Esempio n. 1
0
    public void clickedUndoInstantBuy()
    {
        UndoPowerUp un = new UndoPowerUp();

        //List<PowerUpBase> playerPowerUps = listPowerUp1.GetActivePowerUps();
        //playerPowerUps.Add(un);
        //listPowerUp1.Init(playerPowerUps);
        listPowerUp1.Add(un);
        initializePowerUp();
    }
Esempio n. 2
0
    public void selectPowerUp()
    {
        string powerText = EventSystem.current.currentSelectedGameObject.name;
        int    ind;

        Debug.Log(powerText);
        Text tempText;
        List <PowerUpBase> tempList;

        if (selectTurn == 1)
        {
            tempText = listA;
            tempList = pListA;
            ind      = 0;

            arrowA.gameObject.SetActive(false);
            arrowB.gameObject.SetActive(true);
        }
        else
        {
            tempText = listB;
            tempList = pListB;
            ind      = 1;

            arrowA.gameObject.SetActive(true);
            arrowB.gameObject.SetActive(false);
        }
        if (powerText.Contains("undo"))
        {
            // Debug.Log("Undo");
            tempText.GetComponentInChildren <Text>().text += "\n> Undo";
            UndoPowerUp un = new UndoPowerUp();
            tempList.Add(un);
            // disablePUs[ind, 1] = 1;
        }
        else if (powerText.Contains("none"))
        {
            Debug.Log("None");
            tempText.GetComponentInChildren <Text>().text += "\n> None";
            // disablePUs[ind, 0] = 1;
        }
        else if (powerText.Contains("swap"))
        {
            // Debug.Log("Swap");
            tempText.GetComponentInChildren <Text>().text += "\n> Swap";
            SwapPowerUp sw = new SwapPowerUp();
            tempList.Add(sw);
            // disablePUs[ind, 2] = 1;
        }
        else if (powerText.Contains("rev"))
        {
            // Debug.Log("Reverse");
            tempText.GetComponentInChildren <Text>().text += "\n> Reverse";
            ReversePowerUp re = new ReversePowerUp();
            tempList.Add(re);
            // disablePUs[ind, 4] = 1;
        }
        else if (powerText.Contains("exp"))
        {
            // Debug.Log("Explode");
            tempText.GetComponentInChildren <Text>().text += "\n> Explode";
            ExplodePowerUp ex = new ExplodePowerUp();
            tempList.Add(ex);
            // disablePUs[ind, 3] = 1;
        }
        else if (powerText.Contains("shield"))
        {
            // Debug.Log("Shield");
            tempText.GetComponentInChildren <Text>().text += "\n> Shield";
            BlockPowerUp bl = new BlockPowerUp();
            tempList.Add(bl);
            // disablePUs[ind, 5] = 1;
        }
        else   // Nullify
        {
            // Debug.Log("Nullify");
            tempText.GetComponentInChildren <Text>().text += "\n> Nullify";
            NullifyPowerUp nu = new NullifyPowerUp();
            tempList.Add(nu);
            // disablePUs[ind, 6] = 1;
        }
        selectTurn *= -1;
        // checkPowerUp();
        if (--totalSelect == 0)
        {
            initPU.interactable = true;

            arrowA.gameObject.SetActive(false);
            arrowB.gameObject.SetActive(false);
            initPU.GetComponentInChildren <Text>().text = "Begin Game!";
            for (int i = 0; i < selectSize; i++)
            {
                pbtnList[i].interactable = false;
            }
        }
    }