public void Load() { if (File.Exists(Application.persistentDataPath + "/slot1.dat")) { thePlayer.isTalking = false; thePlayer.canMove = true; PlayerPrefs.DeleteAll(); SFXManager.SharedInstance.PlaySFX(SFXType.SoundType.UI_START_MENU_SELECT); BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/slot1.dat", FileMode.Open); PlayerData data = (PlayerData)bf.Deserialize(file); file.Close(); thePlayer.nextUuid = data.savePointId; stats.level = data.level; moneyManager.AddMoney(data.gold); healthManager.UpdateMaxHealth(stats.hpLevels[data.level]); mpManager.UpdateMaxMP(stats.mpLevels[data.level]); uiManager.LevelChanged(stats.level, stats.expToLevelUp.Length, stats.expToLevelUp[stats.level], stats.expToLevelUp[stats.level - 1]); stats.exp = data.exp; uiManager.ExpChanged(data.exp); stats.newstrengthLevels = data.str; stats.newdefenseLevels = data.def; stats.newmagicAttLevels = data.mat; stats.newmagicDefLevels = data.mdf; stats.newspeedLevels = data.spd; stats.newluckLevels = data.lck; stats.newaccuracyLevels = data.acc; //stats.AddStatsAtLevelUP(0); mpManager.ChangeMP(data.mp); healthManager.ChangeHealth(data.health); itemsManager.currentPotions = data.potions; itemsManager.currentEthers = data.ethers; itemsManager.currentPhoenixDown = data.pd; //Recupera weapons for (int i = 0; i < data.weaponsInInventory.Count; i++) { weaponManager.SearchWeaponByName(data.weaponsInInventory[i]); } //Activa el arma que tenia activa //weaponManager.ChangeWeapon(data.activeWeapon); weaponManager.activeWeapon = data.activeWeapon; weaponManager.DeactivateWeapon(true); uiManager.WeaponEq(); //Recupera Armors for (int i = 0; i < data.armorsInInventory.Count; i++) { armorManager.SearchArmorByName(data.armorsInInventory[i]); } //armorManager.ChangeArmor(data.activeArmor); armorManager.activeArmor = data.activeArmor; armorManager.ActivateArmor(true); uiManager.ArmorEq(); //Recupera Accesorios for (int i = 0; i < data.accesoriesInInventory.Count; i++) { accesoryManager.SearchAccByName(data.accesoriesInInventory[i]); } //accesoryManager.ChangeAccesory(data.activeAccesory); accesoryManager.activeAccesory = data.activeAccesory; accesoryManager.ActivateAcc(true); uiManager.AccesoryEq(); //Recupera quests terminadas for (int i = 0; i < data.questsCompleted.Count; i++) { questManager.SearchQuestByIDSetCompleted(data.questsCompleted[i]); } //Recupera quests arrancadas for (int i = 0; i < data.questsStarted.Count; i++) { questManager.SearchQuestByIDSetStarted(data.questsStarted[i]); } //Recupera Items Quest for (int i = 0; i < data.questItems.Count; i++) { //Debug.Log(data.questItems[i]); itemsManager.AddQuestItemByName(data.questItems[i]); } //Recupera skills activas for (int i = 0; i < data.activeSkills.Count; i++) { uiManager.ActivateSkill(data.activeSkills[i]); } itemsManager.chestsDict = data.chests; // Recupera los chests foreach (KeyValuePair <string, string> entry in data.chests) { PlayerPrefs.SetString(entry.Key, entry.Value); } sceneTransition.Transition(data.sceneName); //SceneManager.LoadScene(data.sceneName) } else { SFXManager.SharedInstance.PlaySFX(SFXType.SoundType.UI_MENU_ERROR); } }
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// public void Sell() { MoneyManager moneyManager = GameObject.Find("MoneyManager").GetComponent <MoneyManager>(); moneyManager.AddMoney(MoneyOnSelling()); }
// Start is called before the first frame update void Start() { //Set money to the starting money amount money.AddMoney(startingMoney); }
private void Start() { moneyManager.AddMoney(initialWealth); StartCoroutine(GameLoop()); }
void Update() { if (!bTutorial) { timeElapsed += Time.deltaTime; if (timeElapsed >= 2.0f) { timeElapsed = 0.0f; time = time.AddMinutes(MinutesToAdd * 15); TimerText.text = time.ToShortTimeString(); if (time.ToShortTimeString().Equals("6:00 a.m.")) { DOTween.To(() => RenderSettings.ambientLight, x => RenderSettings.ambientLight = x, new Color(0.8014706f, 0.5852523f, 0.5181363f, 1.0f), 1); } else if (time.ToShortTimeString().Equals("8:00 a.m.")) { DOTween.To(() => RenderSettings.ambientLight, x => RenderSettings.ambientLight = x, new Color(1.0f, 1.0f, 1.0f, 1.0f), 1); foreach (MeshRenderer rend in tileManager.m_EmissiveTiles) { rend.enabled = false; } } else if (time.ToShortTimeString().Equals("6:00 p.m.")) { DOTween.To(() => RenderSettings.ambientLight, x => RenderSettings.ambientLight = x, new Color(0.7352941f, 0.4541522f, 0.5181363f, 1.0f), 1); } else if (time.ToShortTimeString().Equals("8:00 p.m.")) { DOTween.To(() => RenderSettings.ambientLight, x => RenderSettings.ambientLight = x, new Color(0.075f, 0.11f, 0.242f, 1.0f), 1); foreach (MeshRenderer rend in tileManager.m_EmissiveTiles) { rend.enabled = true; } } if (time.ToShortTimeString().Equals("7:00 p.m.")) { // NIGHTTIME MinutesToAdd = 2; Camera.main.GetComponents <AudioSource>()[0].DOFade(0.0f, 1.0f); Camera.main.GetComponents <AudioSource>()[1].Play(); Camera.main.GetComponents <AudioSource>()[1].DOFade(0.7f, 1.0f); GetComponent <AudioSource>().Play(); } else if (time.ToShortTimeString().Equals("7:00 a.m.")) { // DAYTIME MinutesToAdd = 1; Camera.main.GetComponents <AudioSource>()[0].DOFade(1.0f, 1.0f); Camera.main.GetComponents <AudioSource>()[1].DOFade(0.0f, 1.0f); } } if (time.ToShortTimeString().Equals("7:00 p.m.")) { DayTime = false; t = 0; } else if (time.ToShortTimeString().Equals("8:00 a.m.")) { DayTime = true; t = 0; } if (!DayTime) { IssuesManager.Daytime = false; foreach (SpriteRenderer OneCloud in Allclouds) { OneCloud.DOFade(0.0f, 0.2f); } foreach (SpriteRenderer OneStar in Allstars) { OneStar.DOFade(1.0f, 2.0f); } if (t < 1) { // while t below the end limit... // increment it at the desired rate every update: t += Time.deltaTime / duration; } lerpColor = Color.Lerp(DayTimeColor, NightTimeColor, t); RenderSettings.skybox.SetColor("_Tint", lerpColor); } else { IssuesManager.Daytime = true; foreach (SpriteRenderer OneCloud in Allclouds) { OneCloud.DOFade(1.0f, 2.0f); } foreach (SpriteRenderer OneStar in Allstars) { OneStar.DOFade(0.0f, 0.2f); } if (t < 1) { // while t below the end limit... // increment it at the desired rate every update: t += Time.deltaTime / duration; } lerpColor = Color.Lerp(NightTimeColor, DayTimeColor, t); RenderSettings.skybox.SetColor("_Tint", lerpColor); } if (!bHasDayFinished && time.ToShortTimeString().Equals("12:00 a.m.") || time.ToShortTimeString().Equals("12:15 a.m.")) { bHasDayFinished = true; // Add population iPopulation *= 1.02f; PopulationText.text = iPopulation.ToString(); // Add currency Money.AddMoney(200.0f); // close all issues IssuesManager.ResetIssues(); tileManager.ResetRubbish(); RubbishTruckController rubbishTruck = FindObjectOfType <RubbishTruckController>(); if (rubbishTruck) { Destroy(rubbishTruck.gameObject); } // reset contractors for (int i = 0; i < AllHQs.Length; ++i) { AllHQs[i].RemoveContractors(); } Time.timeScale = 0; Transform[] gos = EffectsObject.GetComponentsInChildren <Transform>(); for (int i = 1; i < gos.Length; ++i) { Destroy(gos[i].gameObject); } DayCompletedCanvas.SetActive(true); int iJobsCompletedDay = 0; for (int i = 0; i < 4; ++i) { iJobsCompletedDay += AllHQs[i].JobsCompletedForDay; AllHQs[i].JobsCompletedForDay = 0; } AucklandersHelpedText.text = iJobsCompletedDay.ToString(); MostLiveableText.text = CitySatisfaction.GetCitySatisfaction().ToString() + "%"; DayHeaderText.text = "Congratulations! You Finished Day " + CurrentDay.ToString(); float citySatisfaction = CitySatisfaction.GetCitySatisfaction(); SaveLoadHighScore.Save(citySatisfaction); FeedbackText.text = ""; if (CurrentDay == 1) { if (citySatisfaction < 10.0f) { FeedbackText.text = "Rough first day huh? Better luck tomorrow, you can do this!"; } else if (citySatisfaction < 25.0f) { FeedbackText.text = "Not bad for a first day!"; } else if (citySatisfaction < 50.0f) { FeedbackText.text = "Good job on increasing Auckland's Liveability so quickly!"; } else if (citySatisfaction < 75.0f) { FeedbackText.text = "Well on the way to being the most Liveable City! First day on the job, too!"; } } else if (CurrentDay < 5) { if (citySatisfaction < 10.0f) { FeedbackText.text = "Hm, Auckland doesn't seem very happy with how you're managing this."; } else if (citySatisfaction < 25.0f) { FeedbackText.text = "Not too bad, but definitely not the most liveable city in the world..."; } else if (citySatisfaction < 50.0f) { FeedbackText.text = "Aucklanders are happy - but they could be happier! Can you increase the rating tomorrow?"; } else if (citySatisfaction < 75.0f) { FeedbackText.text = "Well on the way to being the most Liveable City!"; } else if (citySatisfaction < 100.0f) { FeedbackText.text = "Aucklanders are happier than ever - nearly the most Liveable City in the World!"; } else { FeedbackText.text = "Wow! You've helped make Auckland the World's Most Liveable City! "; } } else { if (citySatisfaction < 10.0f) { FeedbackText.text = "You survived 5 days - just!"; } else if (citySatisfaction < 25.0f) { FeedbackText.text = "You survived 5 days, but Aucklanders are pretty disgruntled..."; } else if (citySatisfaction < 50.0f) { FeedbackText.text = "Aucklanders are happy - but they could be happier!"; } else if (citySatisfaction < 75.0f) { FeedbackText.text = "Well on the way to being the most Liveable City!"; } else if (citySatisfaction < 100.0f) { FeedbackText.text = "Aucklanders are happier than ever - nearly the most Liveable City in the World!"; } else { FeedbackText.text = "Wow! You've helped make Auckland the World's Most Liveable City! "; } } CurrentDay++; DayText.text = "Day " + CurrentDay.ToString(); int newNumProblems = (int)(iPopulation / ProblemsPerPop + 0.95f * OldNumProblems); OldNumProblems = newNumProblems; IssuesManager.StartNewDay(newNumProblems, 23); } } }
public void KillEnemy() { killCounterManager.AddOneKill(); moneyManager.AddMoney(dropMoney); Destroy(gameObject); }