public void TryTransferItemToOtherShop(Item item) { int randomPriceIncrease = Random.Range(1, 10); if (otherShop.gold >= item.price) { gold += item.price; otherShop.gold -= item.price; if (otherShop.name != "Ship Inventory Content") { RemoveItem(item, this); item.price += randomPriceIncrease; AddItem(item, otherShop); } // RemoveItem(item, this); if (item.itemName == "Food") { userStatistics.addFood(Random.Range(1, 100)); } if (item.itemName == "Wood") { userStatistics.addShipHealth(Random.Range(1, 100)); } RefreshDisplay(); otherShop.RefreshDisplay(); Debug.Log("enough gold"); ItemSelected(item.itemName); } Debug.Log("attempted"); }
private void OnTriggerEnter(Collider other) // when the cannonball collides with something { if (other.tag == "Player") // if object colliding with is a player { ShipBehavior player = other.GetComponent <ShipBehavior>(); // gets the player script if (player == null) { return; } player.shipHealth -= damage; // subtracts damage from the health of the player Debug.Log("PlayerHealth: " + player.shipHealth); } else if (other.tag == "AI") // if object colliding with is an ai { CannonFireAI cannonFireAI = other.GetComponent <CannonFireAI>(); RespawnBehavior respawnBehavior = other.GetComponent <RespawnBehavior>(); ShipAi shipAi = other.GetComponent <ShipAi>(); // grabs the ai script if (shipAi == null) { return; } shipAi.health -= damage; // subtracts damge from the health of the ai if (shipAi.health <= 0.0f) { respawnBehavior.Respawn(); shipAi.health = 100.0f; // Delete Below Later (Once Nathan is done with the AI code, implment that there userStatistics.addFood(Random.Range(1, 100)); userStatistics.addGold(Random.Range(1, 25)); } Debug.Log("AIHealth: " + shipAi.health); } }