//Set Health+time to full.
    public void ResetPlayer()
    {
        if (!list)
        {
            list = FindObjectOfType <equipmentList>();
        }

        if (avatar != null)
        {
            Destroy(avatar);
        }

        if (list)
        {
            avatar = list.BuildCharacter(container);
        }


        currentHealth = healthBar.maxValue = baseHealth;

        resetTime = 40;

        Timer = timeLeft.maxValue = resetTime;

        greenZone = resetTime * .80f;
        redZone   = resetTime * .25f;

        FindObjectOfType <TorsoPart>().Animate(Animations.Idle);
    }
Esempio n. 2
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    // Use this for initialization
    void Start()
    {
        list = FindObjectOfType <equipmentList>();
        if (list == null)
        {
            GameObject adding = Instantiate(prefabbedList, null, false);
            list        = adding.GetComponent <equipmentList>();
            adding.name = "List";

            StateManager check = gameObject.GetComponent <StateManager>();

            if (!check)
            {
                list.startGame("Guest", true);
            }
        }

        combinedShop.Begin(list);

        headButton.interactable = false;
        nextPart.interactable   = false;
        prevPart.interactable   = false;
        EnableEquip             = false;

        foreach (Button item in otherSlots)
        {
            item.interactable = false;
        }

        SetStep(1);

        enableOutlines(-1);
    }
    public override void Start()
    {
        list = FindObjectOfType <equipmentList>();

        removedLimbs = new bool[6];

        buttons = new EndlessModifierButton[3];

        player  = endlessState.player;
        monster = endlessState.enemy;

        player.enemy    = monster;
        player.parent   = this;
        monster.player  = player;
        monster.manager = endlessState;
        monster.parent  = this;


        highScores = GetComponent <HighSaveScore>();


        highScores.setHighZero();


        highScores.Load();

        currentEnemy = monster;
    }
Esempio n. 4
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    // Use this for initialization
    void Start()
    {
        Time.timeScale = 1;

        list = FindObjectOfType <equipmentList>();
        if (list == null)
        {
            GameObject adding = Instantiate(prefabbedList, null, false);
            list        = adding.GetComponent <equipmentList>();
            adding.name = "List";

            StateManager check = gameObject.GetComponent <StateManager>();

            if (!check)
            {
                list.startGame("Guest", true);
            }
        }

        GameObject can = GameObject.Find("Canvas");

        backs = Instantiate(backPrefab, can.transform, false);

        backgrounds = backs.GetComponent <backgroundManager>();

        backgrounds.startBack(playStatus.subjectSelect);


        SetStep(1);
    }
    internal void End(int earned)
    {
        winAnimation.GiveShards(earned);

        list = FindObjectOfType <equipmentList>();

        QuizButton button = monsterM.quizRunning;

        int subject;
        int index = button.quizIndex;


        if ((int)button.Operator > (int)classType.Calculi)
        {
            subject = (int)classType.Calculi;
        }
        else
        {
            subject = (int)button.Operator;
        }

        int starsUnlocked = list.equip.StarsAcquired[((subject * 10) + index)];



        if (button.boss)
        {
            foreach (Button item in stars)
            {
                item.gameObject.SetActive(false);
            }
        }
        else
        {
            foreach (Button item in stars)
            {
                item.gameObject.SetActive(true);
            }
        }

        stars[0].interactable = (starsUnlocked >= 1);
        stars[1].interactable = (starsUnlocked >= 2);
        stars[2].interactable = (starsUnlocked >= 3);


        bronzeParticle.SetActive(stars[0].interactable);
        silverParticle.SetActive(stars[1].interactable);
        goldParticle.SetActive(stars[2].interactable);



        if (shardsEarned)
        {
            shardsEarned.text = earned.ToString();
        }
    }
Esempio n. 6
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    //Counts down time while game is playing. Tale damage if hits 0.
    void Update()
    {
        music = FindObjectOfType <MusicManager>();

        if (!list)
        {
            list = FindObjectOfType <equipmentList>();
        }


        //healthBar.value = currentHealth;

        if (Frozen > 0)
        {
            timerManager.sliderColour(Color.cyan);
            return;
        }


        if (Timer > greenZone)
        {
            music.AdjustPitch(-1);
            timerManager.sliderColour(Color.green);
        }
        else if (Timer < redZone)
        {
            music.AdjustPitch(2);
            timerManager.sliderColour(Color.red);
        }
        else
        {
            music.AdjustPitch(1);
            timerManager.sliderColour(Color.yellow);
        }

        if (manager.isPlaying() && (!transition || transition.transitionState == TransitionState.None) && (!storyManager || storyManager.phase == phases.None))
        {
            Timer -= Time.deltaTime;

            timerManager.SetTimeLeft(Timer);

            if (Timer < 0)
            {
                if (bossFighting)
                {
                    Debug.Log("Boss is Attacking Player");
                    parent.boss.EnemyAttack();
                }
                else
                {
                    enemy.EnemyAttack();
                }
            }
        }
    }
Esempio n. 7
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    //Set Health+time to full.
    public void ResetPlayer(bool a_boss)
    {
        bossFighting = a_boss;

        if (!list)
        {
            list = FindObjectOfType <equipmentList>();
        }

        if (avatar != null)
        {
            Destroy(avatar);
        }

        avatar = list.BuildCharacter(container);


        if (!abilities)
        {
            abilities = GetComponent <playerAbilities>();
            abilities.Begin();
            Debug.Log("abilities begun");
        }

        abilities.SetupAbilities(a_boss);
        if (!a_boss)
        {
            EndTurn(false);
        }

        Frozen = 0;
        if (!calculator)
        {
            calculator = FindObjectOfType <Calculator>();
        }

        calculator.AddInput("Cancel");

        maxHealth = baseHealth * abilities.EquipmentHealth();

        attackDamage = baseAttack * abilities.EquipmentAttack();

        currentHealth = maxHealth;
        Healthbar.setMaxHealth(maxHealth, true);

        resetTime = parent.quizRunning.levelTime + abilities.EquipmentTime();

        counterTimeModifier = abilities.CounterTimeModify();
        counterDamage       = baseAttack * abilities.EquipmentCounter();

        FindObjectOfType <TorsoPart>().Animate(Animations.Idle);

        parent.currentEnemy.loadMonster();
    }
    //Use our current star levels to light up stars, buttons.
    public void CheckStars(QuizButton a_button)
    {
        if (!list)
        {
            list = FindObjectOfType <equipmentList>();
        }
        if ((int)a_button.Operator > (int)classType.Calculi)
        {
            currentSubject = classType.Calculi;
        }
        else
        {
            currentSubject = (classType)a_button.Operator;
        }


        SetupGroups((int)currentSubject);

        starsUnlocked = list.equip.StarsAcquired[(((int)currentSubject * 10) + currentLevel)];
        if (currentLevel == 4 || currentLevel == 9 || currentLevel == 14)
        {
            SetHardMode(false);

            medal.gameObject.SetActive(true);

            medal.SetChangingTalisman(list, talismanManager, currentSubject);

            BossButton.gameObject.SetActive(true);
            NormalMode.gameObject.SetActive(false);
            HardButton.gameObject.SetActive(false);
            starOne.gameObject.SetActive(false);
            starTwo.gameObject.SetActive(false);
            starThree.gameObject.SetActive(false);
            bronzestarParticle.gameObject.SetActive(false);
            silverstarParticle.gameObject.SetActive(false);
            goldstarParticle.gameObject.SetActive(false);
            return;
        }
        NormalMode.gameObject.SetActive(true);
        BossButton.gameObject.SetActive(false);
        medal.gameObject.SetActive(false);
        HardButton.gameObject.SetActive(true);
        starOne.gameObject.SetActive(true);
        starTwo.gameObject.SetActive(true);
        starThree.gameObject.SetActive(true);
        starOne.interactable    = (starsUnlocked >= 1);
        starTwo.interactable    = (starsUnlocked >= 2);
        HardButton.interactable = ((starsUnlocked >= 2) && currentContainer.buttons[currentLevel].hardMode != null);

        starThree.interactable = (starsUnlocked >= 3);
        bronzestarParticle.SetActive(starOne.interactable);
        silverstarParticle.SetActive(starTwo.interactable);
        goldstarParticle.SetActive(starThree.interactable);
    }
    //If we bought the penalties, we're going to lose our limbs.
    void RemoveLimbs()
    {
        list = FindObjectOfType <equipmentList>();

        for (int i = 0; i < 6; i++)
        {
            if (removedLimbs[i])
            {
                list.ChangeEquip(null, (partType)i, -1);
            }
        }
    }
Esempio n. 10
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    internal void SetStaticTalismans()
    {
        if (!list)
        {
            list = FindObjectOfType <equipmentList>();
        }

        foreach (Talisman tal in talismans)
        {
            tal.SetStaticTalisman(list, this);
        }
    }
Esempio n. 11
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    private void Update()
    {
        if (!list)
        {
            list          = FindObjectOfType <equipmentList>();
            UINeedsUpdate = true;
        }

        if (shardsUI && UINeedsUpdate)
        {
            if (list && list.equip != null)
            {
                UpdateUI(true);
            }
        }
    }
Esempio n. 12
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    // Use this for initialization
    internal void Begin(StateManager a_state, equipmentList a_list)
    {
        states = a_state;
        list   = a_list;

        nameOne   = PlayerPrefs.GetString("NameOne", "");
        nameTwo   = PlayerPrefs.GetString("NameTwo", "");
        nameThree = PlayerPrefs.GetString("NameThree", "");


        nameTags[0].text   = nameOne;
        nameTags[1].text   = nameTwo;
        nameTags[2].text   = nameThree;
        inputNames[0].text = "";
        inputNames[1].text = "";
        inputNames[2].text = "";

        EnableProfiles();
    }
    //Set up abiltiies for display.
    //First empty the array, then check every equipped part for an ability.
    //Finally, display every single ability's description along with its charges.
    public void setAbilities(equipmentList a_list = null)
    {
        if (!list && a_list)
        {
            Start();
        }

        Array.Clear(abilities, 0, abilities.Length);

        int[] parts = new int[6];

        CheckPart(list.currentTorsoPrefab);
        CheckPart(list.currentHeadPrefab);

        CheckPart(list.currentLeftArmPrefab);
        CheckPart(list.currentRightArmPrefab);

        CheckPart(list.currentLeftLegPrefab);
        CheckPart(list.currentRightLegPrefab);
    }
    // Use this for initialization
    internal void Begin(equipmentList a_list)
    {
        list    = a_list;
        manager = list.equip;

        shop.list  = list;
        parts.list = list;


        shop.Begin(this);
        parts.Begin(this);

        currentType = partType.Torso;

        stars = manager.GetTotalStars();

        getPart();

        Refresh = true;
    }
    //Called from player if we won.
    //If we won, 1 star.
    //If we were at 100% health, 2 stars.
    //If it was hardmode, 3.
    public void SetStars(bool fullHealth, QuizButton a_button)
    {
        if (!list)
        {
            list = FindObjectOfType <equipmentList>();
        }

        if (a_button.boss)
        {
            return;
        }

        currentLevel = a_button.quizIndex;
        if ((int)a_button.Operator > (int)classType.Calculi)
        {
            currentSubject = classType.Calculi;
        }
        else
        {
            currentSubject = (classType)a_button.Operator;
        }


        starsUnlocked = list.equip.StarsAcquired[(((int)currentSubject * 10) + currentLevel)];
        if (starsUnlocked == 0)
        {
            starsUnlocked = 1;
        }
        if (fullHealth && starsUnlocked < 2)
        {
            starsUnlocked = 2;
        }
        if (a_button.Hard)
        {
            starsUnlocked = 3;
        }
        list.equip.StarsAcquired[(((int)currentSubject * 10) + currentLevel)] = starsUnlocked;
        CheckStars(a_button);

        SetButtons();
    }
Esempio n. 16
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        public void EquipmentReward()
        {
            equipment     equip = new equipment();
            equipmentList el    = new equipmentList();

            el.equipmentPicker();
            int idInt = el.populateArray();


            SqlCommand cmd = new SqlCommand("SELECT * FROM equipmentList WHERE id = @id;", conn);

            cmd.Parameters.AddWithValue("@id", idInt);

            SqlDataReader dr = cmd.ExecuteReader();

            while (dr.Read())
            {
                equipment = dr["name"].ToString() + " " + dr["desciption"].ToString() + ". Please Click on the Picture to add to your equipment.";
                picture   = dr["picture"].ToString();
            }
        }
Esempio n. 17
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    internal void SetStaticTalisman(equipmentList list, TalismanManager talismanManager)
    {
        if (!MainButton)
        {
            MainButton = GetComponent <Image>();
            HalfButton = GetComponentsInChildren <Image>()[1];
        }

        if (MainButton.sprite == null)
        {
            MainButton.sprite = talismanManager.ReturnSubject(myType, false);
        }
        if (MainButton.sprite == null)
        {
            MainButton.sprite = talismanManager.ReturnSubject(myType, true);
        }

        int index = list.equip.completedLevels[(int)myType];

        SetActivity(index);
    }
Esempio n. 18
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    public void Awaken()
    {
        if (!alreadyTurnedOn)
        {
            if (list == null)
            {
                list = FindObjectOfType <equipmentList>();
            }
            int i = 0;
            foreach (QuizButton item in buttons)
            {
                item.quizIndex = i;

                item.parent = this;
                i++;
            }
            alreadyTurnedOn = true;
        }
        checkCompleted();
        levelSelection.setContainer(this);
        gameObject.SetActive(false);
    }
    //Counts down time while game is playing. Tale damage if hits 0.
    void Update()
    {
        if (!list)
        {
            list = FindObjectOfType <equipmentList>();
        }


        healthBar.value = currentHealth;

        if (Frozen > 0)
        {
            bar.color = Color.cyan;
            return;
        }


        if (Timer > greenZone)
        {
            bar.color = Color.green;
        }
        else if (Timer < redZone)
        {
            bar.color = Color.red;
        }
        else
        {
            bar.color = Color.yellow;
        }

        Timer         -= Time.deltaTime;
        timeLeft.value = Timer;

        if (Timer < 0)
        {
            enemy.EnemyAttack();
        }
    }
Esempio n. 20
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    internal void SetChangingTalisman(equipmentList list, TalismanManager talismanManager, classType a_type)
    {
        if (!MainButton)
        {
            MainButton = GetComponent <Image>();
            HalfButton = GetComponentsInChildren <Image>()[1];
        }

        myType = a_type;

        if (myType == classType.Calculi)
        {
            gameObject.SetActive(false);
            return;
        }

        MainButton.sprite = talismanManager.ReturnSubject(myType, false);
        HalfButton.sprite = talismanManager.ReturnSubject(myType, true);

        int index = list.equip.completedLevels[(int)myType];

        SetActivity(index);
    }
    public void Find()
    {
        list = FindObjectOfType <equipmentList>();
        if (list == null)
        {
            GameObject adding = Instantiate(prefabbedList, null, false);
            list        = adding.GetComponent <equipmentList>();
            adding.name = "List";

            StateManager check = gameObject.GetComponent <StateManager>();

            if (!check)
            {
                list.startGame("Guest", true);
            }
        }

        GameObject can = GameObject.Find("Canvas");

        backs = Instantiate(backPrefab, can.transform, false);

        backgrounds = backs.GetComponent <backgroundManager>();
    }
 // Use this for initialization
 void Start()
 {
     list      = gameObject.GetComponent <equipmentList>();
     abilities = new int[(int)abilityTypes.TimeLord];
 }
 public void save()
 {
     list = FindObjectOfType <equipmentList>();
     highScores.Save(list.playerName);
 }