void getDependencies() { turretStats = GetComponentInParent <TurretStats>(); master = Master.Instance; attackStateBehaviours = GetComponents <ITurretAttackState>().ToList(); shotBehaviours = GetComponents <ITurretShotBehaviour>().ToList(); }
public void BuildTurret() { TurretStats turretToBuild = turretManager.turretToBuild; turretStats = turretToBuild; if (!turretManager.CanBuild) { return; } if (PlayerManager.money < turretToBuild.cost) // Checks if you have no money left. { turretManager.HandleNotEnoughMoney(); return; } turretManager.HandleTurretPurchased(turretToBuild); PlayerManager.money -= turretToBuild.cost; GameObject turret = Instantiate(turretToBuild.turretPrefab, GetBuildPosition(), Quaternion.identity); Turret turretComponent = turret.GetComponent <Turret>(); turretComponent.SetNode(this); this.turret = turret; turretManager.HidePlacePath(); TurretSelection.singleton.HideUiObject(); ShopManager.singleton.TurretPlaced(); }
public void UpgradeTurret() { if (turretStats.upgradedPrefab == null) { return; } if (PlayerManager.money < turretStats.upgradeCost) // Checks if you have no money left. { turretManager.HandleNotEnoughMoney(); return; } PlayerManager.money -= turretStats.upgradeCost; // Get rid of old turret Destroy(this.turret); // Build new, upgraded one. TurretStats newTurretStats = ShopManager.singleton.GetTurretStatsFor(turretStats.upgradedPrefab); GameObject turret = Instantiate(turretStats.upgradedPrefab, GetBuildPosition(), Quaternion.identity); Turret turretComponent = turret.GetComponent <Turret>(); turretComponent.SetNode(this); this.turret = turret; this.turretStats = newTurretStats; turretManager.HidePlacePath(); isUpgraded = true; TurretSelection.singleton.HideUiObject(); ShopManager.singleton.TurretPlaced(); }
void getDependencies() { turretStats = GetComponentInParent <TurretStats>(); objectPooler = ObjectPooler.GetInstance(); enemyDamageHandler = transform.parent.GetComponentInChildren <IEnemyDamageHandler>(); shotBehaviours = GetComponents <ITurretShotBehaviour>().ToList(); }
public virtual void SetInfo(Transform turret, TurretStats turretStats, IEnemyDamageHandler enemyDamageHandler) { this.target = null; this.turretStats = turretStats; this.turret = turret; this.enemyDamageHandler = enemyDamageHandler; initializate(); }
void getDependencies() { objectPooler = ObjectPooler.GetInstance(); turretStats = GetComponentInParent <TurretStats>(); targetDetection = GetComponent <CurrentTargetsOnRange>(); enemyDamageHandler = transform.parent.GetComponentInChildren <IEnemyDamageHandler>(); attackStateBehaviours = GetComponents <ITurretAttackState>().ToList(); shotBehaviours = GetComponents <ITurretShotBehaviour>().ToList(); }
public TurretAttackState(StateMachine owner, TurretStats stats) : base(owner) { // Pass these in a struct or class or smth this.firePoint = stats.firePoint; this.turretPivot = stats.turretPivot; this.cannonPivot = stats.cannonPivot; this.indic = stats.indic; this.whatIsTarget = stats.whatIsTarget; }
private void Start() { source = GetComponent <AudioSource>(); source.volume = GameObject.Find("GameEngine").GetComponent <GameEngine>().soundEffectVolume; targetRadius = GetComponent <SphereCollider>(); turStats = GetComponent <TurretStats>(); slowSpeed = GameMechanics.Mechanics.IceTurretSlowSpeed; upgradeDamage = GameMechanics.Mechanics.IceTurretUpgradeSlow; RestatusStats(); }
void ActivatePlacement(TurretStats turret) { HideAllTurretDisplays(); turret.turretDisplay.SetActive(true); turretDisplayRenderTextureImage.gameObject.SetActive(true); turretPlacementActive = true; turretInfoPanel.SetActive(false); turretManager.SelectTurretToBuild(turret); }
private void Start() { source = GetComponent <AudioSource>(); source.volume = GameObject.Find("GameEngine").GetComponent <GameEngine>().soundEffectVolume; targetRadius = GetComponent <SphereCollider>(); rBody = GetComponent <Rigidbody>(); turStats = GetComponent <TurretStats>(); damage = GameMechanics.Mechanics.LouncherDamage; upgradeDamage = GameMechanics.Mechanics.LouncherUpgradeDamage; upgradeRadius = GameMechanics.Mechanics.LouncherUpgradeRadius; RestatusStats(); }
private TurretStats CreateStats() { TurretStats newStats = new TurretStats(); newStats.indic = indic; newStats.cannonPivot = cannonPivot; newStats.firePoint = firePoint; newStats.turretPivot = turretPivot; newStats.whatIsTarget = whatIsTarget; return(newStats); }
public void RestatusStats() { TurretStats stats = turret.GetComponent <TurretStats>(); radiusStat.text = stats.radius.ToString(); turretLevel.text = "Tower Level: " + stats.towerLevel.ToString(); if (stats.turretName == "IceTurret") { damageText.text = "Freeze: "; damageStat.text = (100 - stats.FreezeSpeed * 100).ToString() + "%"; } else { damageText.text = "Damage: "; damageStat.text = stats.Damage.ToString(); } switch (stats.turretName) { case "AutoTurret": damageBonus.text = "+" + GameMechanics.Mechanics.AutoUpgradeDamage.ToString(); radiusBonus.text = "+" + GameMechanics.Mechanics.AutoUpgradeRadius.ToString(); break; case "Machinegun": damageBonus.text = "+" + GameMechanics.Mechanics.MachinegunUpgradeDamage.ToString(); radiusBonus.text = "+" + GameMechanics.Mechanics.MachinegunUpgradeRadius.ToString(); break; case "Sniper": damageBonus.text = "+" + GameMechanics.Mechanics.SniperUpgradeDamage; radiusBonus.text = "+" + GameMechanics.Mechanics.SniperUpgradeRadius; break; case "Louncher": damageBonus.text = "+" + GameMechanics.Mechanics.LouncherUpgradeDamage; radiusBonus.text = "+" + GameMechanics.Mechanics.LouncherUpgradeRadius; break; case "Flamer": damageBonus.text = "+" + GameMechanics.Mechanics.FlamerUpgradeDamage; break; case "IceTurret": damageBonus.text = "-" + GameMechanics.Mechanics.IceTurretUpgradeSlow; break; } }
public void Init(TurretDefinition def) { stats = new TurretStats(); stats.def = def; stats.currShotsOut = 0; stats.ammoLeft = stats.def.maxAmmo; stats.activated = true; BuildingType bldType = GetComponent<Building>().stats.def.type; GetComponent<Turret>().turretHead.gameObject.SetActive(true); GetComponent<Turret>().turretHead.GetComponent<SpriteRenderer>().sprite = SpriteLibrary.I.GetBuildingTurretHeadSprite(bldType); // Debug.Log("initialized turret with TurretDefinition: "+ def); }
public void HoverOverTurret(TurretStats turret) { if (turretPlacementActive) { return; } turretInfoPanel.SetActive(true); turretNameText.text = turret.displayName; turretPriceText.text = string.Format("Price: ${0}", turret.cost); turretDamageText.text = string.Format("Damage: {0}", turret.damage.ToString()); turretRangeText.text = string.Format("Range: {0}", turret.range.ToString()); turretRateOfFireText.text = string.Format("Rate of Fire: {0}", turret.rateOfFire.ToString()); turretTurnSpeedText.text = string.Format("Turn Speed: {0}", turret.turnSpeed.ToString()); }
public void Init(TurretDefinition def) { stats = new TurretStats(); stats.def = def; stats.currShotsOut = 0; stats.ammoLeft = stats.def.maxAmmo; stats.activated = true; BuildingType bldType = GetComponent <Building>().stats.def.type; GetComponent <Turret>().turretHead.gameObject.SetActive(true); GetComponent <Turret>().turretHead.GetComponent <SpriteRenderer>().sprite = SpriteLibrary.I.GetBuildingTurretHeadSprite(bldType); // Debug.Log("initialized turret with TurretDefinition: "+ def); }
// Use this for initialization void Start() { stats = GetComponent <TurretStats>(); }
private void getDependencies() { turretStats = GetComponentInParent <TurretStats>(); attackStateBehaviours = GetComponents <ITurretAttackState>().ToList(); }
void getDependencies() { turretStats = GetComponentInParent <TurretStats>(); enemyDamageHandler = transform.parent.GetComponentInChildren <IEnemyDamageHandler>(); attackStateBehaviours = GetComponents <ITurretAttackState>().ToList(); }
public void HandleTurretPurchased(TurretStats turretToBuild) { removeCostText.text = string.Format("-${0}", Mathf.RoundToInt(turretToBuild.cost).ToString()); // Sets text showing the player how much money has been removed. removeCostText.gameObject.SetActive(true); removeCostText.gameObject.GetComponent <Animation>().Play(); }
public override void Initialize() { Stats = new TurretStats(Record, BuildingRecord); base.Initialize(); }
private void Awake() { behaviours = GetComponentsInChildren <ITurretBehaviour>().ToList(); turretStats = GetComponent <TurretStats>(); }
public void SelectTurretToBuild(TurretStats turret) // Vets the turret currently defined by this script as the listing for the stats script { turretToBuild = turret; placePath.SetActive(true); }
void GetDependencies() { turretStats = GetComponentInParent <TurretStats>(); enemyDamageHandler = transform.parent.GetComponentInChildren <IEnemyDamageHandler>(); }
void Start() { _currentTurretButton = 0; _ts = FindObjectOfType<TurretStats>(); GetSetStats(); }
public override void InitializeComponent() { turretStats = GetComponentInParent <TurretStats>(); }
public override void SetInfo(Transform target, Transform turret, TurretStats turretStats, IEnemyDamageHandler enemyDamageHandler) { base.SetInfo(target, turret, turretStats, enemyDamageHandler); lastEnemyPosition = target.GetComponent <Collider>().bounds.center; initializeParameters(); }
void Awake() { turretStats = GetComponentInParent <TurretStats>(); turretNoHealthBehaviours = GetComponents <TurretNoHealth>().ToList(); }