public void increaseLevel() { int currentLevelIndex = levels.IndexOf(currentLevel); if (currentLevelIndex < levels.Count - 1) { CurrentLevel = levels[currentLevelIndex + 1]; } }
public Monster(string name, int strength, int defense, int hp, MonsterLevel diffculty, MonsterOfTheDay weekday) { Name = name; Strength = strength; Defense = defense; OriginalHP = hp; CurrentHP = hp; Diffculty = diffculty; Weekday = weekday; }
public void IncreaseLevel() { int currentLevelIndex = levels.IndexOf(currentLevel); int maxLevel = levels.Count - 1; if (currentLevelIndex < maxLevel) { CurrentLevel = levels[currentLevelIndex + 1]; } }
public void SaveMonster() { if (monster != null) { float x = transform.position.x; float y = transform.position.y; Vector3 vector = new Vector3(x, y); MonsterLevel level = monster.GetComponent <MonsterData>().CurrentLevel; GlobalControl.Instance.Mexico[vector] = level; } }
private bool CanUpgradeMonster() { if (monster != null) { MonsterLevel nextLevel = monster.GetNextLevel(); if (nextLevel != null && nextLevel.cost <= gameManager.Gold) { return(true); } } return(false); }
private bool CanUpgradTower() { if (msData != null) { MonsterLevel nextLevels = msData.getNextLevel(); if (nextLevels != null) { return(GameManagerBehavior.Gold >= nextLevels.cost); } } return(false); }
public MonsterFighter(Fight Fight, MonsterLevel Monster, int MonsterGuid, MonsterGroup MonsterGroup = null, Fighter Invocator = null) : base(Fight, GameActorTypeEnum.TYPE_MONSTER, Invocator) { this.MonsterGroup = MonsterGroup; this.Grade = Monster; base.InitFighter(this.Grade.Stats, MonsterGuid, this.Grade.Monster.Look); if (Invocator != null) { base.InvocatorGiven(Invocator); base.InvokID = Invocator.InvokTotal++; } }
private bool CanUpgradeMonster() { if (monster != null) { MonsterData monData = monster.GetComponent <MonsterData>(); MonsterLevel nextLevel = monData.GetNextLevel(); if (nextLevel != null) { return(gameManager.Gold >= nextLevel.cost); } } return(false); }
private bool CanUpgradeMonster() { if (transform.parent.gameObject.GetComponent <PlaceMonster>().monster != null) { MonsterData monsterData = transform.parent.gameObject.GetComponent <PlaceMonster>().monster.GetComponent <MonsterData>(); MonsterLevel nextLevel = monsterData.getNextLevel(); if (nextLevel != null) { return(gameManager.Gold >= nextLevel.cost); } } return(false); }
bool CanUpgradeMonster() { if (monster != null) { MonsterData monsterData = monster.GetComponent <MonsterData>(); MonsterLevel nextMonster = monsterData.GetNextLevel(); if (nextMonster != null && gameManager.Gold > nextMonster.cost) { return(true); } } return(false); }
private bool canUpgradeMonster() { //Is there a monster to upgrade? if (monster != null) { MonsterData monsterData = monster.GetComponent <MonsterData>(); //Get current level of monster MonsterLevel nextLevel = monsterData.getNextLevel(); //Is there a higher level to upgrade too? if (nextLevel != null) { return(gameManager.Gold >= nextLevel.cost); //Checks to make sure the player has the needed gold } } return(false); }
// check whether there is a monster you cna upgrade by checking monster variable // for null // test whether higher level is available, which is when getNextLevel() doesn't // return null private bool canUpgradeMonster() { if (monster != null) { MonsterData monsterData = monster.GetComponent <MonsterData>(); MonsterLevel nextLevel = monsterData.getNextLevel(); if (nextLevel != null) { // check whether player has enough gold to upgrade return(gameManager.Gold >= nextLevel.cost); } } return(false); }
MonsterLevel getActiveBackground() { GameObject back = null; for (int i = 0, k = levelSence.Length; i < k; i++) { back = levelSence[i]; levelScript = back.GetComponent <MonsterLevel>(); if (levelScript.monsterLevel == GameManage.gameLevel) { return(levelScript); } } return(null); }
void FixedUpdate() { levelScript = getActiveBackground(); if (null != levelScript) { if (currLevelScript == null) { levelScript.show(); currLevelScript = levelScript; } else if (currLevelScript.monsterLevel != levelScript.monsterLevel) { levelScript.show(); currLevelScript.hide(); currLevelScript = levelScript; } } }
private bool CanUpgradeMonster() { if (monster != null) { MonsterData monsterData = monster.GetComponent <MonsterData>(); MonsterLevel nextLevel = monsterData.GetNextLevel(); if (nextLevel != null) { return(gameManager.Gold >= nextLevel.cost); } else { Debug.Log("Tower already fully upgraded"); printedReason = true; } } return(false); }
public void LoadMonster() { if (GlobalControl.Instance.Mexico.Count > 0) { float x = transform.position.x; float y = transform.position.y; Vector3 vector = new Vector3(x, y); MonsterLevel k = (MonsterLevel)GlobalControl.Instance.Mexico[vector]; if (k != null) { monster = (GameObject)Instantiate(monsterPrefab, transform.position, Quaternion.identity); while (monster.GetComponent <MonsterData>().CurrentLevel.levelNumber != k.levelNumber) { monster.GetComponent <MonsterData>().IncreaseLevel(); } } } }
private int RewardCalculator(MonsterLevel diffculty) { Random getRandomNumber = new Random(); var getHeroGold = 0; if (Enemy.Diffculty == MonsterLevel.Easy) { getHeroGold = getRandomNumber.Next(1, 11); } else if (Enemy.Diffculty == MonsterLevel.Medium) { getHeroGold = getRandomNumber.Next(11, 21); } else if (Enemy.Diffculty == MonsterLevel.Hard) { getHeroGold = getRandomNumber.Next(21, 31); } else { throw new NotImplementedException("Diffculty not implement"); } return(getHeroGold); }
void OnEnable() { CurrentLevel = levels[0]; }
public void IncreaseLevel() { CurrentLevel = GetNextLevel() ?? CurrentLevel; }
public void increaseLevel() { /*int currentLevelIndex = levels.IndexOf(currentLevel); if (currentLevelIndex < levels.Count - 1) { CurrentLevel = levels[currentLevelIndex + 1]; }*/ if(CurrentLevel == levels[0]){ if (playerFaction == 1) { // Democrat: upgrades are index 2 CurrentLevel = levels [2]; } else { // Republican: upgrades are index 1 CurrentLevel = levels [1]; } } }
void OnEnable() { CurrentLevel = levels [0]; }
public MonsterGroup(List <MonsterLevel> PossibleMonsters, int MaxSize, long GroupId) { this.ItemLoot = new List <ItemLoot>(); this.ActorId = GroupId; this.Alignement = -1; this.IsFix = false; this.Monsters = new Dictionary <int, MonsterLevel>(); var MonsterNum = 0; var RandomNum = 0; switch (MaxSize) { case 0: return; case 1: MonsterNum = 1; break; case 2: MonsterNum = RANDOM.Next(1, 2); break; case 3: MonsterNum = RANDOM.Next(1, 3); break; case 4: RandomNum = RANDOM.Next(0, 99); if (RandomNum < 22) //1:22% { MonsterNum = 1; } else if (RandomNum < 48) //2:26% { MonsterNum = 2; } else if (RandomNum < 74) //3:26% { MonsterNum = 3; } else //4:26% { MonsterNum = 4; } break; case 5: RandomNum = RANDOM.Next(0, 99); if (RandomNum < 15) //1:22% { MonsterNum = 1; } else if (RandomNum < 38) //2:26% { MonsterNum = 2; } else if (RandomNum < 60) //3:26% { MonsterNum = 3; } else if (RandomNum < 85) //3:26% { MonsterNum = 4; } else //4:26% { MonsterNum = 5; } break; case 6: RandomNum = RANDOM.Next(0, 99); if (RandomNum < 10) //1:22% { MonsterNum = 1; } else if (RandomNum < 25) //2:26% { MonsterNum = 2; } else if (RandomNum < 45) //3:26% { MonsterNum = 3; } else if (RandomNum < 65) //3:26% { MonsterNum = 4; } else if (RandomNum < 85) //3:26% { MonsterNum = 5; } else //4:26% { MonsterNum = 6; } break; case 7: RandomNum = RANDOM.Next(0, 99); if (RandomNum < 9) //1:22% { MonsterNum = 1; } else if (RandomNum < 20) //2:26% { MonsterNum = 2; } else if (RandomNum < 35) //3:26% { MonsterNum = 3; } else if (RandomNum < 55) //3:26% { MonsterNum = 4; } else if (RandomNum < 75) //3:26% { MonsterNum = 5; } else if (RandomNum < 90) //3:26% { MonsterNum = 6; } else //4:26% { MonsterNum = 7; } break; default: RandomNum = RANDOM.Next(0, 99); if (RandomNum < 9) //1:22% { MonsterNum = 1; } else if (RandomNum < 20) //2:26% { MonsterNum = 2; } else if (RandomNum < 33) //3:26% { MonsterNum = 3; } else if (RandomNum < 50) //3:26% { MonsterNum = 4; } else if (RandomNum < 67) //3:26% { MonsterNum = 5; } else if (RandomNum < 80) //3:26% { MonsterNum = 6; } else if (RandomNum < 91) //3:26% { MonsterNum = 7; } else //4:26% { MonsterNum = 8; } break; } // Aucun monstre de l'alignement demandé if (!PossibleMonsters.Any(x => x.Monster.Alignement == Alignement)) { return; } var MonsterGUID = -1; var MaxLevel = 0; for (int i = 0; i < MonsterNum; i++) { MonsterLevel MonsterGrade = null; do { var RandIndex = RANDOM.Next(0, PossibleMonsters.Count - 1); MonsterGrade = PossibleMonsters[RandIndex]; }while (MonsterGrade.Monster.Alignement != this.Alignement); if (MonsterGrade.Level > MaxLevel) { MaxLevel = MonsterGrade.Level; } this.Monsters.Add(MonsterGUID--, MonsterGrade); } this.Aggrodistance = Pathfinder.GetAggroDistanceByLevel(MaxLevel); this.Orientation = Pathfinder.ForViewOrientation(RANDOM.Next(0, 7)); }
void OnEnable() { CurrentLevel = levels[0]; monster = this.gameObject; gameManager = GameObject.Find("GameManager").GetComponent <GameManagerBehaviour>(); }
public void AddMonster(string name, int strength, int defense, int hp, MonsterLevel diffculty, MonsterOfTheDay weekday) { Monsters.Add(new Monster(name, strength, defense, hp, diffculty, weekday)); }
//This sets CurrentLevel upon placement, making sure that it shows only the correct sprite. void OnEnable() //OnEnable will be called immediately when you create the prefab (if the prefab was saved in an enabled state), but OnStart isn’t called until after the object starts running as part of the scene. { CurrentLevel = levels[0]; }