void Start() { PlayerMeta player = BaseSaver.GetPlayer(); Glossary glossy = glossary.GetComponent <Glossary>(); string[] endings = new string[] { "Death has come..." }; switch (player.faction) { case Unit.FactionType.Human: faction.sprite = glossy.humanFaction; endings = StoryStatic.HUMAN_DEATHS; break; case Unit.FactionType.Cthulhu: faction.sprite = glossy.chtulhuFaction; endings = StoryStatic.CTHULHU_DEATHS; break; case Unit.FactionType.Egypt: faction.sprite = glossy.egyptFaction; endings = StoryStatic.EGYPT_DEATHS; break; } GetComponent <Image>().color = HelperScripts.GetColorByFaction(player.faction); HelperScripts.Shuffle(endings); headerTxtl.text = endings[0]; }
// Start is called before the first frame update void Awake() { instance = this; RefreshSelect(); Color mainColor = HelperScripts.GetColorByFaction(BaseSaver.GetPlayer().faction); mainColor.a = .8f; GetComponent <Image>().color = mainColor; techSelect.transform.GetChild(0).GetComponent <TextMeshProUGUI>().text = ""; selectTag.SetActive(false); techNext.SetActive(false); }
// Update is called once per frame public void Click(string faction) { Debug.Log("Click: " + faction); string aiStr = "\nCampaign: Easy\n"; GameMeta game = BaseSaver.GetGame(); PlayerMeta player = BaseSaver.GetPlayer(); player.faction = (Unit.FactionType)Enum.Parse(typeof(Unit.FactionType), faction); Color mainColor = HelperScripts.GetColorByFaction(player.faction); mainColor.a = .5f; GetComponent <Image>().color = mainColor; //transform.GetChild(2).GetComponent<Image>().color = HelperScripts.GetColorByFactionBold(player.faction); ResetParticles(); if (finalWorld) { player.world = GameMeta.World.candy; aiStr = "\nCampaign: Hard\n"; } else { switch (player.faction) { case Unit.FactionType.Human: player.world = GameMeta.World.nile; break; case Unit.FactionType.Egypt: player.world = GameMeta.World.mountain; break; case Unit.FactionType.Cthulhu: player.world = GameMeta.World.pyramid; aiStr = "\nCampaign: Hard\n"; break; default: player.world = GameMeta.World.nile; break; } } switch (player.faction) { case Unit.FactionType.Human: SetParticles(human, true); break; case Unit.FactionType.Egypt: SetParticles(egypt, true); break; case Unit.FactionType.Cthulhu: SetParticles(cthulhu, true); break; } BaseSaver.PutPlayer(player); desc.text = "- " + faction + " - " + aiStr + "Strategy: " + Unit.GetFactionDesc(player.faction); btn.SetActive(true); }
void Awake() { PlayerMeta player = BaseSaver.GetPlayer(); List <string> mages = new List <string>(new string[] { "HumanBaseMage", "EgyptBaseMage", "CthulhuBaseMage" }); List <string> scouts = new List <string>(new string[] { "HumanBaseScout", "EgyptBaseScout", "CthulhuBaseScout" }); int rM = 0; int rSc = 0; int rSo = 0; foreach (Unit unt in player.characters) { ClassNode clss = unt.GetCurrentClass(); while (clss.GetParent() != null) { clss = clss.GetParent(); } if (mages.Contains(clss.GetType().ToString())) { rM++; } else if (scouts.Contains(clss.GetType().ToString())) { rSc++; } else { rSo++; } } //rosterTxt.text = "Current Army: \nMage: " + rM.ToString() + "\nScout: " + rSc.ToString() + "\nSoldier: " + rSo.ToString(); armyPnl.transform.GetChild(0).GetChild(0).GetComponent <TextMeshProUGUI>().text = rM.ToString(); armyPnl.transform.GetChild(1).GetChild(0).GetComponent <TextMeshProUGUI>().text = rSc.ToString(); armyPnl.transform.GetChild(2).GetChild(0).GetComponent <TextMeshProUGUI>().text = rSo.ToString(); switch (player.faction) { case Unit.FactionType.Cthulhu: armyPnl.transform.GetChild(0).GetChild(2).GetComponent <Image>().sprite = glossary.GetComponent <Glossary>().cthulhuMage.transform.GetChild(0).GetComponent <SpriteRenderer>().sprite; armyPnl.transform.GetChild(1).GetChild(2).GetComponent <Image>().sprite = glossary.GetComponent <Glossary>().cthulhuScout.transform.GetChild(0).GetComponent <SpriteRenderer>().sprite; armyPnl.transform.GetChild(2).GetChild(2).GetComponent <Image>().sprite = glossary.GetComponent <Glossary>().cthulhuSoldier.transform.GetChild(0).GetComponent <SpriteRenderer>().sprite; break; case Unit.FactionType.Human: armyPnl.transform.GetChild(0).GetChild(2).GetComponent <Image>().sprite = glossary.GetComponent <Glossary>().humanMage.transform.GetChild(0).GetComponent <SpriteRenderer>().sprite; armyPnl.transform.GetChild(1).GetChild(2).GetComponent <Image>().sprite = glossary.GetComponent <Glossary>().humanScout.transform.GetChild(0).GetComponent <SpriteRenderer>().sprite; armyPnl.transform.GetChild(2).GetChild(2).GetComponent <Image>().sprite = glossary.GetComponent <Glossary>().humanSoldier.transform.GetChild(0).GetComponent <SpriteRenderer>().sprite; break; case Unit.FactionType.Egypt: armyPnl.transform.GetChild(0).GetChild(2).GetComponent <Image>().sprite = glossary.GetComponent <Glossary>().egyptMage.transform.GetChild(0).GetComponent <SpriteRenderer>().sprite; armyPnl.transform.GetChild(1).GetChild(2).GetComponent <Image>().sprite = glossary.GetComponent <Glossary>().egyptScout.transform.GetChild(0).GetComponent <SpriteRenderer>().sprite; armyPnl.transform.GetChild(2).GetChild(2).GetComponent <Image>().sprite = glossary.GetComponent <Glossary>().egyptSoldier.transform.GetChild(0).GetComponent <SpriteRenderer>().sprite; break; } panels = new GameObject[panelGroup.transform.childCount]; for (int i = 0; i < panelGroup.transform.childCount; i++) { panels[i] = panelGroup.transform.GetChild(i).gameObject; UnitProxy unt = ClassNode.ComputeClassBaseUnit(player.faction, (Unit.UnitType)i, glossary.GetComponent <Glossary>()); panels[i].transform.GetChild(1).GetComponent <Image>().sprite = unt.transform.GetChild(0).GetComponent <SpriteRenderer>().sprite; } selectableUnits = new Unit[] { Unit.BuildInitial(player.faction, Unit.UnitType.Mage, BoardProxy.PLAYER_TEAM), Unit.BuildInitial(player.faction, Unit.UnitType.Scout, BoardProxy.PLAYER_TEAM), Unit.BuildInitial(player.faction, Unit.UnitType.Soldier, BoardProxy.PLAYER_TEAM), }; for (int i = 0; i < selectableUnits.Length && i < panels.Length; i++) { RefreshPanel(panels[i], selectableUnits[i]); } selected = null; contBtn.gameObject.SetActive(false); ResetParticles(); GetComponent <Image>().color = HelperScripts.GetColorByFaction(player.faction); }