// Update is called once per frame void Update() { if (player == null) { player = GameObject.Find("PlayerState").GetComponent <Playerstats> (); } else { if (Application.loadedLevelName == "Main") { if (curLevel != "Main") { curLevel = "Main"; } reportLapScore(); } if (Application.loadedLevelName == "Blitz") { if (curLevel != "Blitz") { blitzButton = GameObject.Find("GraphicManager/LapButton").GetComponent <LapButtonBlitz> (); Debug.Log("Found Button"); curLevel = "Blitz"; } reportBlitz(); } if (lapCoin == null) { lapCoin = GameObject.Find("GraphicManager/LapCoins/AchievementText"); } } }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag ("Player"); anim = GetComponentInChildren<Animator> (); sound = GetComponent<AudioSource> (); stats = player.GetComponent<Playerstats> (); }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player"); anim = GetComponentInChildren <Animator> (); sound = GetComponent <AudioSource> (); stats = player.GetComponent <Playerstats> (); }
// Use this for initialization void Start() { setBG = PlayerPrefs.GetString ("cBG", "City"); player = GameObject.Find ("PlayerState").GetComponent<Playerstats> (); countLap = player.score; player.curBG = setBG; }
// Use this for initialization void Start() { DontDestroyOnLoad(gameObject); player = GameObject.Find("PlayerState").GetComponent <Playerstats> (); blitzButton = GameObject.Find("GraphicManager/LapButton").GetComponent <LapButtonBlitz> (); lapCoin = GameObject.Find("GraphicManager/LapCoins/AchievementText"); }
// Use this for initialization void Start() { setBG = PlayerPrefs.GetString("cBG", "City"); player = GameObject.Find("PlayerState").GetComponent <Playerstats> (); countLap = player.score; player.curBG = setBG; }
// Update is called once per frame void Update() { if (hasReset) { //do something when the player tapped reset stats.score = 0; player = GameObject.FindGameObjectWithTag ("Player"); stats = player.GetComponent<Playerstats> (); hasReset = false; } }
// Update is called once per frame void Update() { if (hasLapped) { //do something when the player tapped lap Playerstats stats = player.GetComponent <Playerstats> (); stats.score++; hasLapped = false; } }
// Update is called once per frame void Update() { if (hasReset) { //do something when the player tapped reset stats.score = 0; player = GameObject.FindGameObjectWithTag("Player"); stats = player.GetComponent <Playerstats> (); hasReset = false; } }
// Update is called once per frame void Update() { if (hasLapped) { //do something when the player tapped lap Playerstats stats = player.GetComponent <Playerstats> (); stats.startedPlay = true; stats.score++; stats.curLaps1++; stats.curLaps2++; stats.curLaps3++; stats.curLaps4++; hasLapped = false; } }
// Update is called once per frame void Update() { Pstats = GetComponent <Playerstats>(); Estats = GetComponent <Enemystats>(); if (Input.GetKeyDown(KeyCode.Space)) { //Checker for successful interaction based on chances for different enemies. int EH = Random.Range(Estats.health, Estats.health + 101); int Hdiff = EH - Pstats.Health; if (Hdiff < Pstats.Health) { if (Random.Range(1, 11) > 2) { Attack(EH, Pstats.Dmg); } else { Debug.Log("Attack missed"); } } if (Hdiff > Pstats.Health) { if (Random.Range(1, 11) > 6) { Attack(EH, Pstats.Dmg); } else { Debug.Log("Attack missed"); } } if (Hdiff == Pstats.Health) { if (Random.Range(1, 11) > 4) { Attack(EH, Pstats.Dmg); } else { Debug.Log("Attack missed"); } } } }
public void calculateResults() { currentQuestResult = 0; int questnum = 0; //Sorted player list Playerstats[] playerlist = new Playerstats[Mathf.Max(3, GetComponent <PlayersTracker>().players.Count)]; foreach (Playerstats player in GetComponent <PlayersTracker>().players) { //places players in list based on order of tasks playerlist [selectedPlayers [player.name] - 1] = player; } for (int i = 0; i < 3; i++) { resultsUI [i] = new QuestResults(); } int tasknum = 0; //assigns each player to their task for (int i = 0; i < activeQuests.Count; i++) { //if quest doen't have players sullected cause less then 3 people skip if (playerlist[tasknum] == null) { tasknum++; continue; } resultsUI [i] = new QuestResults(); resultsUI[i].addQuest(activeQuests [i]); int i2 = 0; //adding to task per quest foreach (Task task in activeQuests[i].tasks) { resultsUI [i].addPlayer(i2, playerlist [tasknum]); i2++; tasknum++; } } GetComponent <CanvasManager>().displayNextquest(); }
// Rolls stats for any amount of players, clears the old stats and stores the new ones. public void GenerateStats(int numPlayers, string[] names) { players.Clear(); //Generate stats for each player for (int x = 0; x < numPlayers; x++) { int[] Passion = { -5, -5, -5, -5, -5 }; int[] Skill = { 0, 0, 0, 0, 0 }; float Greed, Need; List <int> pList = new List <int> { -5, -2, 0, 2, 5 }; List <int> sList = new List <int> { 1, 3, 5, 7, 9 }; // Randomly assign which stat gets which number for (int i = 5; i > 1; i--) { int index = Random.Range(0, i); Passion[i - 1] = pList[index]; pList.RemoveAt(index); index = Random.Range(0, i); Skill[i - 1] = sList[index]; sList.RemoveAt(index); } Passion[0] = pList[0]; Skill[0] = sList[0]; // Goes through 5 rounds of "Mutations" which add to 1 stat and subtract from another. for (int i = 0; i < 5; i++) { int indexA = Random.Range(0, 5); while (Passion[indexA] <= -5) { indexA = Random.Range(0, 5); } int indexB = indexA; while (indexB == indexA || Passion[indexB] >= 5) { indexB = Random.Range(0, 5); } Passion[indexA] -= 1; Passion[indexB] += 1; indexA = Random.Range(0, 5); while (Skill[indexA] <= 0) { indexA = Random.Range(0, 5); } indexB = indexA; while (indexB == indexA || Skill[indexB] >= 10) { indexB = Random.Range(0, 5); } Skill[indexA] -= 1; Skill[indexB] += 1; } // Greed and need are from 0-1 Greed = Random.Range(0, 11) / 10f; Need = Random.Range(0, 11) / 10f; // set the values and then generates a display Playerstats playerstats = new Playerstats(); playerstats.Passion = Passion; playerstats.Skill = Skill; playerstats.Greed = Greed; playerstats.Need = Need; playerstats.name = names[x]; players.Add(playerstats); } }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag ("Player"); stats = player.GetComponent<Playerstats> (); }
// Use this for initialization void Start() { avatarAni = gameObject.GetComponent<Animator> (); player = GameObject.Find("PlayerState").GetComponent<Playerstats>(); }
void Start() { player = GameObject.Find("PlayerState").GetComponent <Playerstats> (); }
private void Start() { money = rfpc.GetComponent <Playerstats>(); FindObjectOfType <AudioManager>().Play("MainTheme"); }
// Update is called once per frame void Update() { if (player == null) { player = GameObject.Find ("PlayerState").GetComponent<Playerstats> (); } else { if (Application.loadedLevelName == "Main") { if (curLevel != "Main") { curLevel = "Main"; } reportLapScore (); } if (Application.loadedLevelName == "Blitz") { if (curLevel != "Blitz") { blitzButton = GameObject.Find ("GraphicManager/LapButton").GetComponent<LapButtonBlitz> (); Debug.Log("Found Button"); curLevel = "Blitz"; } reportBlitz (); } if (lapCoin == null) { lapCoin = GameObject.Find ("GraphicManager/LapCoins/AchievementText"); } } }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player"); stats = player.GetComponent <Playerstats> (); }
public void displayNextquest() { //if end of quests turn off an "reset" results if (GetComponent <GameLoopManager> ().currentQuestResult >= GetComponent <GameLoopManager> ().getActiveQuestNumber()) { ToggleResults(); GetComponent <GameLoopManager> ().RollJobs(); GetComponent <GameLoopManager> ().currentQuestResult = 0; return; } QuestResults result = GetComponent <GameLoopManager> ().resultsUI [GetComponent <GameLoopManager> ().currentQuestResult]; //if quest was not given a player move on to next quest while (!result.unselected) { GetComponent <GameLoopManager> ().currentQuestResult++; if (GetComponent <GameLoopManager> ().currentQuestResult >= GetComponent <GameLoopManager> ().getActiveQuestNumber()) { ToggleResults(); GetComponent <GameLoopManager> ().RollJobs(); GetComponent <GameLoopManager> ().currentQuestResult = 0; return; } result = GetComponent <GameLoopManager> ().resultsUI [GetComponent <GameLoopManager> ().currentQuestResult]; } Quest quest = result.quest; //set quest name, i think this needs a fix sorry resultsCanvas.transform.GetChild(2).GetComponent <Text> ().text = result.quest.title; int taskWins = 0; bool questSuccess = true; //figuring out task results for sake of quest success/failure and also setting task success + name for (int taskNum = 0; taskNum < 4; taskNum++) { GameObject taskUI = taskUIs[taskNum]; Text[] texts = taskUI.GetComponentsInChildren <Text> (); //if task doesn't exist skipp and set blank if (taskNum >= quest.tasks.Length) { texts [0].text = ""; texts [2].text = ""; //set image to blank continue; } Playerstats player = result.playerlist [taskNum]; Task task = quest.tasks[taskNum]; texts [0].text = player.name; int stat = 0; if (task.stat == Task.Stat.Fight) { stat = 0; //also set image } else if (task.stat == Task.Stat.Charm) { stat = 1; //also set image } else if (task.stat == Task.Stat.Agility) { stat = 2; //also set image } else if (task.stat == Task.Stat.Smarts) { stat = 3; //also set image } else if (task.stat == Task.Stat.Magic) { stat = 4; //also set image } //sucesses at task text if (task.difficulty <= player.Skill [stat]) { //Successful task texts [2].text = player.name + " has succeeded at their " + statTypes[stat] + " task.\n"; taskWins++; } else { texts [2].text = player.name + " has failed their " + statTypes[stat] + " task.\n"; } } //sets if the quest failed or succeded if (taskWins == 0 || taskWins * 2 < quest.tasks.Length) { questSuccess = false; GameObject.Find("Fail/Success").GetComponent <Text> ().text = "Failed Quest"; } else { GameObject.Find("Fail/Success").GetComponent <Text> ().text = "Successful Quest"; } // Set the quest result text if (questSuccess) { resultsCanvas.transform.GetChild(4).GetComponent <Text>().text = quest.succeed; } else { resultsCanvas.transform.GetChild(4).GetComponent <Text>().text = quest.fail; } // set image for money based on success/failure/ammount of money string output = ""; if (!questSuccess) { output += "You got no money,"; GameObject.Find("MoneyAmount").GetComponent <Image>().sprite = moneySprites[0]; } else { if (quest.money == -5) { output += "You got no money,"; GameObject.Find("MoneyAmount").GetComponent <Image>().sprite = moneySprites[0]; } else if (quest.money == 5) { output += "You got a lot of money,"; GameObject.Find("MoneyAmount").GetComponent <Image>().sprite = moneySprites[4]; } else if (quest.money <= -2) { output += "You got very little money,"; GameObject.Find("MoneyAmount").GetComponent <Image>().sprite = moneySprites[1]; } else if (quest.money <= 1) { output += "You got an average amount of money,"; GameObject.Find("MoneyAmount").GetComponent <Image>().sprite = moneySprites[2]; } else { output += "You got a good amount of money,"; GameObject.Find("MoneyAmount").GetComponent <Image>().sprite = moneySprites[3]; } } if (questSuccess) { if (Mathf.Abs(quest.money - quest.need) >= 7) { output += " but\n"; } else { output += " and\n"; } } else { if (quest.need <= -2) { output += " but\n"; } else { output += " and\n"; } } //set world stat text based on success/failure/ammount of world change if (questSuccess) { if (quest.need == -5) { output += "the world is worse now."; } else if (quest.need == 5) { output += "you did a great deed!"; } else if (quest.need <= -2) { output += "you did a pretty bad thing."; } else if (quest.need <= 1) { output += "life goes on as usual."; } else { output += "you helped some people today!"; } } else { if (quest.need == -5) { output += "the world is glad you failed."; } else if (quest.need == 5) { output += "you failed, when the world desperately needed you."; } else if (quest.need <= -2) { output += "it's probably a good thing you failed..."; } else if (quest.need <= 1) { output += "life goes on as usual anyway."; } else { output += "you missed an opportunity to help others."; } } GameObject.Find("Money&Need").GetComponent <Text>().text = output; //going through tasks to set ikigai for (int taskNum = 0; taskNum < 4; taskNum++) { GameObject taskUI = taskUIs[taskNum]; Text[] texts = taskUI.GetComponentsInChildren <Text> (); if (taskNum >= quest.tasks.Length) { texts [1].text = ""; //set image to blank taskUI.SetActive(false); continue; } taskUI.SetActive(true); Playerstats player = result.playerlist [taskNum]; Task task = quest.tasks[taskNum]; int stat = 0; if (task.stat == Task.Stat.Fight) { stat = 0; } else if (task.stat == Task.Stat.Charm) { stat = 1; } else if (task.stat == Task.Stat.Agility) { stat = 2; } else if (task.stat == Task.Stat.Smarts) { stat = 3; } else if (task.stat == Task.Stat.Magic) { stat = 4; } // set stat picture taskUI.GetComponentInChildren <Image>().sprite = statSprites[stat]; //setting ikigai number int ikigai = 0; if (questSuccess) { //Successful quest ikigai = GetComponent <GameLoopManager> ().calculateIkigai(player.Passion[stat], quest.money, player.Greed, quest.need, player.Need); } else { //Failed quest ikigai = GetComponent <GameLoopManager> ().calculateIkigai(player.Passion[stat], -5, player.Greed, quest.need * -1, player.Need); } texts[1].text = ikigai.ToString(); if (ikigai > 0) { texts[1].color = Color.green; } else if (ikigai < 0) { texts[1].color = Color.red; } else { texts[1].color = Color.white; } } GetComponent <GameLoopManager> ().currentQuestResult++; }
// Use this for initialization void Start() { avatarAni = gameObject.GetComponent <Animator> (); player = GameObject.Find("PlayerState").GetComponent <Playerstats>(); }
void Start() { player = GameObject.Find ("PlayerState").GetComponent<Playerstats> (); }
// Use this for initialization void Start() { playerStats = GameObject.Find("PlayerState").GetComponent<Playerstats>(); sound = GetComponent<AudioSource> (); anim = GetComponent<Animator> (); }
// Use this for initialization void Start() { playerStats = GameObject.Find("PlayerState").GetComponent <Playerstats>(); sound = GetComponent <AudioSource> (); anim = GetComponent <Animator> (); }
public void addPlayer(int task, Playerstats player) { playerlist [task] = player; unselected = true; }
// Use this for initialization void Start() { DontDestroyOnLoad (gameObject); player = GameObject.Find("PlayerState").GetComponent<Playerstats> (); blitzButton = GameObject.Find ("GraphicManager/LapButton").GetComponent<LapButtonBlitz> (); lapCoin = GameObject.Find ("GraphicManager/LapCoins/AchievementText"); }