IEnumerator WaitForSnafu() { while (snafuSystemCompletion) { if (LIFES.Count < 3) { AddLife(DropScriptableObject.GetInventoryItem_SM("life").GetComponent <Item>()); // can type heart instead snafuSystem.S = snafuSystem.N = snafuSystem.A = snafuSystem.F = snafuSystem.U = false; snafuSystemCompletion = false; HUDSystems.UpdateInventory(); } yield return(new WaitForSeconds(2)); } }
static public void DirectToReplace(PlayerInfo playerInfo) { S.lifes = playerInfo.lifes; S.armors = playerInfo.armors; S.bulletRate = playerInfo.bulletRate; S.bulletTime = playerInfo.bulletTime; S.reflex = playerInfo.reflex; S.speedBoost = playerInfo.speedBoost; S.freezeTime = playerInfo.freezeTime; S.energy = playerInfo.energy; S.autoFire = playerInfo.autoFire; for (int i = 0; i < S.lifes; i++) { AddLife(DropScriptableObject.GetInventoryItem_SM("life").GetComponent <Item>()); } for (int i = 0; i < S.armors; i++) { AddArmor(DropScriptableObject.GetInventoryItem_SM("armor").GetComponent <Item>()); } HUDSystems.UpdateInventory(); }
public void SnafuComplete() { if (!snafuSystemCompletion) { if (snafuSystem.S && snafuSystem.N && snafuSystem.A && snafuSystem.F && snafuSystem.U) { snafuSystemCompletion = true; AchievementManager.AchievementStep(Achievement.eStepType.snafuCompleted, 1); if (LIFES.Count < 3) { AddLife(DropScriptableObject.GetInventoryItem_SM("life").GetComponent <Item>()); // can type heart instead snafuSystem.S = snafuSystem.N = snafuSystem.A = snafuSystem.F = snafuSystem.U = false; snafuSystemCompletion = false; HUDSystems.UpdateInventory(); } else { StartCoroutine(WaitForSnafu()); } } } }
void GetAllDataFromSO() { // changable data in-game lifes = Warpaid.PlayersSO.playerLifes; armors = Warpaid.PlayersSO.playerArmors; bulletRate = Warpaid.PlayersSO.bulletDelta; reflex = Warpaid.PlayersSO.reflex; speedBoost = Warpaid.PlayersSO.speedBoost; energy = Warpaid.PlayersSO.energy; particleSystems = Warpaid.PlayersSO.particlePrefabs; for (int i = 0; i < lifes; i++) { AddLife(DropScriptableObject.GetInventoryItem_SM("life").GetComponent <Item>()); } for (int i = 0; i < armors; i++) { AddArmor(DropScriptableObject.GetInventoryItem_SM("armor").GetComponent <Item>()); } // innocent transform.name = playerName = Warpaid.PlayersSO.playerName; // save's name }
static public DropScriptableObject S; // This Scriptable Object is an unprotected Singleton public DropScriptableObject() { S = this; // Assign the Singleton as part of the constructor. }