Exemplo n.º 1
0
    // Start is called before the first frame update
    void Start()
    {
        timesRefreshed = 0;


        NPC_COST_DATA = new Dictionary <Unit, int> // public enum Unit {Grenadier, RogueSpy,Chomper,RatWarrior, Tiger, Orbling, Skeleton, AxeGuard, DeadWizard, Cactus, BabyDragon, BigLizard, RockGolem, MageTower, ShamanTotem, Spitter, GoblinZerk, Zombie,Tree,KnightTower,CursedTomb,WarriorTent,AngelStatue,DemonLord}


        {
            { Unit.AngelStatue, 4 },
            { Unit.AlienSoldier, 999 },
            { Unit.AxeGuard, 2 },
            { Unit.BabyDragon, 6 },
            { Unit.BigLizard, 4 },
            { Unit.Cactus, 2 },
            { Unit.Chomper, 2 },
            { Unit.CursedTomb, 4 },
            { Unit.DoomBull, 4 },
            { Unit.DemonLord, 6 },
            { Unit.Engineer, 999 },
            { Unit.Eyebat, 999 },
            { Unit.GoblinZerk, 2 },
            { Unit.Grenadier, 2 },
            { Unit.KnightTower, 4 },
            { Unit.MageTower, 4 },
            { Unit.Orbling, 6 },
            { Unit.RatWarrior, 4 },
            { Unit.RockGolem, 2 },
            { Unit.RogueSpy, 6 },
            { Unit.ShamanTotem, 4 },
            { Unit.Skeleton, 2 },
            { Unit.Spitter, 2 },
            { Unit.Tiger, 4 },
            { Unit.Tree, 4 },
            { Unit.WarriorTent, 4 },
            { Unit.Zombie, 2 },
        };

        List <Unit> assassinList = new List <Unit>();

        assassinList.Add(Unit.Tiger);
        assassinList.Add(Unit.Cactus);
        assassinList.Add(Unit.Grenadier);
        assassinList.Add(Unit.RogueSpy);
        assassinList.Add(Unit.Spitter);
        assassinList.Add(Unit.Zombie);

        List <Unit> beastList = new List <Unit>();

        beastList.Add(Unit.BabyDragon);
        beastList.Add(Unit.RatWarrior);
        beastList.Add(Unit.Tiger);
        beastList.Add(Unit.BigLizard);
        beastList.Add(Unit.Chomper);
        beastList.Add(Unit.Spitter);


        List <Unit> elementalList = new List <Unit>();

        elementalList.Add(Unit.RockGolem);
        elementalList.Add(Unit.Orbling);
        elementalList.Add(Unit.Cactus);
        elementalList.Add(Unit.BigLizard);
        elementalList.Add(Unit.ShamanTotem);
        elementalList.Add(Unit.Tree);

        List <Unit> guardianList = new List <Unit>();

        guardianList.Add(Unit.AxeGuard);
        guardianList.Add(Unit.Grenadier);
        guardianList.Add(Unit.GoblinZerk);
        guardianList.Add(Unit.KnightTower);
        guardianList.Add(Unit.DemonLord);
        guardianList.Add(Unit.AngelStatue);

        List <Unit> structureList = new List <Unit>();

        structureList.Add(Unit.MageTower);
        structureList.Add(Unit.ShamanTotem);
        structureList.Add(Unit.Tree);
        structureList.Add(Unit.KnightTower);
        structureList.Add(Unit.CursedTomb);
        structureList.Add(Unit.WarriorTent);
        structureList.Add(Unit.AngelStatue);


        List <Unit> undeadList = new List <Unit>();

        undeadList.Add(Unit.Skeleton);
        undeadList.Add(Unit.DoomBull);
        undeadList.Add(Unit.Zombie);
        undeadList.Add(Unit.CursedTomb);
        undeadList.Add(Unit.DemonLord);


        List <Unit> warriorList = new List <Unit>();

        warriorList.Add(Unit.RockGolem);
        warriorList.Add(Unit.RatWarrior);
        warriorList.Add(Unit.Skeleton);
        warriorList.Add(Unit.AxeGuard);
        warriorList.Add(Unit.RogueSpy);
        warriorList.Add(Unit.GoblinZerk);
        warriorList.Add(Unit.WarriorTent);

        List <Unit> wizardList = new List <Unit>();

        wizardList.Add(Unit.BabyDragon);
        wizardList.Add(Unit.Orbling);
        wizardList.Add(Unit.DoomBull);
        wizardList.Add(Unit.MageTower);
        wizardList.Add(Unit.Chomper);

        TRIBAL_UNIT_DATA = new Dictionary <Tribe, List <Unit> > // public enum Unit {RatWarrior, Tiger, Orbling, Skeleton,AxeGuard,DeadWizard,Cactus,BabyDragon,BigLizard,RockGolem,MageTower,ShamanTotem} --- public enum Tribe { Warrior, Beast, Elemental, Undead, Wizard, Assassin, Guardian, Structure }
        {
            { Tribe.Assassin, assassinList },
            { Tribe.Beast, beastList },
            { Tribe.Elemental, elementalList },
            { Tribe.Guardian, guardianList },
            { Tribe.Structure, structureList },
            { Tribe.Undead, undeadList },
            { Tribe.Warrior, warriorList },
            { Tribe.Wizard, wizardList },
        };

        List <ItemName> trashList = new List <ItemName>
        {
            ItemName.StickSword,
            ItemName.WoodenShield,
            ItemName.LongSword,
            ItemName.BroadSword
        };

        List <ItemName> commonList = new List <ItemName>
        {
            ItemName.TwoHander,
            ItemName.ShortSword,
            ItemName.WolfMask
        };

        List <ItemName> rareList = new List <ItemName>
        {
            ItemName.DragonKnife,
            ItemName.SkullShield,
            ItemName.FlamingScimitar,
            ItemName.PoisonedRapier
        };

        List <ItemName> artifactList = new List <ItemName>
        {
            ItemName.LifeStone,
            ItemName.MoonKatana
        };

        ITEM_RARITY_DATA = new Dictionary <ItemRarity, List <ItemName> >
        {
            { ItemRarity.Trash, trashList },
            { ItemRarity.Common, commonList },
            { ItemRarity.Rare, rareList },
            { ItemRarity.Artifact, artifactList },
        };

        constant_HP_RegenPerSecond         = constant_HP_BaseTickRegeneration / constant_HP_RegenerationIntervalSeconds;
        constant_HP_CONCENTRATIONPerSecond = constant_Concentration_BaseTickRegeneration / constant_Concentration_RegenerationIntervalSeconds;
        InitializeDeployedTribesCounter();
        ReInitializeEnemyActiveTribesCounter();
        InitializeShoppingOptions();
        SetPlayerGoldCount(playerGoldCount);
        playerOwnedNpcs = new List <NPC>();
        SetCurrentlyDeployedUnits(0);
        uiController.ChangeHPPlayerDisplayText(this.currentPlayerHealth, this.maxPlayerHealth);
    }