Exemplo n.º 1
0
        void Awake()
        {
            gameObject.GetComponent <Collider>().isTrigger = true;
            gameObject.layer = TDS.GetLayerCollectible();

            if (type == _CollectType.Self)
            {
                //initiate the weapon list to contain all weapon if the condition is checked
                if (gainWeapon && randomWeapon && enableAllWeapon)
                {
                    weaponList = new List <Weapon>(WeaponDB.Load());
                }

                //make sure none of the element in weaponList is null
                for (int i = 0; i < weaponList.Count; i++)
                {
                    if (weaponList[i] == null)
                    {
                        weaponList.RemoveAt(i); i -= 1;
                    }
                }
            }

            //effect=EffectDB.CloneItem(effectID);
            effectIdx = EffectDB.GetEffectIndex(effectID);

            if (triggerEffectObj != null)
            {
                ObjectPoolManager.New(triggerEffectObj, 1);
            }
        }
Exemplo n.º 2
0
 public static void Init()
 {
     if (instance != null)
     {
         return;
     }
     instance = LoadDB1();
 }
Exemplo n.º 3
0
 public static void CopyFromOldDB()
 {
     Init();
     if (instance.copiedFromOldDB)
     {
         return;
     }
     instance.copiedFromOldDB = true;
     instance.weaponList      = new List <Weapon>(WeaponDB.Load1());
 }
Exemplo n.º 4
0
        public static List <Weapon> Load()
        {
            GameObject obj = Resources.Load("DB_TDSTK/DB_Weapon", typeof(GameObject)) as GameObject;

                        #if UNITY_EDITOR
            if (obj == null)
            {
                obj = CreatePrefab();
            }
                        #endif

            WeaponDB instance = obj.GetComponent <WeaponDB>();
            return(instance.weaponList);
        }
Exemplo n.º 5
0
        // Use this for initialization
        public override void Awake()
        {
            base.Awake();

            thisObj.layer = TDS.GetLayerPlayer();

            isPlayer = true;

            SetDestroyCallback(this.PlayerDestroyCallback);

            if (enableAllWeapons)
            {
                weaponList = new List <Weapon>(WeaponDB.Load());
            }

            if (weaponMountPoint == null)
            {
                weaponMountPoint = thisT;
            }

            if (turretObj != null)
            {
                turretObjParent = turretObj.parent;
            }
            else
            {
                turretObj           = thisT;
                faceTravelDirection = false;
            }

            hitPointBase = hitPointFull;
            energyBase   = energyFull;

            progress = thisObj.GetComponent <PlayerProgression>();
            if (progress != null)
            {
                progress.SetPlayer(this);
            }

            perk = thisObj.GetComponent <PlayerPerk>();
            if (perk != null)
            {
                perk.SetPlayer(this);
            }

            Load();
        }
Exemplo n.º 6
0
        public static void LoadWeapon()
        {
            weaponDB = WeaponDB.LoadDB();

            for (int i = 0; i < weaponDB.weaponList.Count; i++)
            {
                if (weaponDB.weaponList[i] != null)
                {
                    //weaponDB.weaponList[i].ID=i;
                    weaponIDList.Add(weaponDB.weaponList[i].ID);
                }
                else
                {
                    weaponDB.weaponList.RemoveAt(i);
                    i -= 1;
                }
            }

            UpdateLabel_Weapon();

            TDSEditorWindow.SetWeaponDB(weaponDB, weaponIDList, weaponLabel);
            TDSEditorInspector.SetWeaponDB(weaponDB, weaponIDList, weaponLabel);
        }
Exemplo n.º 7
0
 public static void SetWeaponDB(WeaponDB db, List <int> IDList, string[] label)
 {
     weaponDB     = db;
     weaponIDList = IDList;
     weaponLabel  = label;
 }
Exemplo n.º 8
0
        //public static string PurchasePerk(Perk perk, bool useCurrency=true){ return instance._PurchasePerk(perk, useCurrency); }
        public string PurchasePerk(Perk perk, bool useCurrency = true, bool saving = true)
        {
            string text = perk.Purchase(this, useCurrency);

            if (text != "")
            {
                Debug.Log(text);
                return(text);
            }

            for (int i = 0; i < perkList.Count; i++)
            {
                Perk perkTemp = perkList[i];
                if (perkTemp.purchased > 0 || perkTemp.prereq.Count == 0)
                {
                    continue;
                }
                perkTemp.prereq.Remove(perk.ID);
            }

            TDS.PerkPurchased(perk);

            if (player.SaveUponChange())
            {
                Save();
            }

            if (perk.type == _PerkType.ModifyGeneralStats)
            {
                hitPointCap += perk.hitPointCap;
                energyCap   += perk.energyCap;

                hitPointRegen += perk.hitPointRegen;
                energyRegen   += perk.energyRegen;

                player.GainHitPoint(perk.hitPoint);
                player.GainEnergy(perk.energy);

                moveSpeedMul += perk.moveSpeedMul;

                damageMul  += perk.dmgMul;
                critMul    += perk.critChanceMul;
                critMulMul += perk.CritMultiplierMul;

                expGainMul      += perk.expGainMul;
                creditGainMul   += perk.creditGainMul;
                scoreGainMul    += perk.scoreGainMul;
                hitPointGainMul += perk.hitPointGainMul;
                energyGainMul   += perk.energyGainMul;
            }
            else if (perk.type == _PerkType.AddWeapon && perk.newWeaponID >= 0)
            {
                Weapon newWeapon = WeaponDB.GetPrefab(perk.newWeaponID);

                if (newWeapon != null)
                {
                    if (perk.replaceExisting)
                    {
                        player.AddWeapon(newWeapon, true);
                    }
                    else if (perk.replaceWeaponID >= 0)
                    {
                        int replaceIndex = -1;
                        for (int i = 0; i < player.weaponList.Count; i++)
                        {
                            if (perk.replaceWeaponID == player.weaponList[i].ID)
                            {
                                replaceIndex = i;
                                break;
                            }
                        }

                        if (replaceIndex >= 0)
                        {
                            player.SwitchWeapon(replaceIndex);
                            player.AddWeapon(newWeapon, true);
                        }
                        else
                        {
                            player.AddWeapon(newWeapon);
                        }
                    }
                    else
                    {
                        player.AddWeapon(newWeapon);
                    }
                }

                for (int i = 0; i < perkList.Count; i++)
                {
                    if (perkList[i].purchased > 0 && perkList[i].type == _PerkType.ModifyWeapon)
                    {
                        if (perkList[i].appliedToAllWeapon || perkList[i].weaponIDList.Contains(perk.newWeaponID))
                        {
                            if (perkList[i].weapEffectID >= 0)
                            {
                                player.ChangeWeaponEffect(perk.newWeaponID, perkList[i].weapEffectID);
                            }
                            if (perkList[i].weapAbilityID >= 0)
                            {
                                player.ChangeWeaponAbility(perk.newWeaponID, perkList[i].weapAbilityID);
                            }
                        }
                    }
                }
            }
            else if (perk.type == _PerkType.AddAbility && perk.newAbilityID >= 0)
            {
                AbilityManager.AddAbility(perk.newAbilityID, perk.replaceAbilityID);

                for (int i = 0; i < perkList.Count; i++)
                {
                    if (perkList[i].purchased > 0 && perkList[i].type == _PerkType.ModifyAbility)
                    {
                        if (perkList[i].appliedToAllAbility || perkList[i].abilityIDList.Contains(perk.newAbilityID))
                        {
                            if (perkList[i].abEffectID >= 0)
                            {
                                player.ChangeAbilityEffect(perk.newAbilityID, perkList[i].abEffectID);
                            }
                        }
                    }
                }
            }
            else if (perk.type == _PerkType.ModifyWeapon)
            {
                if (perk.appliedToAllWeapon)
                {
                    weapStatG.ModifyWithPerk(perk);
                    if (perk.weapEffectID >= 0)
                    {
                        player.ChangeAllWeaponEffect(perk.weapEffectID);
                    }
                    if (perk.weapAbilityID >= 0)
                    {
                        player.ChangeAllWeaponAbility(perk.weapAbilityID);
                    }
                }
                else
                {
                    for (int i = 0; i < perk.weaponIDList.Count; i++)
                    {
                        WeaponStatMultiplier item = GetWeaponStatMul(perk.weaponIDList[i]);

                        if (item == null)
                        {
                            item          = new WeaponStatMultiplier();
                            item.prefabID = perk.weaponIDList[i];
                            weapStatList.Add(item);
                        }

                        item.ModifyWithPerk(perk);

                        if (perk.weapEffectID >= 0)
                        {
                            player.ChangeWeaponEffect(perk.weaponIDList[i], perk.weapEffectID);
                        }
                        if (perk.weapAbilityID >= 0)
                        {
                            player.ChangeWeaponAbility(perk.weaponIDList[i], perk.weapAbilityID);
                        }
                    }
                }
            }
            else if (perk.type == _PerkType.ModifyAbility)
            {
                if (perk.appliedToAllAbility)
                {
                    abilityStatG.ModifyWithPerk(perk);
                    if (perk.weapEffectID >= 0)
                    {
                        player.ChangeAllAbilityEffect(perk.weapEffectID);
                    }
                }
                else
                {
                    for (int i = 0; i < perk.abilityIDList.Count; i++)
                    {
                        AbilityStatMultiplier item = GetAbilityStatMul(perk.abilityIDList[i]);

                        if (item == null)
                        {
                            item          = new AbilityStatMultiplier();
                            item.prefabID = perk.abilityIDList[i];
                            abilityStatList.Add(item);
                        }

                        item.ModifyWithPerk(perk);

                        if (perk.abEffectID >= 0)
                        {
                            player.ChangeAbilityEffect(perk.abilityIDList[i], perk.abEffectID);
                        }
                    }
                }
            }
            else if (perk.type == _PerkType.Custom)
            {
                GameObject obj = (GameObject)Instantiate(perk.customObject);
                obj.name                    = perk.name + "_CustomObject";
                obj.transform.parent        = transform;
                obj.transform.localPosition = Vector3.zero;
                obj.transform.localRotation = Quaternion.identity;
            }

            return("");
        }