Exemplo n.º 1
0
 void Start()
 {
     if (UIFade.instance == null)
     {
         UIFade.instance = Instantiate(UIScreen).GetComponent <UIFade>();
     }
     if (characterScript.instance == null)
     {
         characterScript clone = Instantiate(player).GetComponent <characterScript>();
         characterScript.instance = clone;
     }
     if (GameManager.instance == null)
     {
         GameManager.instance = Instantiate(gameManager).GetComponent <GameManager>();
     }
 }
Exemplo n.º 2
0
    public void useWeapon(enemyClass enemy, characterScript character)
    {
        //improve character attributes
        if (userAddition == "mag")
        {
            character.mag = character.mag + userAdditionValue;
        }
        if (userAddition == "pDef")
        {
            character.pDef = character.pDef + userAdditionValue;
        }
        if (userAddition == "spd")
        {
            character.spd = character.spd + userAdditionValue;
        }
        if (userAddition == "dex")
        {
            character.dex = character.dex + userAdditionValue;
        }
        if (userAddition == "mdef")
        {
            character.mDef = character.mDef + userAdditionValue;
        }
        if (userAddition == "atk")
        {
            character.atk = character.atk + userAdditionValue;
        }
        character.status = characterStatusChange;                //shows current addition to status "Magic UP + 5"
        System.Random r   = new System.Random();
        float         num = r.Next(0, 1);

        //critical attack chance
        if (num == this.criticalHitChance)
        {
            this.attackDamage = attackDamage * 5;
        }

        //character attack is added with weapon attack and enemies health is decreased
        character.atk = character.atk + attackDamage;
        enemy.hp      = enemy.hp - character.atk;


        //checking the repair status of weapon
        float newNum = r.Next(0, 20);

        if (newNum == 3)
        {
            this.weaponHealth -= 20;
        }
        if (this.weaponHealth == 100)
        {
            this.weaponStatus = "Perfect Health!";
        }
        if (this.weaponHealth < 100 && this.weaponHealth >= 30)
        {
            this.weaponStatus = "Average Health!";
        }
        if (this.weaponHealth < 30)
        {
            this.weaponStatus = "Repair Soon!";
        }
        if (this.weaponHealth <= 0)
        {
            this.weaponHealth = 0;
            this.weaponStatus = "Broken!";
            this.attackDamage = 0;
        }
    }