// Use this for initialization void Start() { //DialogManager.Instance.setUpDialog (0); //CutSceneManager.Instance.animateScene (); _levelHandler = FindObjectOfType <LevelLoadHandler> (); if (_levelHandler != null) { if (_levelHandler.returnDiff() == 1) { //Debug.Log ("Making things harder!"); Vector3 harderPos = destination.transform.position; harderPos.x *= 1.5f; destination.transform.position = harderPos; Difficulty = 1; } Destroy(_levelHandler.gameObject); } counter = 0; //Debug.Log (healthImage.fillAmount); //gameMode = STATE.ONGOING; followShip = false; }
void applyLeaderEffects(LevelLoadHandler _loadHandler) { if (_loadHandler != null) { switch (_loadHandler.getLeader()) { case 0: // Human repairTime = repairTime / 2; repairCap = repairTime; isCriticalWorking = true; break; case 1: // Elf if (facilityType == type.Evasion) { facilityOutput = 40; } if (facilityType == type.Movement) { facilityOutput = 1.25f; } break; case 2: // Wolfman if (facilityType == type.Combat) { atkDelay = 3; delay = atkDelay; facilityOutput = 40; } if (facilityType == type.Magic) { atkDelay = 4; delay = atkDelay; } break; case 3: // Fairy shipInteractions.setCurrentHealth(150); fHealth = 40; MaximumHealth = fHealth; /* * if (facilityType == type.Magic) { * atkDelay = 4; * delay = atkDelay; * facilityOutput = 40; * * //Higher health * //shipInteractions.setCurrentHealth(150); * * } */ break; } } }
void Awake() { if (_instance == null) { _instance = this; DontDestroyOnLoad(this); } else { if (this != _instance) { Destroy(this.gameObject); } } }