Пример #1
0
 private void OnDisable()
 {
     RandomizerForStorms.DestroyAllChildren(pirateParent);
     RandomizerForStorms.DestroyAllChildren(crewParent);
     RandomizerForStorms.DestroyAllChildren(crewParentInOrigin);
     RandomizerForStorms.DestroyAllChildren(crewSlotParent);
 }
Пример #2
0
    public void WinGame()
    {
        rfs.StopDamageTimer();
        ShipHealth h = GetComponent <ShipHealth>();
        //Figure out clout change based on damage taken relative to max health
        float  percentDamage = h.Health / h.MaxHealth;
        int    damageBracket = RandomizerForStorms.GetBracket(damageLevelPercents, percentDamage);
        int    cloutGained   = Mathf.CeilToInt((survivalGain.y - survivalGain.x) * percentDamage + survivalGain.x);
        string cloutText     = damageLevelText[damageBracket] + "\n\n" + $"For making your way out of the storm with your ship intact, your clout has risen {Mathf.RoundToInt(cloutGained)}." +
                               $" Combined with the {cloutChange} from the ritual, your clout has changed a total of {Mathf.RoundToInt(cloutGained + cloutChange)}.";

        Globals.GameVars.AdjustPlayerClout(cloutGained + cloutChange, false);

        mgInfo.gameObject.SetActive(true);
        mgInfo.DisplayText(
            Globals.GameVars.stormTitles[3],
            Globals.GameVars.stormSubtitles[3],
            Globals.GameVars.stormSuccessText[0] + "\n\n" + cloutText + "\n\n" + Globals.GameVars.stormSuccessText[Random.Range(1, Globals.GameVars.stormSuccessText.Count)],
            stormIcon,
            MiniGameInfoScreen.MiniGame.Finish);
        finishButton.GetComponentInChildren <TMPro.TextMeshProUGUI>().text = winFinishText;
        finishButton.onClick.RemoveAllListeners();
        finishButton.onClick.AddListener(UnloadMinigame);
        GetComponent <StormMGmovement>().ToggleMovement(false);
    }
Пример #3
0
 private void Start()
 {
     rfs = GetComponent <RandomizerForStorms>();
 }