예제 #1
0
 void OnTriggerStay2D(Collider2D other)
 {
     if (other.gameObject.name == "Runes" && currentTool == 1)
     {
         RuneScript.Fix();
     }
 }
예제 #2
0
 // Start is called before the first frame update
 void Start()
 {
     spriteRenderer = GetComponent <SpriteRenderer>();
     originalSprite = spriteRenderer.sprite;
     _instance      = this;
     breakState     = 1;
     Fix();
 }
예제 #3
0
    // this function creates the rune and adds it to the players inventory (if specified)
    // this rune will then be stored in a script which can be saved later on and accessed later on
    public void CreateRune()
    {
        RuneNumberAt        = TheManager.ReturnRuneCount();
        RuneScriptGenerated = new RuneScript();


        GenerateRune();
        RuneScriptGenerated.SetRuneName("Rune " + RuneNumberAt);
        RuneScriptGenerated.SetRuneOwner("Player");

        TheManager.AddRuneToData(RuneScriptGenerated);
        RuneNumberAt++;
    }
예제 #4
0
파일: UITest.cs 프로젝트: Herobyron/FMP
    public void ClearUI()
    {
        RuneBiengUsed = null;
        NoRuneUsed.gameObject.SetActive(true);

        RuneName.text      = "Rune Name:";
        RuneLevelText.text = "Rune Level: ";
        RuneStar.text      = "Rune Star: ";
        RuneGrade.text     = "Rune Rarity: ";
        RuneSlot.text      = "Rune Slot:";

        MainRuneStat.text  = "0";
        RuneOneStat.text   = "0";
        RuneTwoStat.text   = "0";
        RuneThreeStat.text = "0";
        RuneFourStat.text  = "0";
    }
예제 #5
0
파일: PlayerData.cs 프로젝트: Herobyron/FMP
// Functions

    // this function will allow to add a rune to the list of rune scripts. only after checking to make sure it is not a duplicate rune
    // Params:
    // - TheRune : this is the rune that is going to be checked and then added to the players rune list
    public void AddSelectedRune(RuneScript TheRune)
    {
        bool RuneSeen = false;

        foreach (RuneScript R in PlayerRunes)
        {
            if (R.ReturnRuneName() == TheRune.ReturnRuneName())
            {
                RuneSeen = true;
            }
        }


        if (!RuneSeen)
        {
            PlayerRunes.Add(TheRune);
        }
    }
예제 #6
0
 void OnTriggerStay2D(Collider2D other)
 {
     if (!RuneScript.isBroken())
     {
         return;
     }
     if (other.name == "Soul")
     {
         if (!isCarrying)
         {
             isCarrying = true;
             Destroy(other.gameObject);
             if (carrySoul != null)
             {
                 spriteRenderer.sprite = carrySoul;
             }
         }
     }
     myRigid.angularVelocity = 0f;
 }
예제 #7
0
    public void ClearUI()
    {
        MonsterBiengUsed = null;
        RuneBiengUsed    = null;

        MonsterLevel.text      = "Level: ";
        MonstersName.text      = "Name: ";
        MonsterHealth.text     = "Health: ";
        MonsterDamage.text     = "Attack: ";
        MonsterDefence.text    = "Defence: ";
        MonsterSpeed.text      = "Speed: ";
        MonsterAccuracy.text   = "Accuracy: ";
        MonsterResistance.text = "Resistance: ";
        MonsterCritRate.text   = "Crit Rate: ";
        MonsterCritDamage.text = "Crit Damage: ";

        MonsterType.text      = "Type: ";
        MonsterAwakening.text = "Awakened: ";
        MonsterStars.text     = "Stars: ";
    }
예제 #8
0
    void FixedUpdate()
    {
        if (Global.Instance.isGameOver())
        {
            return;
        }
        Vector2 currentPos = new Vector2(transform.position.x, transform.position.y);

        if (!RuneScript.isBroken())
        {
            if (currentPos != origin)
            {
                transform.position = origin;
            }
            isCarrying            = false;
            spriteRenderer.sprite = originalSprite;
            transform.localScale  = new Vector2(someScale, transform.localScale.y);
            direction             = 1;
            return;
        }
        if (!isCarrying)
        {
            GameObject obj = FindClosestTarget("Soul");
            if (obj != null)
            {
                Vector2 soulPos = new Vector2(obj.transform.position.x, obj.transform.position.y);
                transform.position = Vector2.MoveTowards(currentPos, soulPos, speed);
            }
        }
        else
        {
            if (currentPos == origin)
            {
                isCarrying            = false;
                spriteRenderer.sprite = originalSprite;
                speed *= 1.2f;
                Global.Instance.UpdateLives();
            }
            else
            {
                transform.position = Vector2.MoveTowards(currentPos, origin, speed);
            }
        }
        if (transform.position.x < _posX)
        {
            if (direction == 1)
            {
                transform.localScale = new Vector2(-someScale, transform.localScale.y);
                direction            = -1;
            }
        }
        else if (transform.position.x > _posX)
        {
            if (direction == -1)
            {
                transform.localScale = new Vector2(someScale, transform.localScale.y);
                direction            = 1;
            }
        }
        _posX = transform.position.x;
    }
예제 #9
0
파일: UITest.cs 프로젝트: Herobyron/FMP
 // Start is called before the first frame update
 void Start()
 {
     TheManager = FindObjectOfType <GameManagment>();
     NoRuneUsed.gameObject.SetActive(true);
     RuneBiengUsed = null;
 }
예제 #10
0
파일: UITest.cs 프로젝트: Herobyron/FMP
 //this sets the rune that is bieng used from the selection and then refreshes the UI.
 public void SetRuneInUse()
 {
     RuneBiengUsed = TheManager.ReturnSelectedRune(EventSystem.current.currentSelectedGameObject.name);
     ChangeUI();
 }
예제 #11
0
파일: UITest.cs 프로젝트: Herobyron/FMP
 // this sets the rune that is currently bieng used
 public void SetRuneBiengUsed(RuneScript TheRune)
 {
     RuneBiengUsed = TheRune;
 }
예제 #12
0
 // a function specifically made to add Runes to the players information
 public void AddRuneToData(RuneScript RuneAdded)
 {
     GameData.PlayerInformation.AddSelectedRune(RuneAdded);
     Save();
 }
예제 #13
0
    // a function used to select a certain rune that has been equiped on the monster
    public void RuneMainButton(int RuneNumber)
    {
        switch (RuneNumber)
        {
        case (1):
        {
            if (MonsterBiengUsed.ReturnRune(1) != null)
            {
                RuneBiengUsed = MonsterBiengUsed.ReturnRune(1);
                RunePanel.SetActive(true);
                RefreshRuneUI();
            }
            break;
        }

        case (2):
        {
            if (MonsterBiengUsed.ReturnRune(2) != null)
            {
                RuneBiengUsed = MonsterBiengUsed.ReturnRune(2);
                RunePanel.SetActive(true);
                RefreshRuneUI();
            }
            break;
        }

        case (3):
        {
            if (MonsterBiengUsed.ReturnRune(3) != null)
            {
                RuneBiengUsed = MonsterBiengUsed.ReturnRune(3);
                RunePanel.SetActive(true);
                RefreshRuneUI();
            }
            break;
        }

        case (4):
        {
            if (MonsterBiengUsed.ReturnRune(4) != null)
            {
                RuneBiengUsed = MonsterBiengUsed.ReturnRune(4);
                RunePanel.SetActive(true);
                RefreshRuneUI();
            }
            break;
        }

        case (5):
        {
            if (MonsterBiengUsed.ReturnRune(5) != null)
            {
                RuneBiengUsed = MonsterBiengUsed.ReturnRune(5);
                RunePanel.SetActive(true);
                RefreshRuneUI();
            }
            break;
        }

        case (6):
        {
            if (MonsterBiengUsed.ReturnRune(6) != null)
            {
                RuneBiengUsed = MonsterBiengUsed.ReturnRune(6);
                RunePanel.SetActive(true);
                RefreshRuneUI();
            }
            break;
        }
        }
    }
예제 #14
0
 // a function attached to the button
 // this function will make a pop up appear
 // allows the player to upgrade the rune, equip the rune or destroy the rune
 public void RuneButtonFunc()
 {
     RuneBiengUsed = TheManager.ReturnSelectedRune(EventSystem.current.currentSelectedGameObject.name);
     RunePanel.SetActive(true);
     RefreshRuneUI();
 }