private void redrawMenu() { LevelUpgrade levelUpgradeData = currentGameObject.GetComponent <LevelUpgrade>(); Sprite sprite = Resources.Load <Sprite>("Sprites/" + levelUpgradeData.iconPath); image.sprite = sprite; titleTF.text = levelUpgradeData.toweName; levelTF.text = "next level: " + levelUpgradeData.level.ToString(); }
private void Update() { Pause(); if (AliveHeroes() == 0) { //Поражение } if (enemies.Count == 0 && !finish) { for (int i = 0; i < friends.Count; i++) { if (friends[i].alive) { foreach (var x in friends[i].StatusList) { Destroy(x); } while (friends[i].CurrentExp >= friends[i].RequiredExp) { if (lvl == null) { lvl = (Instantiate(Resources.Load <GameObject>("LevelUpgrade"))).GetComponent <LevelUpgrade>(); print("новый уровень"); } friends[i].CurrentExp -= friends[i].RequiredExp; friends[i].RequiredExp += 25 * friends[i].Level; friends[i].Level++; lvl.Hero.Enqueue(friends[i]); lvl.Level.Enqueue((int)friends[i].Level); } } } if (lvl == null) { finish = true; GameObject.FindWithTag("GameController").GetComponent <MainController>().EndBattle(); } } if (AliveHeroes() == 0) { restart.SetActive(true); //Снятие эффектов у врагов } else { ChangeCurrentUnit(); } if (select_friend || select_enemy) //Если применяется способность, обладатель которой уже мертв { if (!spell.HeroCharacter.alive) { select_friend = false; select_enemy = false; spell = null; SelectFriend.SetActive(false); SelectEnemy.SetActive(false); TargetFriend = null; TargetEnemy = null; } } /* * if (res) * { * restart.SetActive(false); * //UPDATE * for (int i = 0; i <= enemies.Count-1; i++) * { * enemies[i].hp = enemies[i].maxhp; * enemies[i].Combat = true; * } * //UPDATE * res = false; * } * if ((enemies.Count == 0) & (resEn == 0)) * { * resEn = 1; * timeResEn = startTimeResEn; * } * timeResEn -= Time.deltaTime; * if (timeResEn>0) * { textTimeRes.text = Mathf.Ceil(timeResEn).ToString(); } else { textTimeRes.text = ' '.ToString(); } * if ((resEn == 1) & (timeResEn <= 0)) * { * //UPDATE * int r = Random.Range(1,4); * for (int i = 0; i <r ; i++) * { * var enemy = Instantiate(EnemyPref[Random.Range(0,EnemyPref.Length)], posEn[i].transform.position, transform.rotation) as GameObject; * enemy.GetComponent<Enemies>().fightController=this; * } * resEn = 0; * //UPDATE * }*/ }