Пример #1
0
    public void RefreshUpgradeInfo()
    {
        for (int i = 0; i < zombieUpgradePrices.Length; i++)
        {
            int productionRate = SCR_Config.GetProductionRate(i);

            zombieLevels[i].text          = "LEVEL " + (SCR_Profile.upgradeZombies[i] + 1).ToString();
            zombieProductionRates[i].text = SCR_Gameplay.FormatNumber(productionRate) + " brains/s";
            zombieUpgradePrices[i].text   = SCR_Gameplay.FormatNumber(SCR_Config.GetUpgradePrice(i));
        }

        SCR_Gameplay.instance.UpdateTotalProductionRate();
    }
Пример #2
0
    public void Start()
    {
        for (int i = 0; i < zombiePrices.Length; i++)
        {
            string productionRate = SCR_Gameplay.FormatNumber(SCR_Config.GetProductionRate(i)) + " brains/s";

            zombieNames[i].text           = SCR_Config.ZOMBIE_INFO[i].name.ToUpper();
            zombieProductionRates[i].text = productionRate;
            zombiePrices[i].text          = SCR_Gameplay.FormatNumber(SCR_Config.ZOMBIE_INFO[i].price);
        }

        RefreshUnlocked();
        UpdateBrain();
    }
Пример #3
0
    public void UpdateZombie()
    {
        for (int i = 0; i < zombies.Length; i++)
        {
            zombies[i].SetActive(false);
        }

        zombies[currentZombie].SetActive(true);

        string productionRate = "Brains per second: " + SCR_Gameplay.FormatNumber(SCR_Config.GetProductionRate(currentZombie));

        txtName.text           = SCR_Config.ZOMBIE_INFO[currentZombie].name.ToUpper();
        txtProductionRate.text = productionRate.ToUpper();
        txtDescription.text    = SCR_Config.ZOMBIE_INFO[currentZombie].description.ToUpper();
    }
Пример #4
0
    private void OnCompleteFadeOut()
    {
        if (SCR_Gameplay.instance.cvsGameplay.activeSelf)
        {
            GameObject plusBrain = Instantiate(PFB_PLUS_BRAIN);

            RectTransform rectTransform = plusBrain.GetComponent <RectTransform>();
            RectTransform canvasRT      = SCR_Gameplay.instance.cvsGameplay.GetComponent <RectTransform>();
            rectTransform.SetParent(canvasRT, false);
            rectTransform.SetAsFirstSibling();

            float x = transform.position.x / SCR_Gameplay.SCREEN_WIDTH * canvasRT.rect.width;
            float y = transform.position.y / SCR_Gameplay.SCREEN_HEIGHT * canvasRT.rect.height + PLUS_BRAIN_OFFSET_Y;
            rectTransform.anchoredPosition = new Vector2(x, y);

            plusBrain.GetComponent <Text>().text = "+" + SCR_Gameplay.FormatNumber(brainValue);
        }

        Destroy(gameObject);
    }