public void ingnore() { // UFE.StartGame (0); CharacterInfo[] selectableCharacters = UFE.GetVersusModeSelectableCharacters(); CharacterInfo character1 = selectableCharacters [6]; UFE.SetPlayer(1, character1); UFE.StartGame(0); }
void characterUpgrade() { CharacterInfo[] selectableCharacters = UFE.GetVersusModeSelectableCharacters(); CharacterInfo character1 = selectableCharacters [characterUpgradeValue]; UFE.SetPlayer(1, character1); UFE.HideScreen(UFE.currentScreen); UFE.successUI(0f); }
public void store() { PlayerPrefs.SetInt("UARMR", 1); // UFE.buyCheck = true; buyArmourOnce = true; CharacterInfo[] selectableCharacters = UFE.GetVersusModeSelectableCharacters(); CharacterInfo character1 = selectableCharacters [7]; UFE.SetPlayer(1, character1); boughtArmour = true; UFE.StartGame(0); }
void characterUpgrade() { CharacterInfo[] selectableCharacters = UFE.GetVersusModeSelectableCharacters(); CharacterInfo character = selectableCharacters [characterUpgradeValue]; UFE.SetPlayer(1, character); IntroScreen.characterValue = 100; if (newLife <= 500 / 2) { UFE.updateEnergy(0f); } else { UFE.StartGame(0); } }
public virtual void GoToMainMenu() { int Fight = PlayerPrefs.GetInt("FIGHTTAG"); newLife = (int)(PlayerPrefs.GetFloat("HEALTH")); string level_fgt = PlayerPrefs.GetString("LEVEL"); if (level_fgt.Equals("LEVELI")) { level = 1; } else if (level_fgt.Equals("LEVELII")) { level = 2; } else if (level_fgt.Equals("LEVELIII")) { level = 3; } // Fight = 0; // level = 3; // PlayerPrefs.SetInt ("FIGHTTAG", Fight); // PlayerPrefs.SetString("LEVEL","LEVELIII"); //loading fight depending upon fight and levels switch (Fight) { case 0: if (level == 3) { hanumanValue = 25; characterValue = 19; } else if (level == 2) { characterValue = 10; hanumanValue = 9; } else { characterValue = 1; } break; case 1: if (level == 3) { hanumanValue = 23; characterValue = 20; } else if (level == 2) { characterValue = 11; hanumanValue = 14; WeaponPopUp.level2buygadha = false; } else { characterValue = 2; hanumanValue = 0; } break; case 2: if (level == 3) { hanumanValue = 24; characterValue = 21; level = 31; } else if (level == 2) { characterValue = 12; hanumanValue = 15; WeaponPopUp.level2buyarmour = false; } else { characterValue = 3; hanumanValue = 6; } break; case 3: if (level == 3) { } else if (level == 2) { characterValue = 13; hanumanValue = 16; WeaponPopUp.level2buygadha2 = false; } else { characterValue = 4; hanumanValue = 7; } break; case 4: if (level == 3) { } if (level == 2) { hanumanValue = 17; characterValue = 18; level = 21; } else { characterValue = 5; hanumanValue = 8; } break; default: characterValue = 1; hanumanValue = 0; break; } UFE.StartVersusModeScreen(); UFE.StartPlayerVersusCpu(); CharacterInfo[] selectableCharacters = UFE.GetVersusModeSelectableCharacters(); CharacterInfo character1 = selectableCharacters [hanumanValue]; CharacterInfo character2 = selectableCharacters [characterValue]; UFE.SetPlayer(1, character1); UFE.SetPlayer(2, character2); // loading stage for fights depending upon level if (level == 1) { UFE.config.selectedStage = UFE.config.stages [0]; } else if (level == 2) { UFE.config.selectedStage = UFE.config.stages [1]; } else if (level == 21) { UFE.config.selectedStage = UFE.config.stages [2]; } else if (level == 3) { UFE.config.selectedStage = UFE.config.stages [3]; } else if (level == 31) { UFE.config.selectedStage = UFE.config.stages [4]; } // loading Hanuman character by checking whether user bought weapon or not switch (characterValue) { // level 1 cases case 1: if (WeaponPopUp.buygadha1 == true) { characterUpgradeValue = 0; this.characterUpgrade(); } else { UFE.Warning(0f); } break; case 2: if (WeaponPopUp.buygadha2 == true) { characterUpgradeValue = 6; this.characterUpgrade(); } else { UFE.secondPopUp(0f); } break; case 3: if (WeaponPopUp.buyArmour1 == true) { characterUpgradeValue = 7; this.characterUpgrade(); } else { UFE.thirdPopUp(0f); } break; case 4: if (WeaponPopUp.buygadha3 == true) { characterUpgradeValue = 8; this.characterUpgrade(); } else { UFE.fourthPopUp(0f); } break; case 5: if (WeaponPopUp.buyArmour2 == true) { characterUpgradeValue = 9; this.characterUpgrade(); } else { UFE.fifthPopUp(0f); } break; case 10: if (WeaponPopUp.level2buygadha == true) { characterUpgradeValue = 14; this.characterUpgrade(); } else { // UFE.StartGame(0); UFE.WarningLevel2(0f); } break; case 11: if (WeaponPopUp.level2buyarmour == true) { characterUpgradeValue = 15; this.characterUpgrade(); } else { UFE.treemanWarning2Popup(0); } break; case 12: if (WeaponPopUp.level2buygadha2 == true) { characterUpgradeValue = 16; this.characterUpgrade(); } else { UFE.treemanWarning3Popup(0); } break; case 13: if (WeaponPopUp.level2buyarmour2 == true) { characterUpgradeValue = 17; this.characterUpgrade(); } else { UFE.treemanWarning4Popup(0); } break; case 18: if (WeaponPopUp.level2buyarmour3 == true) { characterUpgradeValue = 25; this.characterUpgrade(); } else { UFE.lankiniWarningPopUp(0); } break; case 19: if (WeaponPopUp.level3buygadha == true) { characterUpgradeValue = 23; this.characterUpgrade(); } else { UFE.WarningLevel3(0); } break; case 20: if (WeaponPopUp.level3buygadha2 == true) { characterUpgradeValue = 24; this.characterUpgrade(); } else { UFE.MahiravanaWarningPopup(0); } break; case 21: if (WeaponPopUp.level3buyarmour == true) { characterUpgradeValue = 22; this.characterUpgrade(); } else { UFE.indrajithWarningPopUp(0); } break; default: UFE.StartGame(0); break; } }
public virtual void OnCharacterSelectionAllowed(int characterIndex, int player) { // If we haven't started loading a different screen.... if (!this.closing) { // Check if we are trying to select or deselect a character... if (characterIndex >= 0 && characterIndex < this.selectableCharacters.Length) { // If we are selecting a character, check if the player has already selected a character... if ( player == 1 && UFE.config.player1Character == null || player == 2 && UFE.config.player2Character == null ) { // If the player hasn't selected any character yet, process the request... this.SetHoverIndex(player, characterIndex); CharacterInfo character = this.selectableCharacters[characterIndex]; if (this.selectSound != null) { UFE.PlaySound(this.selectSound); } if (character != null && character.selectionSound != null) { UFE.PlaySound(character.selectionSound); } UFE.SetPlayer(player, character); // And check if we should start loading the next screen... if ( UFE.config.player1Character != null && (UFE.config.player2Character != null || UFE.gameMode == GameMode.StoryMode) ) { this.GoToNextScreen(); } } } else if (characterIndex < 0) { if ( // If we are trying to deselect a character, check if at least one player has selected a character UFE.config.player1Character != null || UFE.config.player2Character != null || // In network games, we also allow to return to the previous screen if the one of the player // doesn't have a character selected and he press the back button. We want to return to the // previous screen even if the other player has a character selected. UFE.gameMode == GameMode.NetworkGame && ( player == 1 && UFE.config.player1Character == null || player == 2 && UFE.config.player2Character == null ) ) { // In that case, check if the player that wants to deselect his current character has already // selected a character and try to deselect that character. if ( player == 1 && UFE.config.player1Character != null || player == 2 && UFE.config.player2Character != null ) { if (this.cancelSound != null) { UFE.PlaySound(this.cancelSound); } UFE.SetPlayer(player, null); } } else { // If none of the players has selected a character and one of the player wanted to deselect // his current character, that means that the player wants to return to the previous menu instead. this.GoToPreviousScreen(); } } } }