void DoObjectsRotation() { string message = rotate_player_left ? "RotateLeft" : "RotateRight"; Player playerScript = BuildLevel.docentInstance.GetComponent <Player>(); playerScript.SendMessage(message); foreach (GameObject o in BuildLevel.amygdalaInstances) { Amygdala amygdalaScript = o.GetComponent <Amygdala>(); amygdalaScript.SendMessage(message); } }
static void Main(string[] args) { #region Yahrnam Console.Title = "Dane's Dungeon"; Console.WriteLine("---------------------------------------You awake in a place called Yharnam---------------------------------------------"); Console.WriteLine(); Console.WriteLine("\nYharnam is an imposing and sprawling metropolis characterized by Gothic and Victorian architecture.\nYharnam's Victorian architecture is reminiscent of late 19th Century European cities including Paris, Edinburgh, \nCologne and London. \nThe town appears rather grim and decadent and has been ravaged by a mysterious plague, becoming infested with dangerous beasts and demented citizens. \nEverywhere you look, there is what seems to be a path. You follow one.."); Console.WriteLine(); int score = 0; #endregion #region Weapons Weapon axe = new Weapon(16, 1, "Hunter's Axe", 10, false);//Player has to have weapon so we have to make a weapon first. Weapon cleaver = new Weapon(20, 1, "Saw Cleaver", 10, false); Weapon bm = new Weapon(15, 3, "Blades of Mercy", 20, true); Weapon hm = new Weapon(23, 1, "Holy Moonlight Sword", 2, true); Weapon kirk = new Weapon(19, 2, "KirkHammer", 15, true); Weapon lhb = new Weapon(22, 1, "LudWigs Holy Blade", 10, true); Weapon[] Weapons = { axe, cleaver, bm, hm, kirk, lhb }; Random rand = new Random(); int randomNbr = rand.Next(Weapons.Length); Weapon radWeapon = Weapons[randomNbr]; #endregion #region Hunters Player player = new Player("Night Hunter", 70, 5, 40, 40, Race.Beast, radWeapon); #endregion #region //TODO 2. Create a do while bool exit = false; do { //room desc Console.WriteLine(RoomDesc()); #endregion #region Beasts //Since all monsters are children of monster, we could store them in a monster[]. Amygdala amg = new Amygdala(); MoonPresence mp = new MoonPresence(); BloodStarvedBeast bsb = new BloodStarvedBeast(); TheOneReborn ob = new TheOneReborn(); ClericBeast cb = new ClericBeast(); Monster[] Monsters = { amg, mp, bsb, ob, cb }; //Randomly selsct a monster Random rand1 = new Random(); int randomNbr1 = rand1.Next(Monsters.Length); Monster monster = Monsters[randomNbr1]; //show momster in the room Console.WriteLine("\nThe Beast in front of you: " + monster.Name); #endregion #region User Menu bool reload = false; do { Console.WriteLine("\nPlease choose an action: \n" + "A) Attack the beast\n" + "R) Run\n" + "H) Hunter Info\n" + "B) Beast Info\n" + "E) Exit\n"); ConsoleKey userChoice = Console.ReadKey().Key; //The above line captures a single keystroke of user input // as a character value and allows us to deal with that single // value instead of a string. Console.Clear(); switch (userChoice) { case ConsoleKey.A: //TODO Build out combat functionality Combat.DoBattle(player, monster); if (monster.Life <= 0) { //its dead, and player has won //You could add some logic here for the player to get items, get life //back, or something else Console.WriteLine("\nYou defeated {0}!!\n", monster.Name); score++; //increases the score reload = true; //get a new room } break; case ConsoleKey.R: Console.WriteLine("Smart move, but the beast isn't happy.."); Combat.DoAttack(monster, player); Console.WriteLine(); reload = true; break; case ConsoleKey.H: Console.WriteLine(player); Console.WriteLine("Beasts slaughtered: " + score); break; case ConsoleKey.B: Console.WriteLine(monster); break; case ConsoleKey.E: case ConsoleKey.X: Console.WriteLine("You have chosen to exit the game. You weren't going to survive anyways."); Console.WriteLine("You defeated {0} Beast{1}", score, ((score == 1)? "." : "s.")); exit = true; break; default: Console.WriteLine("Invalid Response. Please try again"); break; }//endswitch if (player.Life <= 0) { Console.WriteLine("You defeated {0} monster{1}", score, ((score == 1) ? "." : "s.")); exit = true; } } while (!exit && !reload); } while (!exit); Console.WriteLine("YOU DIED"); #endregion // * ***DOWHILE inside DOWHILE*** //A. Attack the monster //**If they win, they go out of 1 do while** //B. Run away //*****Fall out of 1 do while, but not the other*** //*****If you choose to run, they hit you in the back**** //C. Charcater info //D. Monster info //E. Exit // *******Fall out of both do whiles****** // * *******Extras******* //1. Collect gems //2. Leveling up //3. Healing //4. Collect weapons // */ }//main