internal void PlayerLost() //Player lost. Now we tell them how they did, and if they got any high scores. { playerAbilities abilities = player.GetComponent <playerAbilities>(); Score += (Modifier * abilities.ReturnExpBoost()); Welcome.text = "Your run of " + quizRunning.Operator + " Arena is over..."; int highScore = highScores.checkLevel(running.Operator, levels, Score, list.playerName); int highLevel = highScores.checkScore(running.Operator, Score, levels, list.playerName); save(); if (highScore == 0 && highLevel == 0) { lostText.text = "You reached the Highest Level AND score! WOW!"; } else if (highScore == 0) { lostText.text = "You got the highest Score. Grats!"; } else if (highLevel == 0) { lostText.text = "You got the furthest in. Grats!"; } else if (highScore >= 0 || highLevel >= 0) { lostText.text = "You're on the leaderboard!"; } else { lostText.text = "Keep trying. You'll do better next time!"; } }
internal void SetAttacks(bool boss, bool startWithAttack) { if (!playerAbilities) { playerAbilities = FindObjectOfType <playerAbilities>(); } bool doubleAttck = playerAbilities.DoubleStrike(); if (doubleAttck && !boss) { attacksPherPhase = 2; } else { attacksPherPhase = 1; } if (startWithAttack || !boss) { attacks = attacksPherPhase; } else { attacks = 0; } }
//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(); }
//Begins setting up button. //buttontype is the avility this button will be responsible for. //Charges if how many uses it has. //a_abilities is a reference to the ability manager. internal void SetUpButton(abilityTypes buttonType, int charges, playerAbilities a_abilities) { abilities = a_abilities; thisButton = buttonType; chargesLeft = charges; SetButtonActive(); GetComponent <Image>().sprite = abilities.Icons[((int)thisButton - 1)]; if (buttonType == abilityTypes.Dodge || buttonType == abilityTypes.Freeze) { SetChargingButton(charges); } else { turnsSinceCharged = 0; chargeTimeNeeded = 0; } }