private void Awake()
    {
        instance          = this;
        towersNotSelected = new TowerScript[(Towers.Length - towersSelected.Length)];
        if (SaveSystem.testExist())
        {
            loadData();
        }
        else
        {
            music         = true;
            vibrate       = true;
            notification  = true;
            soundEffect   = true;
            CurrentLevel  = 0;
            FirstTime     = true;
            winCount      = 0;
            loseCount     = 0;
            damageDone    = 0;
            gamePlayed    = 0;
            playerPicture = (byte)UnityEngine.Random.Range(1, Pictures.Length);
            playerName    = "player(" + UnityEngine.Random.Range(1, 255) + ")";
            GunSelected   = guns[0];
            setPlayer(players[0]);
            remplirSelectedTower();
            players[0].level  = 1;
            players[0].locked = false;
            for (int i = 1; i < players.Length; i++)
            {
                players[i].level  = 1;
                players[i].locked = true;
            }
            guns[0].level  = 1;
            guns[0].locked = false;
            for (int i = 1; i < guns.Length; i++)
            {
                guns[i].locked = true;
                guns[i].level  = 1;
            }

            for (int i = 0; i < Towers.Length; i++)
            {
                Towers[i].level = 1;
                if (i > 5)
                {
                    Towers[i].locked = true;
                }
                else
                {
                    Towers[i].locked = false;
                }
            }
            diamond      = 0;
            TowersNumber = 9;
            XP           = 0;
            SaveSystem.SavePlayer();
        }
        FillTowersNotSelected();
        //Debug.Log(getGun().name);
    }
Пример #2
0
 // Start is called before the first frame update
 void Start()
 {
     Debug.Log("Player start");
     main   = GameObject.Find("Main");
     sfx    = GameObject.Find("SoundManager");
     rb     = GetComponent <Rigidbody>();
     player = GetComponent <Transform>();
     guns   = player.GetComponentInChildren <GunsScript>();
     Debug.Log(guns);
 }
Пример #3
0
    void Start()
    {
        timer = 80;
        switch (GameManager.instance.winCount)
        {
        case 0:
            enemy    = GameManager.instance.players[0];
            enemyGun = GameManager.instance.guns[0];
            break;

        default:
            enemy    = GameManager.instance.players[Random.Range(0, 4)];
            enemyGun = GameManager.instance.guns[Random.Range(0, 5)];
            break;
        }
        //enemy = GameManager.instance.players[Random.Range(0, 4)];
        //enemyGun = GameManager.instance.guns[Random.Range(0, 5)];

        tm = StartCoroutine(timing());


        player = GameManager.instance.getPlayer();

        playerGun = GameManager.instance.getGun();


        //Debug.Log(player.name);
        setMagic();
        towersSelected = GameManager.instance.GetSelectedTowers();

        ChangeSprites();
        instantiatePrefabs();

        playerCoinsTxt.text = playerCoins.ToString();
        //enemyCoinsTxt.text = enemyCoins.ToString();
    }
 public void setGun(GunsScript gun)
 {
     GunSelected = gun;
 }
    private void loadData()
    {
        PlayerData data = SaveSystem.loadPlayerData();

        music         = data.music;
        vibrate       = data.vibrate;
        notification  = data.notification;
        soundEffect   = data.soundEffect;
        CurrentLevel  = data.currentLevel;
        winCount      = data.winCount;
        loseCount     = data.loseCount;
        damageDone    = data.damageDone;
        gamePlayed    = data.gamePlayed;
        playerPicture = data.playerPicture;
        playerName    = data.PlayerName;
        diamond       = data.diamonds;
        for (int i = 0; i < players.Length; i++)
        {
            if (players[i].name == data.SelectedPlayer)
            {
                playerSelected = players[i];
            }
            players[i].locked = data.lockPlayersData[i];
            players[i].level  = data.playersLevel[i];
        }
        for (int i = 0; i < guns.Length; i++)
        {
            if (guns[i].name == data.selectedGun)
            {
                GunSelected = guns[i];
            }
            guns[i].locked = data.gunsLocked[i];
            guns[i].level  = data.gunsLevel[i];
        }
        int k = 0;

        for (int i = 0; i < TowersNumber; i++)
        {
            for (int j = 0; j < 6; j++)
            {
                if (Towers[i].name == data.SelectedTowers[j])
                {
                    towersSelected[k] = Towers[i];
                    k++;
                    break;
                }
            }
            Towers[i].locked = data.lockTowersData[i];
            Towers[i].level  = data.towersLevel[i];
        }
        if (Towers.Length > TowersNumber)
        {
            for (int i = TowersNumber; i < Towers.Length; i++)
            {
                Towers[i].locked = true;
                Towers[i].level  = 1;
            }
            TowersNumber = (byte)Towers.Length;
        }
        //Debug.Log(TowersNumber);
        XP = data.XP;
        if (CurrentLevel != (int)(0.1f * Mathf.Sqrt(XP)))
        {
            testLevelUp = true;
            // if( SceneManager.GetActiveScene().name=="")
        }
        CurrentLevel = (int)(0.1f * Mathf.Sqrt(XP));
    }