public void reloadLevel() { Score.currentLevel = Application.loadedLevel; foreach (GameObject player in PlayerDatabase.players) { player.SetActive(true); for (int i = 0; i < 5; i++) { player.GetComponent <Inventory>().inventory[i] = player.GetComponent <Inventory>().oldInventory[i]; } player.GetComponent <PlayerStats>().reloadStats(); } Score.collectables = 0; Score.turnsTaken = 0; PlayerDatabase.deleteLists(); EnemyDatabase.deleteList(); NodeDatabase.allNodes.Clear(); if (Application.loadedLevel == 1 || Application.loadedLevelName == "Level00") { Application.LoadLevel("Level00"); } else { Application.LoadLevel(Score.currentLevel); } }
// Update is called once per frame void Update() { //Checks who won and writes text accordingly if (PlayerDatabase.bluePlayers.Count == 0) { winner.GetComponent <Text>().text = "Red Player Wins"; } else if (PlayerDatabase.redPlayers.Count == 0) { winner.GetComponent <Text>().text = "Blue Player Wins"; } if (GameStateMachine.currentGameMode == GameStateMachine.GameMode.multiPlayer && GameStateMachine.currentMPGameState == GameStateMachine.MPState.statScreen) { if (Input.GetButtonDown("Accept")) { GameStateMachine.currentGameState = GameStateMachine.State.playerTurn; GameStateMachine.currentMPGameState = GameStateMachine.MPState.player1Turn; PlayerDatabase.deleteLists(); EnemyDatabase.deleteList(); GameStateMachine.currentGameMode = GameStateMachine.GameMode.menu; Application.LoadLevel(0); } } }
public void exitButton() { Time.timeScale = 1; GameStateMachine.currentGameState = GameStateMachine.State.playerTurn; GameStateMachine.currentMPGameState = GameStateMachine.MPState.player1Turn; for (int i = 0; i < PlayerDatabase.players.Count; i++) { Destroy(PlayerDatabase.players[i]); } Score.collectables = 0; Score.turnsTaken = 0; PlayerDatabase.deleteLists(); EnemyDatabase.deleteList(); NodeDatabase.allNodes.Clear(); GameStateMachine.currentGameMode = GameStateMachine.GameMode.menu; Application.LoadLevel(0); }
public void nextLevel() { if (Application.loadedLevelName == "Level00") { Score.currentLevel = 1; } else { Score.currentLevel = Application.loadedLevel; } Score.currentLevel++; foreach (GameObject player in PlayerDatabase.players) { player.SetActive(true); } PlayerDatabase.deleteLists(); EnemyDatabase.deleteList(); NodeDatabase.allNodes.Clear(); Application.LoadLevel(Score.currentLevel); }
public void loadGame() { if (File.Exists(Application.persistentDataPath + "/playerInfo.dat")) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/playerInfo.dat", FileMode.Open); PlayerData data = (PlayerData)bf.Deserialize(file); file.Close(); foreach (GameObject player in PlayerDatabase.players) { player.SetActive(true); } EnemyDatabase.deleteList(); PlayerDatabase.deleteLists(); GameStateMachine.currentGameState = GameStateMachine.State.playerTurn; if (data.level == 1 || data.level == 5) { Application.LoadLevel("Level00"); } else { Application.LoadLevel(data.level); } Score.collectables = 0; Score.turnsTaken = 0; PlayerDatabase.initSingle(); PlayerDatabase.selectedID = 0; foreach (GameObject player in PlayerDatabase.players) { if (player.GetComponent <PlayerStats>().job == "Swordsman") { player.GetComponent <Inventory>().inventory[0] = new Item(data.swordsmanInventory[0]); player.GetComponent <Inventory>().inventory[1] = new Item(data.swordsmanInventory[1]); player.GetComponent <Inventory>().inventory[2] = new Item(data.swordsmanInventory[2]); player.GetComponent <Inventory>().inventory[3] = new Item(data.swordsmanInventory[3]); player.GetComponent <Inventory>().inventory[4] = new Item(data.swordsmanInventory[4]); player.GetComponent <PlayerStats>().attack = data.swordsmanStats[0]; player.GetComponent <PlayerStats>().magicAttack = data.swordsmanStats[1]; player.GetComponent <PlayerStats>().healPower = data.swordsmanStats[2]; player.GetComponent <PlayerStats>().defense = data.swordsmanStats[3]; player.GetComponent <PlayerStats>().MagicDefense = data.swordsmanStats[4]; player.GetComponent <PlayerStats>().str = data.swordsmanStats[5]; player.GetComponent <PlayerStats>().dex = data.swordsmanStats[6]; player.GetComponent <PlayerStats>().intelligence = data.swordsmanStats[7]; player.GetComponent <PlayerStats>().vit = data.swordsmanStats[8]; player.GetComponent <PlayerStats>().mnd = data.swordsmanStats[9]; player.GetComponent <PlayerStats>().spd = data.swordsmanStats[10]; player.GetComponent <PlayerStats>().maxHP = data.swordsmanStats[11]; player.GetComponent <PlayerStats>().maxStamina = data.swordsmanStats[12]; player.GetComponent <PlayerStats>().level = data.swordsmanStats[13]; player.GetComponent <PlayerStats>().experience = data.swordsmanStats[14]; } else if (player.GetComponent <PlayerStats>().job == "Knight") { player.GetComponent <Inventory>().inventory[0] = new Item(data.knightInventory[0]); player.GetComponent <Inventory>().inventory[1] = new Item(data.knightInventory[1]); player.GetComponent <Inventory>().inventory[2] = new Item(data.knightInventory[2]); player.GetComponent <Inventory>().inventory[3] = new Item(data.knightInventory[3]); player.GetComponent <Inventory>().inventory[4] = new Item(data.knightInventory[4]); player.GetComponent <PlayerStats>().attack = data.knightStats[0]; player.GetComponent <PlayerStats>().magicAttack = data.knightStats[1]; player.GetComponent <PlayerStats>().healPower = data.knightStats[2]; player.GetComponent <PlayerStats>().defense = data.knightStats[3]; player.GetComponent <PlayerStats>().MagicDefense = data.knightStats[4]; player.GetComponent <PlayerStats>().str = data.knightStats[5]; player.GetComponent <PlayerStats>().dex = data.knightStats[6]; player.GetComponent <PlayerStats>().intelligence = data.knightStats[7]; player.GetComponent <PlayerStats>().vit = data.knightStats[8]; player.GetComponent <PlayerStats>().mnd = data.knightStats[9]; player.GetComponent <PlayerStats>().spd = data.knightStats[10]; player.GetComponent <PlayerStats>().maxHP = data.knightStats[11]; player.GetComponent <PlayerStats>().maxStamina = data.knightStats[12]; player.GetComponent <PlayerStats>().level = data.knightStats[13]; player.GetComponent <PlayerStats>().experience = data.knightStats[14]; } else if (player.GetComponent <PlayerStats>().job == "Ranger") { player.GetComponent <Inventory>().inventory[0] = new Item(data.rangerInventory[0]); player.GetComponent <Inventory>().inventory[1] = new Item(data.rangerInventory[1]); player.GetComponent <Inventory>().inventory[2] = new Item(data.rangerInventory[2]); player.GetComponent <Inventory>().inventory[3] = new Item(data.rangerInventory[3]); player.GetComponent <Inventory>().inventory[4] = new Item(data.rangerInventory[4]); player.GetComponent <PlayerStats>().attack = data.rangerStats[0]; player.GetComponent <PlayerStats>().magicAttack = data.rangerStats[1]; player.GetComponent <PlayerStats>().healPower = data.rangerStats[2]; player.GetComponent <PlayerStats>().defense = data.rangerStats[3]; player.GetComponent <PlayerStats>().MagicDefense = data.rangerStats[4]; player.GetComponent <PlayerStats>().str = data.rangerStats[5]; player.GetComponent <PlayerStats>().dex = data.rangerStats[6]; player.GetComponent <PlayerStats>().intelligence = data.rangerStats[7]; player.GetComponent <PlayerStats>().vit = data.rangerStats[8]; player.GetComponent <PlayerStats>().mnd = data.rangerStats[9]; player.GetComponent <PlayerStats>().spd = data.rangerStats[10]; player.GetComponent <PlayerStats>().maxHP = data.rangerStats[11]; player.GetComponent <PlayerStats>().maxStamina = data.rangerStats[12]; player.GetComponent <PlayerStats>().level = data.rangerStats[13]; player.GetComponent <PlayerStats>().experience = data.rangerStats[14]; } else if (player.GetComponent <PlayerStats>().job == "Mage") { player.GetComponent <Inventory>().inventory[0] = new Item(data.mageInventory[0]); player.GetComponent <Inventory>().inventory[1] = new Item(data.mageInventory[1]); player.GetComponent <Inventory>().inventory[2] = new Item(data.mageInventory[2]); player.GetComponent <Inventory>().inventory[3] = new Item(data.mageInventory[3]); player.GetComponent <Inventory>().inventory[4] = new Item(data.mageInventory[4]); player.GetComponent <PlayerStats>().attack = data.mageStats[0]; player.GetComponent <PlayerStats>().magicAttack = data.mageStats[1]; player.GetComponent <PlayerStats>().healPower = data.mageStats[2]; player.GetComponent <PlayerStats>().defense = data.mageStats[3]; player.GetComponent <PlayerStats>().MagicDefense = data.mageStats[4]; player.GetComponent <PlayerStats>().str = data.mageStats[5]; player.GetComponent <PlayerStats>().dex = data.mageStats[6]; player.GetComponent <PlayerStats>().intelligence = data.mageStats[7]; player.GetComponent <PlayerStats>().vit = data.mageStats[8]; player.GetComponent <PlayerStats>().mnd = data.mageStats[9]; player.GetComponent <PlayerStats>().spd = data.mageStats[10]; player.GetComponent <PlayerStats>().maxHP = data.mageStats[11]; player.GetComponent <PlayerStats>().maxStamina = data.mageStats[12]; player.GetComponent <PlayerStats>().level = data.mageStats[13]; player.GetComponent <PlayerStats>().experience = data.mageStats[14]; } else if (player.GetComponent <PlayerStats>().job == "Healer") { player.GetComponent <Inventory>().inventory[0] = new Item(data.healerInventory[0]); player.GetComponent <Inventory>().inventory[1] = new Item(data.healerInventory[1]); player.GetComponent <Inventory>().inventory[2] = new Item(data.healerInventory[2]); player.GetComponent <Inventory>().inventory[3] = new Item(data.healerInventory[3]); player.GetComponent <Inventory>().inventory[4] = new Item(data.healerInventory[4]); player.GetComponent <PlayerStats>().attack = data.healerStats[0]; player.GetComponent <PlayerStats>().magicAttack = data.healerStats[1]; player.GetComponent <PlayerStats>().healPower = data.healerStats[2]; player.GetComponent <PlayerStats>().defense = data.healerStats[3]; player.GetComponent <PlayerStats>().MagicDefense = data.healerStats[4]; player.GetComponent <PlayerStats>().str = data.healerStats[5]; player.GetComponent <PlayerStats>().dex = data.healerStats[6]; player.GetComponent <PlayerStats>().intelligence = data.healerStats[7]; player.GetComponent <PlayerStats>().vit = data.healerStats[8]; player.GetComponent <PlayerStats>().mnd = data.healerStats[9]; player.GetComponent <PlayerStats>().spd = data.healerStats[10]; player.GetComponent <PlayerStats>().maxHP = data.healerStats[11]; player.GetComponent <PlayerStats>().maxStamina = data.healerStats[12]; player.GetComponent <PlayerStats>().level = data.healerStats[13]; player.GetComponent <PlayerStats>().experience = data.healerStats[14]; } } } }
void buttonPress() { PointerEventData pointer = new PointerEventData(EventSystem.current); if (GameStateMachine.currentGameMode == GameStateMachine.GameMode.menu) { switch (index) { case 0: ExecuteEvents.Execute(buttons[0].gameObject, pointer, ExecuteEvents.submitHandler); break; case 1: ExecuteEvents.Execute(buttons[1].gameObject, pointer, ExecuteEvents.submitHandler); break; case 2: ExecuteEvents.Execute(buttons[2].gameObject, pointer, ExecuteEvents.submitHandler); break; case 3: ExecuteEvents.Execute(buttons[3].gameObject, pointer, ExecuteEvents.submitHandler); break; case 4: ExecuteEvents.Execute(buttons[4].gameObject, pointer, ExecuteEvents.submitHandler); break; } } else if (GameStateMachine.currentGameMode == GameStateMachine.GameMode.singlePlayer) { switch (index) { case 0: ExecuteEvents.Execute(buttons[0].gameObject, pointer, ExecuteEvents.submitHandler); break; case 1: ExecuteEvents.Execute(buttons[1].gameObject, pointer, ExecuteEvents.submitHandler); break; case 2: GameStateMachine.currentGameState = oldState; break; case 3: Time.timeScale = 1; GameStateMachine.currentGameState = GameStateMachine.State.playerTurn; GameStateMachine.currentMPGameState = GameStateMachine.MPState.player1Turn; for (int i = 0; i < PlayerDatabase.players.Count; i++) { Destroy(PlayerDatabase.players[i]); } PlayerDatabase.deleteLists(); EnemyDatabase.deleteList(); NodeDatabase.allNodes.Clear(); GameStateMachine.currentGameMode = GameStateMachine.GameMode.menu; Application.LoadLevel(0); break; } } else if (GameStateMachine.currentGameMode == GameStateMachine.GameMode.multiPlayer) { switch (index) { case 0: GameStateMachine.currentMPGameState = oldMPState; break; case 1: Time.timeScale = 1; GameStateMachine.currentGameState = GameStateMachine.State.playerTurn; GameStateMachine.currentMPGameState = GameStateMachine.MPState.player1Turn; PlayerDatabase.deleteLists(); EnemyDatabase.deleteList(); NodeDatabase.allNodes.Clear(); GameStateMachine.currentGameMode = GameStateMachine.GameMode.menu; Application.LoadLevel(0); break; } } }
// Update is called once per frame void Update() { score.GetComponent <Text> ().text = Score.turnsTaken.ToString(); if (levels != null && PlayerDatabase.players.Count == 5) { levels.GetComponent <Text> ().text = PlayerDatabase.players [0].GetComponent <PlayerStats> ().job + " " + PlayerDatabase.players [1].GetComponent <PlayerStats> ().job + " " + PlayerDatabase.players [2].GetComponent <PlayerStats> ().job + " " + PlayerDatabase.players [3].GetComponent <PlayerStats> ().job + " " + PlayerDatabase.players [4].GetComponent <PlayerStats> ().job + "\n" + " " + PlayerDatabase.players [0].GetComponent <PlayerStats> ().level + " " + PlayerDatabase.players [1].GetComponent <PlayerStats> ().level + " " + PlayerDatabase.players [2].GetComponent <PlayerStats> ().level + " " + PlayerDatabase.players [3].GetComponent <PlayerStats> ().level + " " + PlayerDatabase.players [4].GetComponent <PlayerStats> ().level; } collectables.GetComponent <Text> ().text = Score.collectables.ToString() + "/" + collectablesNum; if (GameStateMachine.currentGameMode == GameStateMachine.GameMode.singlePlayer && GameStateMachine.currentGameState == GameStateMachine.State.statScreen) { if (Input.GetButtonDown("Accept") || Input.GetKeyDown(KeyCode.Return)) { if (Application.loadedLevel != 3) { if (Application.loadedLevelName == "Level00") { Score.currentLevel = 1; } else { Score.currentLevel = Application.loadedLevel; } Score.currentLevel++; foreach (GameObject player in PlayerDatabase.players) { player.SetActive(true); } PlayerDatabase.deleteLists(); EnemyDatabase.deleteList(); NodeDatabase.allNodes.Clear(); Application.LoadLevel(Score.currentLevel); } else if (Application.loadedLevel == 3) { Time.timeScale = 1; GameStateMachine.currentGameState = GameStateMachine.State.playerTurn; GameStateMachine.currentMPGameState = GameStateMachine.MPState.player1Turn; for (int i = 0; i < PlayerDatabase.players.Count; i++) { Destroy(PlayerDatabase.players[i]); } PlayerDatabase.deleteLists(); EnemyDatabase.deleteList(); NodeDatabase.allNodes.Clear(); GameStateMachine.currentGameMode = GameStateMachine.GameMode.menu; Application.LoadLevel(0); } } } }