예제 #1
0
    // Initialization
    void Start()
    {
        player_fire         = GetComponent <Player_Fire> ();
        player_missile_fire = GetComponent <Player_Missile_Fire> ();
        yButtManager        = GetComponent <YButtonManager> ();

        move = transform.root.GetComponentInChildren <PlayerMove> ();

        last_fire = Time.time;
    }
예제 #2
0
 // Update is called once per frame
 void Update()
 {
     if (Player_Missile_Fire.get_cooldown() != -1)
     {
         im.fillAmount = Player_Missile_Fire.get_cooldown();
     }
     else if (sword_script.sword_enabled)
     {
         im.fillAmount = GM.Instance.player.GetComponentInChildren <sword_script>().get_cooldown();
     }
     else
     {
         im.fillAmount = 0;
     }
 }
예제 #3
0
    // Call this to purchase/enable a gunner upgrade
    public static void purchaseGunnerUpgrade(gunnerEffect toPurchase)
    {
        int total = gunnerUpgrades [toPurchase] + 1;

        gunnerUpgrades [toPurchase] = total;

        if (toPurchase == gunnerEffect.A_fireRate)
        {
            Player_Fire.UpgradeFireRate(total);
        }
        else if (toPurchase == gunnerEffect.A_range)
        {
            bullet_range.upgradeRange(total);
        }
        else if (toPurchase == gunnerEffect.A_ricochet)
        {
            Player_Fire.UpgradeRicochet(total);
        }
        else if (toPurchase == gunnerEffect.A_multishot)
        {
            Player_Fire.UpgradeMultishot(total);
        }
        else if (toPurchase == gunnerEffect.A_wideBullets)
        {
            Player_Fire.UpgradeBulletWidth(total);
        }
        else if (toPurchase == gunnerEffect.missile)
        {
            Player_Missile_Fire.UnlockMissiles(total);
        }
        else if (toPurchase == gunnerEffect.missile_cooldown)
        {
            Player_Missile_Fire.UpgradeCooldown(total);
        }
        else if (toPurchase == gunnerEffect.missile_explosions)
        {
            Player_Missile_Fire.UpgradeExplosionRadius(total);
        }
        else if (toPurchase == gunnerEffect.missile_tripleShot)
        {
            Player_Missile_Fire.EnableTripleShot(total);
        }
        else if (toPurchase == gunnerEffect.missile_tracking)
        {
            Player_Missile_Fire.EnableTracking(total);
        }
        else if (toPurchase == gunnerEffect.sword)
        {
            sword_script.upgrade_enabled(total);
        }
        else if (toPurchase == gunnerEffect.sword_destroyProj)
        {
            sword_script.upgrade_projectiles(total);
        }
        else if (toPurchase == gunnerEffect.sword_duration)
        {
            sword_script.upgrade_dur(total);
        }
        else if (toPurchase == gunnerEffect.sword_range)
        {
            sword_script.upgrade_range(total);
        }
        else if (toPurchase == gunnerEffect.sword_spin)
        {
            sword_script.upgrade_spins(total);
        }
        else if (toPurchase == gunnerEffect.Y_slowMo)
        {
            YButtonManager.UnlockSlowMo(total);
        }
        else if (toPurchase == gunnerEffect.Y_starMode)
        {
            YButtonManager.UnlockStarMode(total);
        }
    }