     += 1;
             Speed_MAX    += 1;
             Speed_energy += 600;
             Speed_gauge[Speed_LV - 1].GetComponent <Image>().fillAmount = 1.0f;
             LV[2].GetComponent <Text>().text        = Speed_MAX.ToString();
             LV_energy[2].GetComponent <Text>().text = Speed_energy.ToString();
             PlayerPrefs.SetInt("SPEEDMAX", Speed_MAX);
             energy_score.GetComponent <Text>().text = Energy.ToString();
         }
     }
     else
     {
         Speed    += 0.4f;
         Speed_LV += 1;
         Speed_gauge[Speed_LV - 1].GetComponent <Image>().fillAmount = 1.0f;
     }
     PlayerPrefs.SetInt("ENERGY", Energy);
     PlayerPrefs.SetFloat("SPEED", Speed);
     PlayerPrefs.SetInt("SPEEDLV", Speed_LV);
     PlayerPrefs.SetInt("SPPEDENERGY", Speed_energy);
 }
Esempio n. 2
0
    // Start is called before the first frame update
    void Start()
    {
        Energy     = PlayerPrefs.GetInt("ENERGY", 0);
        HP         = PlayerPrefs.GetInt("HP", 100);
        Attack     = PlayerPrefs.GetInt("ATTACK", 10);
        Speed      = PlayerPrefs.GetFloat("SPEED", 5.0f);
        shot_speed = PlayerPrefs.GetFloat("S_S", 7.0f);
        shot_time  = PlayerPrefs.GetFloat("S_T", 5.0f);

        HP_LV     = PlayerPrefs.GetInt("HPLV", 1);
        Attack_LV = PlayerPrefs.GetInt("ATTACKLV", 1);
        Speed_LV  = PlayerPrefs.GetInt("SPEEDLV", 1);
        Shot_LV   = PlayerPrefs.GetInt("SHOTLV", 1);

        HP_energy     = PlayerPrefs.GetInt("HPENERGY", 600);
        Attack_energy = PlayerPrefs.GetInt("ATTACKENERGY", 600);
        Speed_energy  = PlayerPrefs.GetInt("SPPEDENERGY", 600);
        Shot_energy   = PlayerPrefs.GetInt("SHOTENERGY", 600);

        HP_MAX     = PlayerPrefs.GetInt("HPMAX", 1);
        Attack_MAX = PlayerPrefs.GetInt("ATTACKMAX", 1);
        Speed_MAX  = PlayerPrefs.GetInt("SPEEDMAX", 1);
        Shot_MAX   = PlayerPrefs.GetInt("SHOTMAX", 1);

        energy_score = GameObject.Find("Score");

        LV[0].GetComponent <Text>().text        = HP_MAX.ToString();
        LV_energy[0].GetComponent <Text>().text = HP_energy.ToString();
        LV[1].GetComponent <Text>().text        = Attack_MAX.ToString();
        LV_energy[1].GetComponent <Text>().text = Attack_energy.ToString();
        LV[2].GetComponent <Text>().text        = Speed_MAX.ToString();
        LV_energy[2].GetComponent <Text>().text = Speed_energy.ToString();
        LV[3].GetComponent <Text>().text        = Shot_MAX.ToString();
        LV_energy[3].GetComponent <Text>().text = Shot_energy.ToString();

        energy_score.GetComponent <Text>().text = Energy.ToString();

        for (i = 1; i <= HP_LV; i++)
        {
            HP_gauge[i - 1].GetComponent <Image>().fillAmount = 1.0f;
        }
        for (i = 1; i <= Attack_LV; i++)
        {
            Attack_gauge[i - 1].GetComponent <Image>().fillAmount = 1.0f;
        }
        for (i = 1; i <= Speed_LV; i++)
        {
            Speed_gauge[i - 1].GetComponent <Image>().fillAmount = 1.0f;
        }
        for (i = 1; i <= Shot_LV; i++)
        {
            Shot_gauge[i - 1].GetComponent <Image>().fillAmount = 1.0f;
        }



        music = PlayerPrefs.GetInt("MUSIC", 1);
        if (music == 0)
        {
            GameObject Audio = Instantiate(AudioPrefab);
        }

        Audio_SE = GetComponent <AudioSource>();
    }