public Interaction Interact() { //.Log(interactions); if (interactions == 0) { interactions++; bms.purchaseActions = new List <UnityEngine.Events.UnityAction>(); bms.purchaseActions.Add(slot1); bms.purchaseActions.Add(slot2); bms.purchaseActions.Add(slot3); //Debug.Log("shady" + bms.purchaseActions.Count); bms.labels = new List <string>(); bms.labels.Add("replace slot 1"); bms.labels.Add("replace slot 2"); bms.labels.Add("replace slot 3"); bms.costs = new List <string>(); bms.costs.Add(SpellTracker.main.spells[PlayerClass.main.spells[0]].spellName); bms.costs.Add(SpellTracker.main.spells[PlayerClass.main.spells[1]].spellName); bms.costs.Add(SpellTracker.main.spells[PlayerClass.main.spells[2]].spellName); bms.gameObject.SetActive(true); } else if (interactions == 1) { interactions = 0; bms.labels = new List <string>(); bms.purchaseActions = new List <UnityEngine.Events.UnityAction>(); bms.costs = new List <string>(); bms.gameObject.SetActive(false); bms.destroyAllOptions(); } return(null); }
public Interaction Interact() { if (interactions == 0) { PlayerClass.main.theCanvas.GetComponentsInChildren <GoldUI>()[0].updateGoldLobby(); if (pc.gold >= 10) { interactions++; } interactions++; return(new Interaction(gamblerSprite, "Up for some gambling?", Resources.GetBuiltinResource <Font>("Arial.ttf"))); } else if (interactions == 1 && pc.gold < 10) { interactions++; return(new Interaction(gamblerSprite, "Are you sure? Bad things happen when you're in debt.", Resources.GetBuiltinResource <Font>("Arial.ttf"))); } else if (interactions == 2) { SpellTracker.main.Start2(); interactions++; bms.purchaseActions = new List <UnityEngine.Events.UnityAction>(); bms.purchaseActions.Add(dropToken); bms.purchaseActions.Add(dropToken1); bms.purchaseActions.Add(dropToken2); //Debug.Log("shady" + bms.purchaseActions.Count); bms.labels = new List <string>(); bms.labels.Add("Easy Gambling Token"); bms.labels.Add("Medium Gambling Token"); bms.labels.Add("Hard Gambling Token"); bms.costs = new List <string>(); bms.costs.Add("10 Gold"); bms.costs.Add("10 Gold"); bms.costs.Add("10 Gold"); bms.gameObject.SetActive(true); } else if (interactions == 3) { interactions = 0; bms.labels = new List <string>(); bms.purchaseActions = new List <UnityEngine.Events.UnityAction>(); bms.costs = new List <string>(); bms.gameObject.SetActive(false); bms.destroyAllOptions(); } return(null); }
public void OnTriggerExit2D(Collider2D collision) { if (collision.gameObject.TryGetComponent <PlayerClass>(out PlayerClass pc)) { inRange = false; pc.ms.interaction.gameObject.SetActive(false); bms.gameObject.SetActive(false); bms.destroyAllOptions(); interactions = 0; } }
public Interaction Interact() { if (interactions == 0) { PlayerClass.main.theCanvas.GetComponentsInChildren <GoldUI>()[0].updateGoldLobby(); interactions++; return(new Interaction(martieSprite, "Greetings. I can exchange your gold for some magical abilities.", Resources.GetBuiltinResource <Font>("Arial.ttf"))); } else if (interactions == 1) { SpellTracker.main.Start2(); interactions++; bms.purchaseActions = new List <UnityEngine.Events.UnityAction>(); bms.purchaseActions.Add(spell1); bms.purchaseActions.Add(spell2); bms.purchaseActions.Add(spell3); //Debug.Log("shady" + bms.purchaseActions.Count); bms.labels = new List <string>(); bms.labels.Add(SpellTracker.main.spells[s1].spellName); bms.labels.Add(SpellTracker.main.spells[s2].spellName); bms.labels.Add(SpellTracker.main.spells[s3].spellName); bms.costs = new List <string>(); bms.costs.Add(p1 + " Gold"); bms.costs.Add(p2 + " Gold"); bms.costs.Add(p3 + " Gold"); bms.gameObject.SetActive(true); } else if (interactions == 2) { interactions = 0; bms.labels = new List <string>(); bms.purchaseActions = new List <UnityEngine.Events.UnityAction>(); bms.costs = new List <string>(); bms.gameObject.SetActive(false); bms.destroyAllOptions(); } return(null); }
public Interaction Interact() { //.Log(interactions); if (interactions == 0) { interactions++; return(new Interaction(shadySprite, "Greetings. I can exchange your shade for a bonus in combat.", Resources.GetBuiltinResource <Font>("Arial.ttf"))); } else if (interactions == 1) { interactions++; /*bms.purchaseActions = new List<UnityEngine.Events.UnityAction>(); * bms.purchaseActions.Add(UpMelee); * bms.purchaseActions.Add(UpHealth); * bms.purchaseActions.Add(UpMana); * //Debug.Log("shady" + bms.purchaseActions.Count); * bms.labels = new List<string>(); * bms.labels.Add("melee attack up"); * bms.labels.Add("health up"); * bms.labels.Add("mana up"); * bms.costs = new List<string>(); * bms.costs.Add(FindCostMelee().ToString() + " Shade"); * bms.costs.Add(FindCostHealth().ToString() + " Shade"); * bms.costs.Add(FindCostMana().ToString() + " Shade"); * bms.gameObject.SetActive(true);*/ PlayerClass.main.skillTreeMenu.SetActive(true); } else if (interactions == 2) { interactions = 0; bms.labels = new List <string>(); bms.purchaseActions = new List <UnityEngine.Events.UnityAction>(); bms.costs = new List <string>(); bms.gameObject.SetActive(false); bms.destroyAllOptions(); } return(null); }
public Interaction Interact() { bms = PlayerClass.main.bms; if (interactions == 0) { interactions++; return(new Interaction(null, "Greetings. I can exchange your excess shade for some magical abilities.", Resources.GetBuiltinResource <Font>("Arial.ttf"))); } else if (interactions == 1) { SkillTreeScript.sts.updateTemp(); SpellTracker.main.Start2(); interactions++; bms.purchaseActions = new List <UnityEngine.Events.UnityAction>(); bms.purchaseActions.Add(spell1); bms.purchaseActions.Add(spell2); bms.purchaseActions.Add(spell3); //Debug.Log("shady" + bms.purchaseActions.Count); bms.labels = new List <string>(); bms.labels.Add(SpellTracker.main.spells[s1].spellName); bms.labels.Add(SpellTracker.main.spells[s2].spellName); bms.labels.Add(SpellTracker.main.spells[s3].spellName); bms.costs = new List <string>(); bms.costs.Add(p1 + " Shade"); bms.costs.Add(p2 + " Shade"); bms.costs.Add(p3 + " Shade"); bms.gameObject.SetActive(true); } else if (interactions == 2) { interactions = 0; bms.labels = new List <string>(); bms.purchaseActions = new List <UnityEngine.Events.UnityAction>(); bms.costs = new List <string>(); bms.gameObject.SetActive(false); bms.destroyAllOptions(); } return(null); }