Exemplo n.º 1
0
    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));
    }
Exemplo n.º 2
0
    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));
    }
Exemplo n.º 3
0
    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));
    }
Exemplo n.º 4
0
    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;
            }
        }
    }
Exemplo n.º 5
0
    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;
            }
        }
    }
Exemplo n.º 6
0
 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);
     }
 }
Exemplo n.º 7
0
    //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);
    }
Exemplo n.º 8
0
    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;
            }
        }
    }
Exemplo n.º 9
0
    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;
            }
        }
    }
Exemplo n.º 10
0
    public void LevelUpgradeElement(Upgrade.Type type, int value)
    {
        Text text = GameObject.Find(type.ToString() + "PowerUp/Level").GetComponent <Text> ();

        text.text = value.ToString();
    }