public void LoadMeshes() { vM.vCurrBase = PlayerPrefs.GetInt("vCurrBase"); vM.vCurrGun = PlayerPrefs.GetInt("vCurrGun"); vM.vTexture = PlayerPrefs.GetInt("vTexture"); vM.EnableBase(vM.vCurrBase); vM.EnableGun(vM.vCurrGun); vM.EnableTex(vM.vTexture); }
//checks for special function //also functions as a library for effects public void CheckSpecial(int nn) { if (lUpgrades[nn].vSpecial != "") { switch (lUpgrades[nn].vSpecial) { case "10HP": if (vT.vHealth < vT.vMaxHealth) { vT.vHealth += 10; if (vT.vHealth > vT.vMaxHealth) { vT.vHealth = vT.vMaxHealth; } } else { vT.vMoney += lUpgrades[1].vPrice; vN.AddNotif("HP Already Full!"); } break; case "FULLHP": if (vT.vHealth != vT.vMaxHealth) { vT.vHealth = vT.vMaxHealth; } else { vT.vMoney += lUpgrades[2].vPrice; vN.AddNotif("HP Already Full!"); } break; case "HPPLUS": vT.vMaxHealth *= 1.1f; vT.vHealth *= 1.1f; IncreasePrice(3); break; case "DMGPLUS": vT.vBulDmg *= 1.1f; vT.vBulDmg++; IncreasePrice(4); break; case "BULSPEED": vT.vBulSpeed *= 1.1f; IncreasePrice(5); break; case "ROTSPEED": vT.damping *= 1.1f; IncreasePrice(6); break; case "PRIMUNL": UnlockTech(0); vT.EARN(10, 0); vN.AddNotif("Research Unlocked!\n " + lTech[0].vName + "\n+10 EXP!"); break; case "STRUCTUNL": UnlockTech(1); vT.EARN(10, 0); vN.AddNotif("Research Unlocked!\n " + lTech[1].vName + "\n+10 EXP!"); break; case "PROJUNL": UnlockTech(2); vT.EARN(10, 0); vN.AddNotif("Research Unlocked!\n " + lTech[2].vName + "\n+10 EXP!"); break; case "ENEMUNL": UnlockTech(3); vT.EARN(10, 0); vN.AddNotif("Research Unlocked!\n " + lTech[3].vName + "\n+10 EXP!"); break; case "EFREQ": IncreasePrice(12); vT.vWaveFreq -= 10; if (vT.vWaveFreq <= 0) { vT.vWaveFreq = 1; } break; case "ECOUNT": IncreasePrice(11); vT.vWaveSize++; break; case "ELVL": IncreasePrice(10); vT.eLvl++; vT.eSpeed *= 1.01f; vT.eDmg += 1; vT.eExp += 5; vT.eHealth += 1; vT.eMoney += vT.eLvl; break; case "AR": UnlockTech(4); vT.EARN(10, 0); vN.AddNotif("Research Unlocked!\n " + lTech[4].vName + "\n+10 EXP!"); break; case "VISUP": UnlockTech(5); vT.EARN(10, 0); vN.AddNotif("Research Unlocked!\n " + lTech[5].vName + "\n+10 EXP!"); break; case "BASEI": if (vM.vCurrBase != 1) { vM.vCurrBase = 1; vM.EnableBase(vM.vCurrBase); vN.AddNotif("Base Mesh\n Upgrade!"); } else { vT.vMoney += lUpgrades[15].vPrice; vN.AddNotif("Already Enabled!"); } break; case "GUNI": if (vM.vCurrGun != 1) { vM.vCurrGun = 1; vM.EnableGun(vM.vCurrGun); vN.AddNotif("Gun Mesh\n Upgrade!"); } else { vT.vMoney += lUpgrades[16].vPrice; vN.AddNotif("Already Enabled!"); } break; case "SURFI": if (vM.vTexture != 1) { vM.vTexture = 1; vM.EnableTex(vM.vTexture); vN.AddNotif("Base Mesh\n Upgrade!"); } else { vT.vMoney += lUpgrades[16].vPrice; vN.AddNotif("Already Enabled!"); } break; case "BASEII": if (vM.vCurrBase != 2) { vM.vCurrBase = 2; vM.EnableBase(vM.vCurrBase); vN.AddNotif("Base Mesh\n Upgrade!"); } else { vT.vMoney += lUpgrades[24].vPrice; vN.AddNotif("Already Enabled!"); } break; case "GUNII": if (vM.vCurrGun != 2) { vM.vCurrGun = 2; vM.EnableGun(vM.vCurrGun); vN.AddNotif("Gun Mesh\n Upgrade!"); } else { vT.vMoney += lUpgrades[25].vPrice; vN.AddNotif("Already Enabled!"); } break; case "SURFII": if (vM.vTexture != 2) { vM.vTexture = 2; vM.EnableTex(vM.vTexture); vN.AddNotif("Base Mesh\n Upgrade!"); } else { vT.vMoney += lUpgrades[26].vPrice; vN.AddNotif("Already Enabled!"); } break; case "ARII": UnlockTech(7); vT.EARN(50, 0); vN.AddNotif("Research Unlocked!\n " + lTech[7].vName + "\n+50 EXP!"); break; case "EANATOMYII": UnlockTech(6); vT.EARN(50, 0); vN.AddNotif("Research Unlocked!\n " + lTech[6].vName + "\n+50 EXP!"); break; case "EDECHP": vT.eHealth *= 0.95f; IncreasePrice(20); vN.AddNotif("Enemy Health: " + vT.eHealth); break; case "EDECDMG": vT.eDmg -= vT.eLvl; if (vT.eDmg <= 0) { vT.eDmg = 1; } IncreasePrice(21); vN.AddNotif("Enemy Damage: " + vT.eDmg); break; case "EDECSP": vT.eSpeed *= 0.95f; IncreasePrice(22); vN.AddNotif("Enemy Speed: " + vT.eSpeed); break; case "VISUPII": UnlockTech(8); vT.EARN(50, 0); vN.AddNotif("Research Unlocked!\n " + lTech[8].vName + "\n+100 EXP!"); break; } //gun cooldown // } if (lUpgrades[nn].vReusable) { lUpgrades[nn].vBought = false; } }