Пример #1
0
 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);
 }
Пример #2
0
    //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;
        }
    }