Exemplo n.º 1
0
 private void Burn()
 {
     //timer
     if ((dotTimerTick < StoryProgressionManager.GetTimeHours()) && (dotTimer <= StoryProgressionManager.GetTimeHours()))
     {
         gameObject.GetComponent <CharacterStats>().TakeDamage(amount, DictionaryHolder.element.Fire);
         dotTimer++;
     }
 }
Exemplo n.º 2
0
    public void MoveRight()
    {
        moveCast   = new Vector3(moveDistance, 0, 0);
        moveCast  += player.transform.position;
        movedRight = true;
        ControlsEnabled(false);

        //advance time
        StoryProgressionManager.AddTime(1);
    }
Exemplo n.º 3
0
 private void Poison()
 {
     //timer
     if ((dotTimerTick <= StoryProgressionManager.GetTimeHours()) && (dotTimer <= StoryProgressionManager.GetTimeHours()))
     {
         GameObject.FindGameObjectWithTag("FightWindow").GetComponent <FightManager>().WriteToInfoLabel(string.Format("<color=green>Poisoned</color>... <color=red>{0}</color>",
                                                                                                                      gameObject.GetComponent <CharacterStats>().TakeDamage(amount, DictionaryHolder.element.Earth)));
         dotTimer++;
     }
 }
Exemplo n.º 4
0
    private void Rotate()
    {
        //get angle per hour
        int exactAngle = (360 / 24) * StoryProgressionManager.GetCurrentTimeHours();

        //set location to achieve
        pointAngle = Quaternion.Euler(0, 0, -exactAngle - 180);
        //rotate
        transform.rotation = Quaternion.Lerp(transform.rotation, pointAngle, 0.01f);
    }
Exemplo n.º 5
0
 private void Escape()
 {
     if (dotTimer >= dotTimerTick)
     {
         GameObject.FindGameObjectWithTag("FightWindow").GetComponent <FightManager>().EnemyEscape();
     }
     if (dotTimer < StoryProgressionManager.GetTimeHours())
     {
         dotTimer = StoryProgressionManager.GetTimeHours();
     }
 }
Exemplo n.º 6
0
 private void Bleed()
 {
     //timer
     if (dotTimerTick < StoryProgressionManager.GetTimeHours())
     {
         Debug.Log(dotTimer + "/" + dotTimerTick);
     }
     else
     {
         GameObject.FindGameObjectWithTag("FightWindow").GetComponent <FightManager>().WriteToInfoLabel(string.Format("<color=red>Bleeding</color>... <color=red>{0}</color>",
                                                                                                                      gameObject.GetComponent <CharacterStats>().TakeDamage(amount, DictionaryHolder.element.Dark)));
         amount = 0;
     }
 }
Exemplo n.º 7
0
    // Start is called before the first frame update
    void Start()
    {
        //name
        playerName = "Slimey";

        //save load manager
        datamanager = GetComponent <DataManager>();

        //story progression
        StoryProgressionManager.Initialize();

        //stats
        currentStats  = new DictionaryHolder();
        modifierStats = new DictionaryHolder();
        baseStats     = new DictionaryHolder();
        baseStats.ChangeStat(DictionaryHolder.statType.Health, 10);
        baseStats.ChangeStat(DictionaryHolder.statType.Slime, 10);
        baseStats.ChangeStat(DictionaryHolder.statType.Damage, DictionaryHolder.element.Neutral, 1);

        //gathering levels
        Farming     = new CharacterJobClass("Farming", 1, 20, 1, 3);
        Fishing     = new CharacterJobClass("Fishing", 1, 20, 1, 3);
        Mining      = new CharacterJobClass("Mining", 1, 20, 1, 3);
        WoodCutting = new CharacterJobClass("WoodCutting", 1, 20, 1, 3);

        //modified stats
        actionPointsCurent = baseStats.actionPoints;
        healthCurrent      = baseStats.health;
        slimeCurrent       = baseStats.slime;
        expPoolCurrent     = 0;

        /*
         * //try load
         * datamanager.Load();
         *
         * //try save
         * datamanager.Save();
         */
    }
Exemplo n.º 8
0
    /*map legend:
     * 0    =   entrance   (this is put at -1*x automatically)
     * 1    =   farm
     * 2    =   forest
     * 3    =   mine
     * 4    =   river
     * 5    =   chest
     * 6    =   monster
     * 7    =   boss
     * 8    =   door   (add locations through doorlocations list for each door)
     * 9    =   wall   (these are put at the beginning and end of a stage automatically)
     * 10   =   SkillUpgradeStation
     * 11   =   AlchemyStation
     * */

    // Start is called before the first frame update
    void Start()
    {
        map           = new List <int>();
        doorLocations = new List <string>();

        switch (SceneManager.GetActiveScene().name)
        {
        //set map creation here
        //if there are doors, set door locations
        case "Home":
        {
            //sets hub list of blocks
            map = new List <int>()
            {
                8, 10, 11
            };
            doorLocations.Clear();
            doorLocations.Add("World");
            break;
        }

        case "World":
        {
            map = CreateWorld(StoryProgressionManager.GetMapSize(), StoryProgressionManager.GetDifficulty());
            break;
        }
        }

        //door counter (used to go through door scene locations)
        int door = 0;

        // Instantiate Walls on the edges of the map
        Instantiate(blocks[9], new Vector3(-2 * 1.5f, 0, 0), blocks[9].transform.rotation);
        Instantiate(blocks[9], new Vector3(map.Count * 1.5f, 0, 0), blocks[9].transform.rotation);
        // Instantiate Entrance
        Instantiate(blocks[0], new Vector3(-1 * 1.5f, 0, 0), blocks[0].transform.rotation);
        //instantiate map
        for (int i = 0; i < map.Count; i++)
        {
            //instantiates objects in blocks list
            var tempObj = Instantiate(blocks[map[i]], new Vector3(i * 1.5f, 0, 0), blocks[map[i]].transform.rotation);

            //if its a door
            if (tempObj.tag == "Door")
            {
                //adds the scene name to the changeScene script
                tempObj.GetComponent <ChangeScene>().sceneName = doorLocations[door];
                door++;
            }
            //if its an enemy
            else if ((tempObj.tag == "Boss") || (tempObj.tag == "Monster"))
            {
                //handles monster spawns
                EnemySpawn(tempObj, StoryProgressionManager.GetDifficulty());
            }
        }

        //if it doesnt find player
        if (!GameObject.FindGameObjectWithTag("Player"))
        {
            //instantiate all objects that should be on every scene
            for (int i = 0; i < dontDestroyOnLoadObjects.Length; i++)
            {
                Instantiate(dontDestroyOnLoadObjects[i]);
            }
        }

        //set player to entrance
        GameObject.FindGameObjectWithTag("Player").transform.position = new Vector3(
            GameObject.FindGameObjectWithTag("Entrance").transform.position.x,
            GameObject.FindGameObjectWithTag("Player").transform.position.y,
            GameObject.FindGameObjectWithTag("Player").transform.position.z);
        GameObject.FindGameObjectWithTag("Canvas").GetComponent <UIControls>().MoveToEntrance();
    }
Exemplo n.º 9
0
    private void EnemySpawn(GameObject enemyBlock, int mapDifficulty)
    {
        //if there is an enemy script attached
        if (enemyBlock.TryGetComponent <Enemy>(out Enemy en))
        {
            //replace this with monster spawning function
            int random = Random.Range(0, StoryProgressionManager.GetMaxEnemyUnlocked());
            switch (random)
            {
            case 0:
            {
                enemyBlock.GetComponent <Enemy>().SetEnemy(EnemiesDatabase.enemy.Fish);
                break;
            }

            case 1:
            {
                enemyBlock.GetComponent <Enemy>().SetEnemy(EnemiesDatabase.enemy.Lizzard);
                break;
            }

            case 2:
            {
                enemyBlock.GetComponent <Enemy>().SetEnemy(EnemiesDatabase.enemy.Cat);
                break;
            }

            case 3:
            {
                enemyBlock.GetComponent <Enemy>().SetEnemy(EnemiesDatabase.enemy.Scorpion);
                break;
            }

            case 4:
            {
                enemyBlock.GetComponent <Enemy>().SetEnemy(EnemiesDatabase.enemy.Slime);
                break;
            }

            case 5:
            {
                enemyBlock.GetComponent <Enemy>().SetEnemy(EnemiesDatabase.enemy.Fox);
                break;
            }

            case 6:
            {
                enemyBlock.GetComponent <Enemy>().SetEnemy(EnemiesDatabase.enemy.Boar);
                break;
            }

            case 7:
            {
                enemyBlock.GetComponent <Enemy>().SetEnemy(EnemiesDatabase.enemy.Wolf);
                break;
            }

            case 8:
            {
                enemyBlock.GetComponent <Enemy>().SetEnemy(EnemiesDatabase.enemy.Bear);
                break;
            }

            case 9:
            {
                enemyBlock.GetComponent <Enemy>().SetEnemy(EnemiesDatabase.enemy.Goblin);
                break;
            }

            case 10:
            {
                enemyBlock.GetComponent <Enemy>().SetEnemy(EnemiesDatabase.enemy.LandFish);
                break;
            }

            case 11:
            {
                enemyBlock.GetComponent <Enemy>().SetEnemy(EnemiesDatabase.enemy.LizardMan);
                break;
            }

            case 12:
            {
                enemyBlock.GetComponent <Enemy>().SetEnemy(EnemiesDatabase.enemy.Eagle);
                break;
            }

            case 13:
            {
                enemyBlock.GetComponent <Enemy>().SetEnemy(EnemiesDatabase.enemy.Kappa);
                break;
            }

            case 14:
            {
                enemyBlock.GetComponent <Enemy>().SetEnemy(EnemiesDatabase.enemy.ArmoredBoar);
                break;
            }

            case 15:
            {
                enemyBlock.GetComponent <Enemy>().SetEnemy(EnemiesDatabase.enemy.Pixie);
                break;
            }

            case 16:
            {
                enemyBlock.GetComponent <Enemy>().SetEnemy(EnemiesDatabase.enemy.FireFox);
                break;
            }

            case 17:
            {
                enemyBlock.GetComponent <Enemy>().SetEnemy(EnemiesDatabase.enemy.Frog);
                break;
            }

            case 18:
            {
                enemyBlock.GetComponent <Enemy>().SetEnemy(EnemiesDatabase.enemy.Panda);
                break;
            }

            case 19:
            {
                enemyBlock.GetComponent <Enemy>().SetEnemy(EnemiesDatabase.enemy.Golem);
                break;
            }
            }
            enemyBlock.name = enemyBlock.GetComponent <Enemy>().GetEnemyType().ToString();
        }
    }
Exemplo n.º 10
0
 private void UpdateInDeCreaseMapSizeButtons()
 {
     increaseMapButton.GetComponent <Button>().interactable = ((StoryProgressionManager.GetMapSize() + 1 > StoryProgressionManager.GetMapSizeMaxUnlocked()) ? false : true);
     decreaseMapButton.GetComponent <Button>().interactable = ((StoryProgressionManager.GetMapSize() - 1 <= 0) ? false : true);
 }
Exemplo n.º 11
0
 public void DecreaseMapSize()
 {
     StoryProgressionManager.IncrementMapSize(-1);
 }
Exemplo n.º 12
0
 public void UpdateNeutralSkills()
 {
     UpdateSkills(DictionaryHolder.element.Neutral); StoryProgressionManager.AddTime(6);
 }
Exemplo n.º 13
0
 public void UpdateDarkSkills()
 {
     UpdateSkills(DictionaryHolder.element.Dark); StoryProgressionManager.AddTime(6);
 }
Exemplo n.º 14
0
    // Update is called once per frame
    void Update()
    {
        #region Health/SPUpdate

        //set hp
        var temp = hpBar.GetComponent <RectTransform>();
        temp.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, Mathf.Clamp((player.GetComponent <CharacterStats>().healthCurrent *hpBarMaxWidth) / player.GetComponent <CharacterStats>().currentStats.health, 0, 100000));
        hpLabel.text = player.GetComponent <CharacterStats>().healthCurrent.ToString() + "/" + player.GetComponent <CharacterStats>().currentStats.health.ToString();

        //set sp - slime points
        temp = spBar.GetComponent <RectTransform>();
        temp.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, Mathf.Clamp((player.GetComponent <CharacterStats>().slimeCurrent *spBarMaxWidth) / player.GetComponent <CharacterStats>().currentStats.slime, 0, 100000));
        spLabel.text = player.GetComponent <CharacterStats>().slimeCurrent.ToString() + "/" + player.GetComponent <CharacterStats>().currentStats.slime.ToString();

        //error fixing
        try
        {
            if (enemy != null)
            {
                //set enemy hp
                temp = enemyHpBar.GetComponent <RectTransform>();
                temp.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, Mathf.Clamp((enemy.GetHealth() * enemyHpBarMaxWidth) / enemy.GetHealthMax(), 0, 100000));
                enemyHpLabel.text = enemy.GetHealth().ToString() + "/" + enemy.GetHealthMax().ToString();

                //set enemy sp - slime points
                temp = enemySpBar.GetComponent <RectTransform>();
                temp.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, Mathf.Clamp((enemy.GetSP() * spBarMaxWidth) / enemy.GetSPMax(), 0, 100000));
                enemySpLabel.text = enemy.GetSP().ToString() + "/" + enemy.GetSPMax().ToString();
            }
        }
        catch (Exception ex)
        {
            Debug.Log("Enemy not set. Error: " + ex.ToString());
        }

        #endregion

        #region FightFlow

        //continuous label update
        UpdateInfoLabel();

        //fight flow
        switch (fightState)
        {
        case FightFlow.Start:
        {
            ResetFight();

            //label write
            WriteToInfoLabel(string.Format("<color=purple>{0}</color> encountered!", enemy.GetEnemyType()));

            #region UISetUp

            enemyName.text = enemy.GetEnemyName();

            //set element choice slots
            maxElementChoiceSlots = Mathf.Clamp(player.GetComponent <CharacterStats>().currentStats.elementSlots, 0, 7);

            //disable/enable elemental slots
            for (int i = 0; i < elementChoiceSlots.Length; i++)
            {
                //skill[0] dictates the amount of elemental slots a player can have
                if (i < maxElementChoiceSlots)
                {
                    elementChoiceSlots[i].SetActive(true);
                }
                else
                {
                    elementChoiceSlots[i].SetActive(false);
                }
            }

            //set elements available according to lvl 1 skills
            for (int i = 0; i < elementIcons.Length; i++)
            {
                if (player.GetComponent <CharacterSkillTree>().ActiveSkills()[i].CurrentLevel() > 0)
                {
                    elementChoices[i].SetActive(true);
                }
                else
                {
                    elementChoices[i].SetActive(false);
                }
            }

            #endregion

            //move to next phase
            fightState = FightFlow.ChooseElements;

            break;
        }

        case FightFlow.ChooseElements:
        {
            //check death
            if (player.GetComponent <CharacterStats>().healthCurrent <= 0)
            {
                //write death
                WriteToInfoLabel("You're too weak to continue...");

                //advance time
                StoryProgressionManager.AddTime(24);

                //end fight
                fightState = FightFlow.End;
            }

            //enable element choosing
            chooseElements = true;

            //if at least one elements has been chosen
            if (elementChoicesCounter >= maxElementChoiceSlots)
            {
                executeButton.SetActive(true);
            }
            else
            {
                executeButton.SetActive(false);
            }

            break;
        }

        case FightFlow.Attack:
        {
            //disable element choosing
            chooseElements = false;

            //attack
            AttackRoutine();

            //clear element choice slots
            ClearChosenSlots();

            //change phase
            if (enemy.GetHealth() > 0)
            {
                fightState = FightFlow.Defend;
            }
            else
            {
                //end
                fightState = FightFlow.Resolve;
            }

            break;
        }

        case FightFlow.Defend:
        {
            //enemy attack
            DefendRoutine();

            //advance time
            StoryProgressionManager.AddTime(1);

            //check death
            if (player.GetComponent <CharacterStats>().healthCurrent <= 0)
            {
                //write death
                WriteToInfoLabel("You're too weak to continue...");

                //advance time
                StoryProgressionManager.AddTime(24);

                //end fight
                fightState = FightFlow.End;
            }
            else
            {
                //attack again
                fightState = FightFlow.ChooseElements;
            }

            break;
        }

        case FightFlow.Resolve:
        {
            //write exp given
            WriteToInfoLabel(string.Format("Battle end... Obtained <color=yellow>{0}</color> exp.", enemy.GetExp()));

            //give exp
            player.GetComponent <CharacterStats>().GainExp(enemy.GetExp());

            //add enemy to requirements
            StoryProgressionManager.currentRequirementProgress.ChangeRequirementValue(enemy.GetElement(), 1);

            //end
            fightState = FightFlow.End;

            break;
        }

        case FightFlow.End:
        {
            //remove enemy skill effects
            foreach (EnemySkillEffect skillEffect in player.GetComponents <EnemySkillEffect>())
            {
                Destroy(skillEffect);
            }

            //wait for read
            if (!WaitingForRead())
            {
                //check death
                if (player.GetComponent <CharacterStats>().healthCurrent <= 0)
                {
                    player.GetComponent <CharacterStats>().actionPointsCurent = 0;
                }
                else
                {
                    //take ap
                    player.GetComponent <CharacterStats>().actionPointsCurent--;
                }

                fightState = FightFlow.OutsideFight;

                //fade
                GameObject.FindGameObjectWithTag("FadePanel").GetComponent <FadePanel>().Fade(0.5f);
            }

            break;
        }

        case FightFlow.OutsideFight:
        {
            //keep window hidden
            GetComponent <ShowHideWindow>().showHide = false;
            infoLabel.text = "";
            break;
        }
        }

        #endregion
    }
Exemplo n.º 15
0
    public void UseSkillEffect(DictionaryHolder.element statElement)
    {
        switch (currentEffect)
        {
        case Effects.ResUp:
        {
            var temp = GameObject.FindGameObjectWithTag("FightWindow").GetComponent <FightManager>().enemy.gameObject.AddComponent <EnemySkillEffect>();
            temp.SetAmount(amount);
            temp.SetEffect(currentEffect);
            temp.SetElement(statElement);
            break;
        }

        case Effects.AllResUp:
        {
            var temp = GameObject.FindGameObjectWithTag("FightWindow").GetComponent <FightManager>().enemy.gameObject.AddComponent <EnemySkillEffect>();
            temp.SetAmount(amount);
            temp.SetEffect(currentEffect);
            break;
        }

        case Effects.ResDown:
        {
            var temp = GameObject.FindGameObjectWithTag("Player").gameObject.AddComponent <EnemySkillEffect>();
            temp.SetAmount(amount);
            temp.SetEffect(currentEffect);
            temp.SetElement(statElement);
            break;
        }

        case Effects.DamageDown:
        {
            var temp = GameObject.FindGameObjectWithTag("Player").gameObject.AddComponent <EnemySkillEffect>();
            temp.SetAmount(amount);
            temp.SetEffect(currentEffect);
            temp.SetElement(statElement);
            break;
        }

        case Effects.DamageUp:
        {
            var temp = GameObject.FindGameObjectWithTag("FightWindow").GetComponent <FightManager>().enemy.gameObject.AddComponent <EnemySkillEffect>();
            temp.SetAmount(amount);
            temp.SetEffect(currentEffect);
            temp.SetElement(statElement);
            break;
        }

        case Effects.Poison:
        {
            var temp = GameObject.FindGameObjectWithTag("Player").gameObject.AddComponent <EnemySkillEffect>();
            temp.SetAmount(amount);
            temp.SetEffect(currentEffect);
            temp.dotTimerTick = StoryProgressionManager.GetTimeHours() + 7;
            temp.dotTimer     = StoryProgressionManager.GetTimeHours() + 1;
            break;
        }

        case Effects.Burn:
        {
            var temp = GameObject.FindGameObjectWithTag("Player").gameObject.AddComponent <EnemySkillEffect>();
            temp.SetAmount(amount);
            temp.SetEffect(currentEffect);
            temp.dotTimerTick = StoryProgressionManager.GetTimeHours() + 3;
            temp.dotTimer     = StoryProgressionManager.GetTimeHours() + 1;
            break;
        }

        case Effects.Bleed:
        {
            var temp = GameObject.FindGameObjectWithTag("Player").gameObject.AddComponent <EnemySkillEffect>();
            temp.SetAmount(amount);
            temp.SetEffect(currentEffect);
            temp.dotTimerTick = StoryProgressionManager.GetTimeHours() + 3;
            break;
        }

        case Effects.Escape:
        {
            var temp = GameObject.FindGameObjectWithTag("FightWindow").GetComponent <FightManager>().enemy.gameObject.AddComponent <EnemySkillEffect>();
            temp.SetAmount(amount);
            temp.SetEffect(currentEffect);
            temp.dotTimerTick = StoryProgressionManager.GetTimeHours() + 1;
            temp.dotTimer     = StoryProgressionManager.GetTimeHours();
            break;
        }

        case Effects.Exp:
        {
            var temp = GameObject.FindGameObjectWithTag("FightWindow").GetComponent <FightManager>().enemy.gameObject.AddComponent <EnemySkillEffect>();
            temp.SetAmount(amount);
            temp.SetEffect(currentEffect);
            break;
        }

        case Effects.Heal:
        {
            var temp = GameObject.FindGameObjectWithTag("FightWindow").GetComponent <FightManager>().enemy.gameObject.AddComponent <EnemySkillEffect>();
            temp.SetAmount(amount);
            temp.SetEffect(currentEffect);
            break;
        }
        }
    }
Exemplo n.º 16
0
    // Update is called once per frame
    void Update()
    {
        //ap
        actionPoints.text = "AP:" + GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterStats>().actionPointsCurent.ToString();

        //clock
        clock.text = string.Format("{0}Y {1}M {2}D {3}H", StoryProgressionManager.GetTimeYears(), StoryProgressionManager.GetTimeMonths(), StoryProgressionManager.GetTimeDays(), StoryProgressionManager.GetCurrentTimeHours());

        //escape button
        if ((SceneManager.GetActiveScene().name == "Home") || (GameObject.FindGameObjectWithTag("FightWindow").GetComponent <FightManager>().GetFightState() != FightManager.FightFlow.OutsideFight))
        {
            escapeButton.SetActive(false);
        }
        else
        {
            escapeButton.SetActive(true);
        }

        //door size
        if (GameObject.FindGameObjectWithTag("Canvas").GetComponent <UIControls>().IsNearDoor())
        {
            doorButton.SetActive(true);
            doorSize.text = StoryProgressionManager.GetMapSize().ToString();
        }
        else
        {
            doorButton.SetActive(false);
        }

        //skill Unlock Interface
        if (GameObject.FindGameObjectWithTag("Canvas").GetComponent <UIControls>().IsNearSkillUnlockStation())
        {
            skillUnlockStationButton.SetActive(true);
        }
        else
        {
            skillUnlockStationButton.SetActive(false); skillUnlockStationPanel.SetActive(false); skillUnlockStationButton.GetComponent <ShowHideWindow>().showHide = false;
        }

        //alchemy Interface
        if (GameObject.FindGameObjectWithTag("Canvas").GetComponent <UIControls>().IsNearAlchemyStation())
        {
            alchemyButton.SetActive(true);
        }
        else
        {
            alchemyButton.SetActive(false); alchemyPanel.SetActive(false); alchemyButton.GetComponent <ShowHideWindow>().showHide = false;
        }

        //gold
        gold.text = player.GetComponent <InventorySystem>().itemList[0].GetAmount().ToString();
        //player name
        playerName.text = player.GetComponent <CharacterStats>().playerName;
        //exp
        expPool.text = string.Format("{0}/{1}", player.GetComponent <CharacterStats>().expPoolCurrent, player.GetComponent <CharacterStats>().currentStats.expPool);
        exp.width    = AdjustBarSize(exp.Maxwidth, player.GetComponent <CharacterStats>().expPoolCurrent, player.GetComponent <CharacterStats>().currentStats.expPool);
        expBar.GetComponent <RectTransform>().sizeDelta = new Vector2(exp.width, exp.expbarSize.y);

        //jobs
        lumber.text = string.Format("WoodCutting Lvl.{0}", playerStats.WoodCutting.GetLevel());
        farmer.text = string.Format("Farming Lvl.{0}", playerStats.Farming.GetLevel());
        fisher.text = string.Format("Fishing Lvl.{0}", playerStats.Fishing.GetLevel());
        miner.text  = string.Format("Mining Lvl.{0}", playerStats.Mining.GetLevel());

        //farmer
        farmerExpLabel.text = string.Format("{0}/{1}", player.GetComponent <CharacterStats>().Farming.GetExp(), player.GetComponent <CharacterStats>().Farming.GetExpToLevel());
        farmerExp.width     = AdjustBarSize(farmerExp.Maxwidth, player.GetComponent <CharacterStats>().Farming.GetExp(), player.GetComponent <CharacterStats>().Farming.GetExpToLevel());
        farmerExpBar.GetComponent <RectTransform>().sizeDelta = new Vector2(farmerExp.width, farmerExp.expbarSize.y);
        //lumberman
        lumberjackExpLabel.text = string.Format("{0}/{1}", player.GetComponent <CharacterStats>().WoodCutting.GetExp(), player.GetComponent <CharacterStats>().WoodCutting.GetExpToLevel());
        lumberExp.width         = AdjustBarSize(lumberExp.Maxwidth, player.GetComponent <CharacterStats>().WoodCutting.GetExp(), player.GetComponent <CharacterStats>().WoodCutting.GetExpToLevel());
        lumberjackExpBar.GetComponent <RectTransform>().sizeDelta = new Vector2(lumberExp.width, lumberExp.expbarSize.y);
        //fisher
        fisherExpLabel.text = string.Format("{0}/{1}", player.GetComponent <CharacterStats>().Fishing.GetExp(), player.GetComponent <CharacterStats>().Fishing.GetExpToLevel());
        fisherExp.width     = AdjustBarSize(fisherExp.Maxwidth, player.GetComponent <CharacterStats>().Fishing.GetExp(), player.GetComponent <CharacterStats>().Fishing.GetExpToLevel());
        fisherExpBar.GetComponent <RectTransform>().sizeDelta = new Vector2(fisherExp.width, fisherExp.expbarSize.y);
        //miner
        minerExpLabel.text = string.Format("{0}/{1}", player.GetComponent <CharacterStats>().Mining.GetExp(), player.GetComponent <CharacterStats>().Mining.GetExpToLevel());
        minerExp.width     = AdjustBarSize(minerExp.Maxwidth, player.GetComponent <CharacterStats>().Mining.GetExp(), player.GetComponent <CharacterStats>().Mining.GetExpToLevel());
        minerExpBar.GetComponent <RectTransform>().sizeDelta = new Vector2(minerExp.width, minerExp.expbarSize.y);

        //stats
        stats1.text = string.Format(
            "Health: {0}/{1}\n" +
            "Slime: {2}/{3}\n" +
            "Element Slots: {4}\n" +
            "Action Points: {5}/{6}",
            playerStats.healthCurrent.ToString(), playerStats.currentStats.health.ToString(),
            playerStats.slimeCurrent.ToString(), playerStats.currentStats.slime.ToString(),
            playerStats.currentStats.elementSlots.ToString(),
            playerStats.actionPointsCurent.ToString(), playerStats.currentStats.actionPoints.ToString());
        stats2.text = string.Format(
            "Res:\n" +
            "Fire    - {0}\n" +
            "Water   - {1}\n" +
            "Earth   - {2}\n" +
            "Wind    - {3}\n" +
            "Light   - {4}\n" +
            "Dark    - {5}\n" +
            "Neutral - {6}",
            playerStats.currentStats.fixedDamageStats[DictionaryHolder.element.Fire].ToString(),
            playerStats.currentStats.fixedDamageStats[DictionaryHolder.element.Water].ToString(),
            playerStats.currentStats.fixedDamageStats[DictionaryHolder.element.Earth].ToString(),
            playerStats.currentStats.fixedDamageStats[DictionaryHolder.element.Wind].ToString(),
            playerStats.currentStats.fixedDamageStats[DictionaryHolder.element.Fire].ToString(),
            playerStats.currentStats.fixedDamageStats[DictionaryHolder.element.Dark].ToString(),
            playerStats.currentStats.fixedDamageStats[DictionaryHolder.element.Neutral].ToString());
        stats3.text = string.Format(
            "Damage:\n" +
            "Fire    - {0}\n" +
            "Water   - {1}\n" +
            "Earth   - {2}\n" +
            "Wind    - {3}\n" +
            "Light   - {4}\n" +
            "Dark    - {5}\n" +
            "Neutral - {6}",
            playerStats.currentStats.percentDamageStats[DictionaryHolder.element.Fire].ToString(),
            playerStats.currentStats.percentDamageStats[DictionaryHolder.element.Water].ToString(),
            playerStats.currentStats.percentDamageStats[DictionaryHolder.element.Earth].ToString(),
            playerStats.currentStats.percentDamageStats[DictionaryHolder.element.Wind].ToString(),
            playerStats.currentStats.percentDamageStats[DictionaryHolder.element.Fire].ToString(),
            playerStats.currentStats.percentDamageStats[DictionaryHolder.element.Dark].ToString(),
            playerStats.currentStats.percentDamageStats[DictionaryHolder.element.Neutral].ToString());
        stats4.text = string.Format(
            "Damage(%):\n" +
            "Fire    - {0}%\n" +
            "Water   - {1}%\n" +
            "Earth   - {2}%\n" +
            "Wind    - {3}%\n" +
            "Light   - {4}%\n" +
            "Dark    - {5}%\n" +
            "Neutral - {6}%",
            playerStats.currentStats.fixedResStats[DictionaryHolder.element.Fire].ToString(),
            playerStats.currentStats.fixedResStats[DictionaryHolder.element.Water].ToString(),
            playerStats.currentStats.fixedResStats[DictionaryHolder.element.Earth].ToString(),
            playerStats.currentStats.fixedResStats[DictionaryHolder.element.Wind].ToString(),
            playerStats.currentStats.fixedResStats[DictionaryHolder.element.Fire].ToString(),
            playerStats.currentStats.fixedResStats[DictionaryHolder.element.Dark].ToString(),
            playerStats.currentStats.fixedResStats[DictionaryHolder.element.Neutral].ToString());
    }
Exemplo n.º 17
0
    // Update is called once per frame
    void Update()
    {
        if ((interacting) && (timer == 0))
        {
            try
            {
                _progressBarImage = Instantiate(progressbarImage, GameObject.FindGameObjectWithTag("Canvas").transform);
                _progressBarImage.GetComponent <RectTransform>().position = new Vector3((Screen.currentResolution.width / 2) - (_progressBarImage.GetComponent <RectTransform>().sizeDelta.x / 2), Screen.currentResolution.height - _progressBarImage.GetComponent <RectTransform>().sizeDelta.y - 50, 0);
                _progressBarText = Instantiate(progressbarText, _progressBarImage.transform);
                _progressBarText.GetComponent <RectTransform>().position = new Vector3(_progressBarImage.transform.position.x, _progressBarImage.transform.position.y, -1);
                timer += 0.001f;
            }
            catch
            {
                throw new System.Exception("Error instantiating progress bar.");
            }
        }

        //interaction
        if ((timer > 0) && (timer <= resourceTimer))
        {
            timer += Time.deltaTime;

            //ui display
            _progressBarText.GetComponent <Text>().text = (resourceTimer - timer).ToString("0.00") + " s";
            _progressBarImage.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, loadBarMaxWidth * (1 - (timer / resourceTimer)));
        }

        //gather resource and cleanup
        if (timer >= resourceTimer)
        {
            int item   = 0;
            int amount = 0;
            //interaction case
            switch (tag)
            {
            case "Farm":
            {
                GetComponent <ResourceGatheringManager>().GetResourceRoll(CharacterJobClass.JobList.Farmer, out item, out amount);
                player.GetComponent <CharacterStats>().Farming.AddExp(GatheringExpGained);
                break;
            }

            case "Forest":
            {
                GetComponent <ResourceGatheringManager>().GetResourceRoll(CharacterJobClass.JobList.WoodCutter, out item, out amount);
                player.GetComponent <CharacterStats>().WoodCutting.AddExp(GatheringExpGained);
                break;
            }

            case "Mine":
            {
                GetComponent <ResourceGatheringManager>().GetResourceRoll(CharacterJobClass.JobList.Miner, out item, out amount);
                player.GetComponent <CharacterStats>().Mining.AddExp(GatheringExpGained);
                break;
            }

            case "River":
            {
                GetComponent <ResourceGatheringManager>().GetResourceRoll(CharacterJobClass.JobList.Fisherman, out item, out amount);
                player.GetComponent <CharacterStats>().Fishing.AddExp(GatheringExpGained);
                break;
            }

            case "Chest":
            {
                GetComponent <ResourceGatheringManager>().GetResourceRoll(CharacterJobClass.JobList.None, out item, out amount);
                break;
            }

            case "Monster":
            {
                //fade
                GameObject.FindGameObjectWithTag("FadePanel").GetComponent <FadePanel>().Fade(1f);
                //show window
                GameObject.FindGameObjectWithTag("FightWindow").GetComponent <ShowHideWindow>().showHide = true;
                //start fight state
                GameObject.FindGameObjectWithTag("FightWindow").GetComponent <FightManager>().StartFight(gameObject.GetComponent <Enemy>());

                break;
            }

            case "Boss":
            {
                //fade
                GameObject.FindGameObjectWithTag("FadePanel").GetComponent <FadePanel>().Fade(1.5f);
                //show window
                GameObject.FindGameObjectWithTag("FightWindow").GetComponent <ShowHideWindow>().showHide = true;
                //start fight state
                GameObject.FindGameObjectWithTag("FightWindow").GetComponent <FightManager>().StartFight(gameObject.GetComponent <Enemy>());

                break;
            }
            }
            if (amount != 0)
            {
                //add to inventory
                player.GetComponent <InventorySystem>().AddItem(item, amount);
                //take ap
                player.GetComponent <CharacterStats>().actionPointsCurent--;
            }


            //stop all interaction
            timer = -1;
            GetComponent <Interact>().interacted = true;
            interacting = false;

            //destroy
            Destroy(_progressBarImage);
            Destroy(_progressBarText);

            interacting = false;

            //advance time
            StoryProgressionManager.AddTime(1);
        }
    }