public void EnablePlayerSkill(Upgrade.Type upgradeType) { switch (upgradeType) { case Upgrade.Type.shock: player.canShock = true; ShockText.SetActive(true); break; case Upgrade.Type.cloak: player.canCloak = true; CloakText.SetActive(true); break; case Upgrade.Type.drain: player.canDrain = true; DrainText.SetActive(true); break; case Upgrade.Type.fire: player.canFire = true; FireText.SetActive(true); break; case Upgrade.Type.hover: player.canHover = true; HoverText.SetActive(true); break; } StartCoroutine(EnablePlayerSkillRoutine(upgradeType)); }
public void EnablePlayerSkill(Upgrade.Type upgradeType) { switch (upgradeType) { //eu teria feito todos os textos no mesmo componente, ao invés de um objeto pra cada texto case Upgrade.Type.shock: player.canShock = true; ShockText.SetActive(true); break; case Upgrade.Type.cloak: player.canCloak = true; CloakText.SetActive(true); break; case Upgrade.Type.drain: player.canDrain = true; DrainText.SetActive(true); break; case Upgrade.Type.shoot: player.canShoot = true; HoverText.SetActive(true); break; case Upgrade.Type.hover: player.canHover = true; ShootText.SetActive(true); break; } StartCoroutine(EnablePlayerSkillRoutine(upgradeType)); }
public void EnablePlayerSkill(Upgrade.Type upgradeType) { switch (upgradeType) { case Upgrade.Type.shock: player.canShock = true; ShockText.SetActive(true); break; case Upgrade.Type.cloak: player.canCloak = true; CloakText.SetActive(true); break; case Upgrade.Type.drain: player.canDrain = true; DrainText.SetActive(true); break; case Upgrade.Type.shoot: player.canShoot = true; ShootText.SetActive(true); break; case Upgrade.Type.fly: player.canFly = true; FlyText.SetActive(true); break; } StartCoroutine(EnablePlayerSkillRoutine(upgradeType)); }
IEnumerator EnablePlayerSkillRoutine(Upgrade.Type upgradeType) { yield return(new WaitForSeconds(0.5f)); if (Input.GetJoystickNames().Length == 0) { switch (upgradeType) { case Upgrade.Type.shock: ShowMessageBox("You acquired the SHOCK power! Press X to stun enemies!"); break; case Upgrade.Type.cloak: ShowMessageBox("You acquired the CLOAK power! Press C to become invisible!"); break; case Upgrade.Type.drain: ShowMessageBox("You acquired the DRAIN power! Press V to drain enemies' energy! ONLY WORKS ON UNAWARE ENEMIES"); break; case Upgrade.Type.fire: ShowMessageBox("You acquired the FIRE power! Press B to fire a projectile that debilitates enemies!"); break; case Upgrade.Type.hover: ShowMessageBox("You acquired the HOVER power! Hold N to hover over enemies or obstacles at the cost of energy!"); break; } } else { switch (upgradeType) { case Upgrade.Type.shock: ShowMessageBox("You acquired the SHOCK power! Press X to stun enemies!"); break; case Upgrade.Type.cloak: ShowMessageBox("You acquired the CLOAK power! Press B to become invisible!"); break; case Upgrade.Type.drain: ShowMessageBox("You acquired the DRAIN power! Press Y to drain enemies' energy! ONLY WORKS ON UNAWARE ENEMIES"); player.canDrain = true; break; case Upgrade.Type.fire: ShowMessageBox("You acquired the FIRE power! Press RB to fire a projectile that debilitates enemies!"); break; case Upgrade.Type.hover: ShowMessageBox("You acquired the HOVER power! Hold LB to hover over enemies or obstacles at the cost of energy!"); break; } } }
IEnumerator EnablePlayerSkillRoutine(Upgrade.Type upgradeType) { yield return(new WaitForSeconds(0.5f)); if (Input.GetJoystickNames().Length == 0) { switch (upgradeType) { case Upgrade.Type.shock: ShowMessageBox("You acquired the SHOCK power! Press X to stun enemies!"); break; case Upgrade.Type.cloak: ShowMessageBox("You acquired the CLOAK power! Press C to become invisible!"); break; case Upgrade.Type.drain: ShowMessageBox("You acquired the DRAIN power! Press V to drain enemies' energy! ONLY WORKS ON UNAWARE ENEMIES"); player.canDrain = true; break; case Upgrade.Type.shoot: ShowMessageBox("You acquired the SHOOT power! Press B to shoot!"); break; case Upgrade.Type.hover: ShowMessageBox("You acquired the HOVER power! Press N to hover all over the place!"); break; } } else { switch (upgradeType) { case Upgrade.Type.shock: ShowMessageBox("You acquired the SHOCK power! Press X to stun enemies!"); break; case Upgrade.Type.cloak: ShowMessageBox("You acquired the CLOAK power! Press B to become invisible!"); break; case Upgrade.Type.drain: ShowMessageBox("You acquired the DRAIN power! Press Y to drain enemies' energy! ONLY WORKS ON UNAWARE ENEMIES"); player.canDrain = true; break; } } }
public void UpdatePowerUp(Upgrade.Type type, bool active) { if (active) { GameObject.Find(type.ToString() + "PowerUp/Image").GetComponent <Image> ().color = new Color32(255, 255, 255, 255); RectTransform[] canvasChildren = GameObject.Find("HUD Canvas").GetComponent <Canvas> ().gameObject.GetComponentsInChildren <RectTransform> (true); foreach (RectTransform ui in canvasChildren) { if (ui.gameObject.name == "AbilityUI") { RectTransform panel = ui; StartCoroutine(ShowAbilityPanel(panel, type.ToString())); } } } else { GameObject.Find(type.ToString() + "PowerUp/Image").GetComponent <Image> ().color = new Color32(140, 140, 140, 255); } }
//parameters getter float convertUpgradeValue(float initVal, Upgrade.Type type) { float value; switch (type) { case Upgrade.Type.Government: value = initVal * GovernmentImportance; break; case Upgrade.Type.Public: value = initVal * PublicityImportance; break; case Upgrade.Type.Social: value = initVal * SocialMediaImportance; break; default: value = 0; break; } return(value); }
IEnumerator EnablePlayerSkillRoutine(Upgrade.Type upgradeType) { yield return(new WaitForSeconds(0.5f)); if (Input.GetJoystickNames().Length == 0) { switch (upgradeType) { case Upgrade.Type.shock: ShowMessageBox("You acquired the SHOCK power! Press X to stun enemies!"); break; case Upgrade.Type.cloak: ShowMessageBox("You acquired the CLOAK power! Press C to become invisible!"); break; case Upgrade.Type.drain: ShowMessageBox("You acquired the DRAIN power! Press V to drain enemies' energy! ONLY WORKS ON UNAWARE ENEMIES"); player.canDrain = true; break; case Upgrade.Type.shoot: ShowMessageBox("You acquired the SHOOT power! Press A to shoot enemies"); player.canShoot = true; break; case Upgrade.Type.hover: ShowMessageBox("You acquired the HOVER power! Hold D fly like a boss! BTW, the boss is in the last room, I made you fly over the walls to get there easily"); player.canHover = true; break; } } else { switch (upgradeType) { case Upgrade.Type.shock: ShowMessageBox("You acquired the SHOCK power! Press X to stun enemies!"); break; case Upgrade.Type.cloak: ShowMessageBox("You acquired the CLOAK power! Press B to become invisible!"); break; case Upgrade.Type.drain: ShowMessageBox("You acquired the DRAIN power! Press Y to drain enemies' energy! ONLY WORKS ON UNAWARE ENEMIES"); player.canDrain = true; break; case Upgrade.Type.shoot: ShowMessageBox("You acquired the SHOOT power! Press A to shoot enemies"); player.canDrain = true; break; case Upgrade.Type.hover: ShowMessageBox("You acquired the HOVER power! Hold D fly like a boss"); player.canDrain = true; break; } } }
IEnumerator EnablePlayerSkillRoutine(Upgrade.Type upgradeType) { yield return(new WaitForSeconds(0.5f)); if (Input.GetJoystickNames().Length == 0) { switch (upgradeType) { case Upgrade.Type.shock: ShowMessageBox("You acquired the SHOCK power! Press X to stun enemies!"); break; case Upgrade.Type.cloak: ShowMessageBox("You acquired the CLOAK power! Press C to become invisible!"); break; case Upgrade.Type.drain: ShowMessageBox("You acquired the DRAIN power! Press V to drain enemies' energy! ONLY WORKS ON UNAWARE ENEMIES"); player.canDrain = true; break; case Upgrade.Type.shoot: ShowMessageBox("You acquired the SHOOT power! Press S to destroy enemies! Be careful that it uses a lot of energy"); player.canShoot = true; break; case Upgrade.Type.fly: ShowMessageBox("You acquired the FLY power! Press D to fly! CAN'T MOVE WHILE FLYING"); player.canFly = true; break; } } else { switch (upgradeType) { case Upgrade.Type.shock: ShowMessageBox("You acquired the SHOCK power! Press X to stun enemies!"); break; case Upgrade.Type.cloak: ShowMessageBox("You acquired the CLOAK power! Press B to become invisible!"); break; case Upgrade.Type.drain: ShowMessageBox("You acquired the DRAIN power! Press Y to drain enemies' energy! ONLY WORKS ON UNAWARE ENEMIES"); player.canDrain = true; break; case Upgrade.Type.shoot: ShowMessageBox("You acquired the SHOOT power! Press ? to destroy enemies! Be careful that it uses a lot of energy"); player.canShoot = true; break; case Upgrade.Type.fly: ShowMessageBox("You acquired the FLY power! Hold ? to fly! CAN'T MOVE WHILE FLYING"); player.canFly = true; break; } } }
public void LevelUpgradeElement(Upgrade.Type type, int value) { Text text = GameObject.Find(type.ToString() + "PowerUp/Level").GetComponent <Text> (); text.text = value.ToString(); }