public void SpawnBrain() { float x = transform.localPosition.x + BRAIN_OFFSET_X; float y = transform.localPosition.y + BRAIN_OFFSET_Y; float z = y; GameObject brain = Instantiate(SCR_Gameplay.instance.PFB_BRAIN, transform.parent); brain.transform.localPosition = new Vector3(x, y, z); brain.GetComponent <SCR_Brain>().SetValue(SCR_Config.GetProductionRate((int)type)); }
public void UpdateTotalProductionRate() { totalProductionRate = 0; for (int i = 0; i < SCR_Profile.NUMBER_ZOMBIES; i++) { int productionRate = SCR_Config.GetProductionRate(i) * SCR_Profile.numberZombies[i]; totalProductionRate += productionRate; } txtTotalProductionRate.text = FormatNumber(totalProductionRate) + " brains/s"; }
public void OnUpgradeZombie(int index) { if (SCR_Config.GetUpgradePrice(index) <= SCR_Profile.brain) { SCR_Gameplay.instance.DecreaseBrain(SCR_Config.GetUpgradePrice(index)); SCR_Profile.upgradeZombies[index]++; SCR_Profile.SaveUpgradeZombies(); RefreshUpgradeInfo(); } }
public void RefreshUpgradeInfo() { for (int i = 0; i < zombieUpgradePrices.Length; i++) { int productionRate = SCR_Config.GetProductionRate(i); zombieLevels[i].text = "LEVEL " + (SCR_Profile.upgradeZombies[i] + 1).ToString(); zombieProductionRates[i].text = SCR_Gameplay.FormatNumber(productionRate) + " brains/s"; zombieUpgradePrices[i].text = SCR_Gameplay.FormatNumber(SCR_Config.GetUpgradePrice(i)); } SCR_Gameplay.instance.UpdateTotalProductionRate(); }
public void Start() { for (int i = 0; i < zombiePrices.Length; i++) { string productionRate = SCR_Gameplay.FormatNumber(SCR_Config.GetProductionRate(i)) + " brains/s"; zombieNames[i].text = SCR_Config.ZOMBIE_INFO[i].name.ToUpper(); zombieProductionRates[i].text = productionRate; zombiePrices[i].text = SCR_Gameplay.FormatNumber(SCR_Config.ZOMBIE_INFO[i].price); } RefreshUnlocked(); UpdateBrain(); }
public void UpdateBrain() { for (int i = 0; i < zombieUpgradeButtons.Length; i++) { if (SCR_Config.GetUpgradePrice(i) <= SCR_Profile.brain) { zombieUpgradeButtons[i].interactable = true; } else { zombieUpgradeButtons[i].interactable = false; } } }
public void UpdateZombie() { for (int i = 0; i < zombies.Length; i++) { zombies[i].SetActive(false); } zombies[currentZombie].SetActive(true); string productionRate = "Brains per second: " + SCR_Gameplay.FormatNumber(SCR_Config.GetProductionRate(currentZombie)); txtName.text = SCR_Config.ZOMBIE_INFO[currentZombie].name.ToUpper(); txtProductionRate.text = productionRate.ToUpper(); txtDescription.text = SCR_Config.ZOMBIE_INFO[currentZombie].description.ToUpper(); }