Exemplo n.º 1
0
    //public void PlayerGemfire()
    //{
    //    Debug.Log("PlayerGemFire()");
    //    PlayerObject.
    //}


    public void FireButtonFunct()
    {
        if (PlayerChosenAbility.GetAbilityTargets().Equals(Ability.AbilityTargetEnum.Self))
        {
            player.GetComponent <Player>().SetTarget(player);
            player.GetComponent <Cell>()._GameObjectData.Target = player;
            player.GetComponent <Player>().Fire();
        }
        Inspection.enabled = false;
        PlayerView.enabled = false;
        Overview.enabled   = true;
    }
Exemplo n.º 2
0
    public void EnableConfirm()
    {
        if (PlayerChosenAbility.chosenAbility == null)
        {
            return;
        }

        if (PlayerChosenAbility.GetAbilityPayMethod().Equals(Ability.AbilityPayEnum.Charge))
        {//if charge ability, check that it is paid for
            if (PlayerObject.Cost == PlayerObject.Paid &&
                !PlayerObject.IsFiring)
            {
                Confirm.SetActive(true);
            }
        }

        if (PlayerChosenAbility.GetAbilityPayMethod().Equals(Ability.AbilityPayEnum.Channel))
        { //if channel ability fire away
            if (player.GetComponent <Player>().PlayerHasTarget())
            {
                Confirm.SetActive(true);
            }
        }
    }
Exemplo n.º 3
0
    // Update is called once per frame
    void Update()
    {
        #region ResourcesUpdate
        //Health
        PlayerHealth.GetComponent <TextMeshProUGUI>().text = PlayerObject.Health.ToString() + "/" + PlayerObject.MaxHealth.ToString();
        //Energy
        PlayerEnergy.GetComponent <TextMeshProUGUI>().text = PlayerObject.Energy.ToString();
        //Gems
        playerGems.GetComponent <TextMeshProUGUI>().text = PlayerObject.Gems.ToString();


        #endregion

        if (PlayerChosenAbility.chosenAbility == null)
        {
            slider.SetActive(false);
            FireButton.SetActive(false);
            return;
        }

        if (GemUse.activeInHierarchy)
        {//update gem cost if the object is active
            if ((PlayerChosenAbility.GetCost() - PlayerObject.Paid / 10) == 0)
            {
                GemUse.GetComponentInChildren <TextMeshProUGUI>().text = 1.ToString();
            }
            else
            {
                GemUse.GetComponentInChildren <TextMeshProUGUI>().text = ((
                                                                              (PlayerChosenAbility.GetCost() - PlayerObject.Paid) / 10).ToString());
            }
        }

        //set the correct values for the charge bar picture and text
        SliderAbilityName.GetComponent <TextMeshProUGUI>().text = PlayerChosenAbility.GetName();

        SliderAbilityImage.overrideSprite = PlayerChosenAbility.GetSprite();
        slider.SetActive(true);

        //TODO write this in a smarter way!
        //check if has been paid
        if (PlayerObject.Cost == PlayerObject.Paid &&
            //make sure one ability has been selected
            PlayerChosenAbility.chosenAbility != null &&
            //only show fire button if the ability is targetting the player
            PlayerChosenAbility.GetAbilityTargets().Equals(Ability.AbilityTargetEnum.Self))
        {
            FireButton.SetActive(true);
        }
        else
        {
            FireButton.SetActive(false);
        }



        if (PlayerObject.Paid < PlayerObject.Cost)
        { //if we have enough gems and previous conditions are false, show the gem fire button
            if (PlayerObject.Gems * 10 + PlayerObject.Paid >= PlayerObject.Cost)
            {
                GemUse.SetActive(true);
            }
            else
            {
                GemUse.SetActive(false);
            }
        }
        else
        {
            GemUse.SetActive(false);
        }

        HealtSlider.maxValue = PlayerObject.Cost;
        HealtSlider.value    = PlayerObject.Paid;

        if (HealtSlider.maxValue >= 0)
        {
            slider.SetActive(true);
        }
        else
        {
            slider.SetActive(false);
        }
    }