// Use this for initialization void Awake() { questGetScoreMini = GameObject.Find("GetScoreMinigame").GetComponent <CointainData> (); questPlayMiniTimes = GameObject.Find("PlayMiniTimes").GetComponent <CointainData> (); questPlayAnyGame = GameObject.Find("PlayAnyGame").GetComponent <CointainData> (); isAlive = true; myBody = GetComponent <Rigidbody2D> (); anim = GetComponent <Animator> (); _MakeInstance(); spawner = GameObject.Find("Spawner Pipe"); }
public void RandomChar() { GameObject gob = EventSystem.current.currentSelectedGameObject; List <CointainData> dtChars = new List <CointainData> (); chooseSymbol.SetActive(false); for (int i = 0; i < dataChars.Length; i++) { if (dataChars [i].dataChar.isOwned) { dtChars.Add(dataChars [i]); } } if (dtChars.Count > 0) { int rand = Random.Range(0, dtChars.Count); while (dtChars [rand].dataChar.isOwned == false) { rand = Random.Range(0, dtChars.Count); } CointainData ctData = dtChars [rand]; if (isTurnPlayer1) { hatSymbol2.gameObject.SetActive(false); hatMainL.gameObject.SetActive(true); hatMainL.sprite = ctData.dataChar.equipmentOfChar; amorMainL.gameObject.SetActive(false); weaponMainL.gameObject.SetActive(false); // Open data char GameplayBase.dataPlayer1 = ctData.dataChar; // Close data items GameplayBase.hatPlayer1 = null; GameplayBase.amorPlayer1 = null; GameplayBase.wpPlayer1 = null; SaveManager.instance.state.idChar1 = ctData.dataChar.id; SaveManager.instance.state.idHat1 = -1; SaveManager.instance.state.idAmor1 = -1; SaveManager.instance.state.idWp1 = -1; SaveManager.instance.Save(); } } }
public void RandomWeapon() { GameObject gob = EventSystem.current.currentSelectedGameObject; List <CointainData> dtWps = new List <CointainData> (); chooseSymbol.SetActive(false); for (int i = 0; i < dataWeapons.Length; i++) { if (dataWeapons [i].dataItem.isOwned) { dtWps.Add(dataWeapons [i]); } } if (dtWps.Count > 0) { int rand = Random.Range(0, dtWps.Count); while (dtWps [rand].dataItem.isOwned == false) { rand = Random.Range(0, dtWps.Count); } CointainData ctData = dtWps [rand]; if (isTurnPlayer1) { hatSymbol2.gameObject.SetActive(false); weaponMainL.gameObject.SetActive(true); weaponMainL.sprite = ctData.dataItem.avatar; // close data char GameplayBase.dataPlayer1 = null; // open data items GameplayBase.wpPlayer1 = ctData.dataItem; SaveManager.instance.state.idWp1 = ctData.dataItem.id; SaveManager.instance.state.idChar1 = -1; SaveManager.instance.Save(); } } }
// choose character or equipment when click button in choose frame public void ChooseChar() { GameObject gob = EventSystem.current.currentSelectedGameObject; objFollow = gob; if (isShowTypeChar) { chooseSymbol.transform.SetParent(maskFrameChooseChar); } else { chooseSymbol.transform.SetParent(maskFrameChooseEquip); } CointainData ctData = gob.GetComponent <CointainData> (); if (ctData.dataChar != null && ctData.dataChar.isOwned) { if (isTurnPlayer1) { hatSymbol2.gameObject.SetActive(false); hatMainL.gameObject.SetActive(true); hatMainL.sprite = ctData.dataChar.equipmentOfChar; amorMainL.gameObject.SetActive(false); weaponMainL.gameObject.SetActive(false); // Open data char GameplayBase.dataPlayer1 = ctData.dataChar; // Save data char SaveManager.instance.state.idChar1 = ctData.dataChar.id; SaveManager.instance.state.idHat1 = -1; SaveManager.instance.state.idAmor1 = -1; SaveManager.instance.state.idWp1 = -1; SaveManager.instance.Save(); // Close data items GameplayBase.hatPlayer1 = null; GameplayBase.amorPlayer1 = null; GameplayBase.wpPlayer1 = null; } else { hatSymbol.gameObject.SetActive(false); hatMainR.gameObject.SetActive(true); hatMainR.sprite = ctData.dataChar.equipmentOfChar; amorMainR.gameObject.SetActive(false); weaponMainR.gameObject.SetActive(false); // Open data char GameplayBase.dataPlayer2 = ctData.dataChar; // Save data char SaveManager.instance.state.idChar2 = ctData.dataChar.id; SaveManager.instance.state.idHat2 = -1; SaveManager.instance.state.idAmor2 = -1; SaveManager.instance.state.idWp2 = -1; SaveManager.instance.Save(); // Close data items GameplayBase.hatPlayer2 = null; GameplayBase.amorPlayer2 = null; GameplayBase.wpPlayer2 = null; } chooseSymbol.SetActive(true); } else { chooseSymbol.SetActive(false); } if (ctData.dataItem != null && ctData.dataItem.isOwned) { if (isTurnPlayer1) { hatSymbol2.gameObject.SetActive(false); GameplayBase.dataPlayer1 = null; SaveManager.instance.state.idChar1 = -1; SaveManager.instance.Save(); if (ctData.dataItem.typeItem == TypeObject.hat) { hatMainL.gameObject.SetActive(true); hatMainL.sprite = ctData.dataItem.avatar; SaveManager.instance.state.idHat1 = ctData.dataItem.id; SaveManager.instance.Save(); GameplayBase.hatPlayer1 = ctData.dataItem; } if (ctData.dataItem.typeItem == TypeObject.tshirt) { amorMainL.gameObject.SetActive(true); amorMainL.sprite = ctData.dataItem.avatar; SaveManager.instance.state.idAmor1 = ctData.dataItem.id; SaveManager.instance.Save(); GameplayBase.amorPlayer1 = ctData.dataItem; } if (ctData.dataItem.typeItem == TypeObject.weapon) { weaponMainL.gameObject.SetActive(true); weaponMainL.sprite = ctData.dataItem.avatar; SaveManager.instance.state.idWp1 = ctData.dataItem.id; SaveManager.instance.Save(); GameplayBase.wpPlayer1 = ctData.dataItem; } } else { hatSymbol.gameObject.SetActive(false); SaveManager.instance.state.idChar2 = -1; SaveManager.instance.Save(); GameplayBase.dataPlayer2 = null; if (ctData.dataItem.typeItem == TypeObject.hat) { hatMainR.gameObject.SetActive(true); hatMainR.sprite = ctData.dataItem.avatar; SaveManager.instance.state.idHat2 = ctData.dataItem.id; GameplayBase.hatPlayer2 = ctData.dataItem; } if (ctData.dataItem.typeItem == TypeObject.tshirt) { amorMainR.gameObject.SetActive(true); amorMainR.sprite = ctData.dataItem.avatar; SaveManager.instance.state.idAmor2 = ctData.dataItem.id; SaveManager.instance.Save(); GameplayBase.amorPlayer2 = ctData.dataItem; } if (ctData.dataItem.typeItem == TypeObject.weapon) { weaponMainR.gameObject.SetActive(true); weaponMainR.sprite = ctData.dataItem.avatar; SaveManager.instance.state.idWp2 = ctData.dataItem.id; SaveManager.instance.Save(); GameplayBase.wpPlayer2 = ctData.dataItem; } } chooseSymbol.SetActive(true); } else { chooseSymbol.SetActive(true); } if (ctData.dataMap != null) { for (int i = 0; i < maps.Length; i++) { if (ctData.dataMap.name == maps [i].name) { indexMap = i; maps[i].SetActive(true); } else { maps[i].SetActive(false); } } chooseSymbol.SetActive(true); } }