예제 #1
0
 // Start is called before the first frame update
 private void Awake()
 {
     prev = MoneyUI.gameObject.transform.localScale;
     SM   = GetComponent <ShipsManagement>();
     Hp   = SM.Spaceship.GetComponent <Health>();
     PC   = SM.Spaceship.GetComponent <PlayerControl>();
 }
예제 #2
0
 public override void Buy()
 {
     if (!Bought && c.Money >= Cost && UnlockedAtLevel <= c.LevelsUnlocked)
     {
         Bought   = true;
         c.Money -= Cost;
         ShipsManagement s = c.gameObject.GetComponent <ShipsManagement>();
         s.Weapons.Add(Weapon);
         s.setWeaponSwitching();
         c.Shop();
     }
 }
예제 #3
0
    public PlayerData(GameObject Player)
    {
        Currency c = Player.GetComponent <Currency>(); // Set Money and Shop

        Money = c.Money;
        Shop  = new bool[c.Items.Count];
        for (int i = 0; i < c.Items.Count; i++)
        {
            Shop[i] = c.Items[i].Bought;
        }
        Upgrades = new int[c.Upgrades.Count];
        for (int i = 0; i < c.Upgrades.Count; i++)
        {
            Upgrades[i] = c.Upgrades[i].Level;
        }
        ColorShop = new bool[c.Textures.Count];
        for (int i = 0; i < c.Textures.Count; i++)
        {
            ColorShop[i] = c.Textures[i].Bought;
        }
        ColorShop2 = new bool[c.Textures2.Count];
        for (int i = 0; i < c.Textures2.Count; i++)
        {
            ColorShop2[i] = c.Textures2[i].Bought;
        }
        for (int i = 0; i < c.Textures.Count; i++)
        {
            if (c.Textures[i].Used)
            {
                Color = i;
            }
        }
        for (int i = 0; i < c.Textures2.Count; i++)
        {
            if (c.Textures2[i].Used)
            {
                Color2 = i;
            }
        }
        GalaxyShop = new bool[c.Galaxies.Count];
        for (int i = 0; i < c.Galaxies.Count; i++)
        {
            GalaxyShop[i] = c.Galaxies[i].Bought;
        }

        ShipsManagement s = Player.GetComponent <ShipsManagement>(); //Organize Inventory

        Inventory = new int[s.Weapons.Count];
        for (int i = 0; i < s.Weapons.Count; i++)
        {
            for (int j = 0; j < s.AllWeaponsInGameList.Count; j++)
            {
                if (s.Weapons[i].GetComponent <Weapon>().Id == s.AllWeaponsInGameList[j].GetComponent <Weapon>().Id)
                {
                    Inventory[i] = j; break;
                }
            }
        }

        PlayerControl p = s.Spaceship.GetComponent <PlayerControl>(); //Set Weapons Slots

        ItemSlots = new int[p.Cannons.Length];
        for (int i = 0; i < p.Cannons.Length; i++)
        {
            for (int j = 0; j < s.AllWeaponsInGameList.Count; j++)
            {
                if (p.Cannons[i].GetComponent <Weapon>().Id == s.AllWeaponsInGameList[j].GetComponent <Weapon>().Id)
                {
                    ItemSlots[i] = j;  break;
                }
            }
        }
        Level          = c.Level;
        LevelsUnlocked = c.LevelsUnlocked;
    }
예제 #4
0
 // Start is called before the first frame update
 void Start()
 {
     Sm     = transform.root.GetComponent <ShipsManagement>();
     canvas = transform.parent.parent.parent.GetComponent <Canvas>(); // oh great father
 }
예제 #5
0
    void SetShip()
    {
        ShipsManagement s = Player.GetComponent <ShipsManagement>();

        Pc = s.Spaceship.GetComponent <PlayerControl>();
    }