Пример #1
0
 public void deactivateEffect()
 {
     CancelInvoke("decrementEffectTimer");
     GE_INDEX           = 0;
     LAST_EFFECT        = CURRENT_EFFECT;
     CURRENT_EFFECT     = GOLD_EFFECTS.NONE;
     goldEffectActive   = false;
     effectTimer        = 5;
     effectTimerCounter = effectTimer;
 }
Пример #2
0
 public void deactivateEffect()
 {
     CancelInvoke("decrementEffectTimer");
     GE_INDEX = 0;
     LAST_EFFECT = CURRENT_EFFECT;
     CURRENT_EFFECT = GOLD_EFFECTS.NONE;
     goldEffectActive = false;
     effectTimer = 5;
     effectTimerCounter = effectTimer;
 }
Пример #3
0
    /*--- Gold Effect Methods ---*/
    #region Gold Effects Functions
    private void activateEffect()
    {
        string itemId = "";
        goldEffectActive = true;
        MersenneTwister random = new MersenneTwister();
        int index = random.Next(1, 5);
        if (!firstCatch)
        {
            Debug.Log(TAG + " first catch was " + firstCatch);
            firstCatch = !firstCatch;
            Debug.Log(TAG + " first catch is now " + firstCatch);
            if (effectTimer == 0) effectTimer = 5;
            switch (index)
            {
                case 1:
                    //AndyUtils.LogDebug(TAG, "Index " + index + ": Frenzy");
                    animGold.gameObject.SetActive(true);
                    animGold.Play("Frenzy");

                    // The delegate is used here to return to the previously
                    // playing clip after the "hit" animation is done playing.
                    animGold.animationCompleteDelegate = AnimFinishedDelegate;
                    break;
                case 2:
                    //AndyUtils.LogDebug(TAG, "Index " + index + ": Super Frenzy");
                    animGold.gameObject.SetActive(true);
                    animGold.Play("Super Frenzy");

                    // The delegate is used here to return to the previously
                    // playing clip after the "hit" animation is done playing.
                    animGold.animationCompleteDelegate = AnimFinishedDelegate;
                    break;
                case 3:
                    //AndyUtils.LogDebug(TAG, "Index " + index + ": Double Points");
                    animGold.gameObject.SetActive(true);
                    animGold.Play("Double");

                    // The delegate is used here to return to the previously
                    // playing clip after the "hit" animation is done playing.
                    animGold.animationCompleteDelegate = AnimFinishedDelegate;
                    break;
                case 4:
                    //AndyUtils.LogDebug(TAG, "Index " + index + ": Repellent");
                    animGold.gameObject.SetActive(true);
                    animGold.Play("Repellent");

                    // The delegate is used here to return to the previously
                    // playing clip after the "hit" animation is done playing.
                    animGold.animationCompleteDelegate = AnimFinishedDelegate;
                    break;
            }
        }

        // set the item id for the store invetory retrival
        switch (index)
        {
            case 1: // Frenzy
                //AndyUtils.LogDebug(TAG,"Current Effect Before:" + CURRENT_EFFECT);
                CURRENT_EFFECT = GOLD_EFFECTS.FRENZY;
                //AndyUtils.LogDebug(TAG,"Current Effect After:" + CURRENT_EFFECT);
                itemId = AndysApplesAssets.FRENZY_GOOD.ItemId;
                break;
            case 2: // Super Frenzy
                //AndyUtils.LogDebug(TAG,"Current Effect Before:" + CURRENT_EFFECT);
                CURRENT_EFFECT = GOLD_EFFECTS.SUPERFRENZY;
                //AndyUtils.LogDebug(TAG,"Current Effect After:" + CURRENT_EFFECT);
                itemId = AndysApplesAssets.SUPER_GOOD.ItemId;
                break;
            case 3: // Double Points
                //AndyUtils.LogDebug(TAG,"Current Effect Before:" + CURRENT_EFFECT);
                CURRENT_EFFECT = GOLD_EFFECTS.DOUBLE;
                //AndyUtils.LogDebug(TAG,"Current Effect After:" + CURRENT_EFFECT);
                itemId = AndysApplesAssets.DOUBLE_GOOD.ItemId;
                break;
            case 4: // Repellent
                //AndyUtils.LogDebug(TAG,"Current Effect Before:" + CURRENT_EFFECT);
                CURRENT_EFFECT = GOLD_EFFECTS.REPEL;
                //AndyUtils.LogDebug(TAG,"Current Effect After:" + CURRENT_EFFECT);
                itemId = AndysApplesAssets.REPELLENT_GOOD.ItemId;
                break;
        }
        //AndyUtils.LogDebug(TAG,"now adding to achievements");
        achievementTracker.AddProgressToAchievement("Gold Standard", 1.0f);

        GE_INDEX = index;
        //AndyUtils.LogDebug(TAG,"now switching on/ Gold effect");
        switch (CURRENT_EFFECT)
        {
            case GOLD_EFFECTS.FRENZY:
                achievementTracker.AddProgressToAchievement("Frenzy Fanatic", 1.0f);
                achievementTracker.AddProgressToAchievement("Fred's Frenzy Bonanaza", 1.0f);
                if (StoreInventory.GetGoodUpgradeLevel(itemId) < 6)
                    effectTimer += StoreInventory.GetGoodUpgradeLevel(itemId);
                else
                    effectTimer += 5;
                break;
            case GOLD_EFFECTS.SUPERFRENZY:
                achievementTracker.AddProgressToAchievement("Raining Combos", 1.0f);
                achievementTracker.AddProgressToAchievement("Super Frenzy Wizard", 1.0f);
                incrementSuperFrenzyAchievements();
                if (StoreInventory.GetGoodUpgradeLevel(itemId) < 6)
                    effectTimer += StoreInventory.GetGoodUpgradeLevel(itemId);
                else
                    effectTimer += 5;
                break;
            case GOLD_EFFECTS.DOUBLE:
                achievementTracker.AddProgressToAchievement("Twice The Charm", 1.0f);
                achievementTracker.AddProgressToAchievement("2X Mastery", 1.0f);
                if (StoreInventory.GetGoodUpgradeLevel(itemId) < 6)
                    effectTimer += StoreInventory.GetGoodUpgradeLevel(itemId);
                else
                    effectTimer += 5;
                break;
            case GOLD_EFFECTS.REPEL:
                achievementTracker.AddProgressToAchievement("Honor System", 1.0f);
                achievementTracker.AddProgressToAchievement("No No to Rottens", 1.0f);
                if (StoreInventory.GetGoodUpgradeLevel(itemId) < 6)
                    effectTimer += StoreInventory.GetGoodUpgradeLevel(itemId);
                else
                    effectTimer += 5;
                break;
            default:
                break;
        }

        //AndyUtils.LogDebug(TAG,"Effect timer length for Gold Effect " + CURRENT_EFFECT + " is " + effectTimer + " seconds.");
        effectTimerCounter = effectTimer;

        Invoke("decrementEffectTimer", 1.0f);
        Invoke("deactivateEffect", (float)effectTimer);
    }
Пример #4
0
    /*--- Gold Effect Methods ---*/
    #region Gold Effects Functions
    private void activateEffect()
    {
        string itemId = "";

        goldEffectActive = true;
        MersenneTwister random = new MersenneTwister();
        int             index  = random.Next(1, 5);

        if (!firstCatch)
        {
            Debug.Log(TAG + " first catch was " + firstCatch);
            firstCatch = !firstCatch;
            Debug.Log(TAG + " first catch is now " + firstCatch);
            if (effectTimer == 0)
            {
                effectTimer = 5;
            }
            switch (index)
            {
            case 1:
                //AndyUtils.LogDebug(TAG, "Index " + index + ": Frenzy");
                animGold.gameObject.SetActive(true);
                animGold.Play("Frenzy");

                // The delegate is used here to return to the previously
                // playing clip after the "hit" animation is done playing.
                animGold.animationCompleteDelegate = AnimFinishedDelegate;
                break;

            case 2:
                //AndyUtils.LogDebug(TAG, "Index " + index + ": Super Frenzy");
                animGold.gameObject.SetActive(true);
                animGold.Play("Super Frenzy");

                // The delegate is used here to return to the previously
                // playing clip after the "hit" animation is done playing.
                animGold.animationCompleteDelegate = AnimFinishedDelegate;
                break;

            case 3:
                //AndyUtils.LogDebug(TAG, "Index " + index + ": Double Points");
                animGold.gameObject.SetActive(true);
                animGold.Play("Double");

                // The delegate is used here to return to the previously
                // playing clip after the "hit" animation is done playing.
                animGold.animationCompleteDelegate = AnimFinishedDelegate;
                break;

            case 4:
                //AndyUtils.LogDebug(TAG, "Index " + index + ": Repellent");
                animGold.gameObject.SetActive(true);
                animGold.Play("Repellent");

                // The delegate is used here to return to the previously
                // playing clip after the "hit" animation is done playing.
                animGold.animationCompleteDelegate = AnimFinishedDelegate;
                break;
            }
        }

        // set the item id for the store invetory retrival
        switch (index)
        {
        case 1:     // Frenzy
            //AndyUtils.LogDebug(TAG,"Current Effect Before:" + CURRENT_EFFECT);
            CURRENT_EFFECT = GOLD_EFFECTS.FRENZY;
            //AndyUtils.LogDebug(TAG,"Current Effect After:" + CURRENT_EFFECT);
            itemId = AndysApplesAssets.FRENZY_GOOD.ItemId;
            break;

        case 2:     // Super Frenzy
            //AndyUtils.LogDebug(TAG,"Current Effect Before:" + CURRENT_EFFECT);
            CURRENT_EFFECT = GOLD_EFFECTS.SUPERFRENZY;
            //AndyUtils.LogDebug(TAG,"Current Effect After:" + CURRENT_EFFECT);
            itemId = AndysApplesAssets.SUPER_GOOD.ItemId;
            break;

        case 3:     // Double Points
            //AndyUtils.LogDebug(TAG,"Current Effect Before:" + CURRENT_EFFECT);
            CURRENT_EFFECT = GOLD_EFFECTS.DOUBLE;
            //AndyUtils.LogDebug(TAG,"Current Effect After:" + CURRENT_EFFECT);
            itemId = AndysApplesAssets.DOUBLE_GOOD.ItemId;
            break;

        case 4:     // Repellent
            //AndyUtils.LogDebug(TAG,"Current Effect Before:" + CURRENT_EFFECT);
            CURRENT_EFFECT = GOLD_EFFECTS.REPEL;
            //AndyUtils.LogDebug(TAG,"Current Effect After:" + CURRENT_EFFECT);
            itemId = AndysApplesAssets.REPELLENT_GOOD.ItemId;
            break;
        }
        //AndyUtils.LogDebug(TAG,"now adding to achievements");
        achievementTracker.AddProgressToAchievement("Gold Standard", 1.0f);

        GE_INDEX = index;
        //AndyUtils.LogDebug(TAG,"now switching on/ Gold effect");
        switch (CURRENT_EFFECT)
        {
        case GOLD_EFFECTS.FRENZY:
            achievementTracker.AddProgressToAchievement("Frenzy Fanatic", 1.0f);
            achievementTracker.AddProgressToAchievement("Fred's Frenzy Bonanaza", 1.0f);
            if (StoreInventory.GetGoodUpgradeLevel(itemId) < 6)
            {
                effectTimer += StoreInventory.GetGoodUpgradeLevel(itemId);
            }
            else
            {
                effectTimer += 5;
            }
            break;

        case GOLD_EFFECTS.SUPERFRENZY:
            achievementTracker.AddProgressToAchievement("Raining Combos", 1.0f);
            achievementTracker.AddProgressToAchievement("Super Frenzy Wizard", 1.0f);
            incrementSuperFrenzyAchievements();
            if (StoreInventory.GetGoodUpgradeLevel(itemId) < 6)
            {
                effectTimer += StoreInventory.GetGoodUpgradeLevel(itemId);
            }
            else
            {
                effectTimer += 5;
            }
            break;

        case GOLD_EFFECTS.DOUBLE:
            achievementTracker.AddProgressToAchievement("Twice The Charm", 1.0f);
            achievementTracker.AddProgressToAchievement("2X Mastery", 1.0f);
            if (StoreInventory.GetGoodUpgradeLevel(itemId) < 6)
            {
                effectTimer += StoreInventory.GetGoodUpgradeLevel(itemId);
            }
            else
            {
                effectTimer += 5;
            }
            break;

        case GOLD_EFFECTS.REPEL:
            achievementTracker.AddProgressToAchievement("Honor System", 1.0f);
            achievementTracker.AddProgressToAchievement("No No to Rottens", 1.0f);
            if (StoreInventory.GetGoodUpgradeLevel(itemId) < 6)
            {
                effectTimer += StoreInventory.GetGoodUpgradeLevel(itemId);
            }
            else
            {
                effectTimer += 5;
            }
            break;

        default:
            break;
        }

        //AndyUtils.LogDebug(TAG,"Effect timer length for Gold Effect " + CURRENT_EFFECT + " is " + effectTimer + " seconds.");
        effectTimerCounter = effectTimer;

        Invoke("decrementEffectTimer", 1.0f);
        Invoke("deactivateEffect", (float)effectTimer);
    }