public void spawnTreasure() { if (isDead) { BaseTreasureAbstract treasure; switch (randTreasure()) { case 0: treasure = new TreasureUpgrade(new Vector2(_position.X, _position.Y - 50)); break; case 1: treasure = new TreasureHealth(new Vector2(_position.X, _position.Y - 50)); break; case 2: treasure = new TreasureTime(new Vector2(_position.X, _position.Y - 50)); break; default: treasure = new TreasureUpgrade(new Vector2(_position.X, _position.Y - 50)); break; } TreasureManager.addTreasure(treasure); } }
protected override void Initialize() { // graphics.PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; // graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; // graphics.IsFullScreen = true; //if (!graphics.IsFullScreen) // graphics.ToggleFullScreen(); graphics.ApplyChanges(); if (firsLoad) { mapManager.Initialize(); } playerManager.Initialize(); enemiesManager.Initialize(); treasureManager = new TreasureManager(playerManager); rainManager = new RainManager(playerManager.getPlayer(), enemiesManager); base.Initialize(); CurrentGameState = GameState.MainMenu; if (firsLoad) { Task.Factory.StartNew(() => { var gl = new UpdateLoop(rainManager); gl.Loop(); }); } spriteBatch = new SpriteBatch(GraphicsDevice); }
public override void Start() { base.Start(); _treasureManager = TreasureManager.Instance; _spriteSystem = GetComponentInChildren <AsvarduilSpriteSystem>(); LoadInitialState(); }
private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { Debug.Log("here"); TreasureManager.AddChestToGotTreasures(Chest.CurrentChest); transform.parent.gameObject.SetActive(false); } }
public override void Start() { base.Start(); _treasureManager = TreasureManager.Instance; _spriteSystem = GetComponentInChildren<AsvarduilSpriteSystem>(); LoadInitialState(); }
public void SetItems(int[] items, TreasureManager chest) // Setting up the interface with items { for (int x = 0; x < item_list.Length; x++) { item_list[x].GetComponent <Items>().item_id = items[x]; item_list[x].GetComponent <Image>().sprite = GlobalControl.Instance.full_items_list[items[x]].image; item_list[x].GetComponent <Items>().tied_chest = chest; } }
public void SetItems(int[] items, Sprite[] images, TreasureManager chest) // Setting up the interface with items { for (int x = 0; x < item_list.Length; x++) { item_list[x].GetComponent <Items>().item_id = items[x]; item_list[x].GetComponent <Image>().sprite = images[items[x]]; item_list[x].GetComponent <Items>().tied_chest = chest; } }
// Use this for initialization void Awake() //standard singleton shit { if (_treasureManager == null) { _treasureManager = this; } else { Destroy(this); } treasureLists [0] = redTreasure; treasureLists [1] = blueTreasure; treasureLists [2] = greenTreasure; treasureLists [3] = yellowTreasure; }
public static System.Collections.Generic.List <int> ListOfPicesGotInCurrentJigsaw() { TreasureManager.Load(); System.Collections.Generic.List <int> listOfIndexsInCurrentJigsaw = CurrentJigsawImgList(); System.Collections.Generic.List <int> listOfPices = new System.Collections.Generic.List <int>(); foreach (var chest in TreasureManager.TreasureListGot.Treasures) { foreach (var i in listOfIndexsInCurrentJigsaw) { if (chest.ChestIndex == i) { listOfPices.Add(chest.ChestIndex); } } } return(listOfPices); }
private void Awake() { Instance = this; money = FindObjectOfType <PlayerMoney>(); }
private void Awake() { Instance = this; DisplayCoinCount(); }
public void Save() //saving each node to the file { nodes = new List <Node>(); int numberOfCoins = 0; int numberOfDiamonds = 0; for (int i = 0; i < noOfParts; i++) { Node tempNode = new Node(); switch (PartsTypes[i]) { case (PrefabType.Part01): tempNode.Type = PrefabType.Part01; tempNode.transform = Parts[i].transform; break; case (PrefabType.Part02): tempNode.Type = PrefabType.Part02; tempNode.transform = Parts[i].transform; break; case (PrefabType.Part03): tempNode.Type = PrefabType.Part03; tempNode.transform = Parts[i].transform; break; case (PrefabType.Part04): tempNode.Type = PrefabType.Part04; tempNode.transform = Parts[i].transform; break; case (PrefabType.Part05): tempNode.Type = PrefabType.Part05; tempNode.transform = Parts[i].transform; break; case PrefabType.Start: tempNode.Type = PrefabType.Start; tempNode.transform = Parts[i].transform; break; case PrefabType.End: tempNode.Type = PrefabType.End; tempNode.transform = Parts[i].transform; break; case PrefabType.KeyWall: tempNode.Type = PrefabType.KeyWall; tempNode.transform = Parts[i].transform; break; case PrefabType.Coins: numberOfCoins++; tempNode.Type = PrefabType.Coins; tempNode.transform = Parts[i].transform; break; case PrefabType.Spike: tempNode.Type = PrefabType.Spike; tempNode.transform = Parts[i].transform; break; case PrefabType.KeyPortal: break; case PrefabType.CheckPoint: tempNode.Type = PrefabType.CheckPoint; tempNode.transform = Parts[i].transform; break; case PrefabType.Guardian: tempNode.Type = PrefabType.Guardian; tempNode.transform = Parts[i].transform; break; case PrefabType.Hammer: tempNode.Type = PrefabType.Hammer; tempNode.transform = Parts[i].transform; break; case PrefabType.Goliath: tempNode.Type = PrefabType.Goliath; tempNode.transform = Parts[i].transform; break; case PrefabType.GoliathWalk: tempNode.Type = PrefabType.GoliathWalk; tempNode.transform = Parts[i].transform; break; case PrefabType.GoliathAttackSwitch: tempNode.Type = PrefabType.GoliathAttackSwitch; tempNode.transform = Parts[i].transform; break; case PrefabType.Chest: tempNode.Type = PrefabType.Chest; tempNode.transform = Parts[i].transform; var flag = false; TreasureManager.Load(); if (TreasureManager.TreasureListAll.Treasures.Count > 0) { foreach (var chest in TreasureManager.TreasureListAll.Treasures) { if (chest.LevelName == SaveManager.levelName) { flag = true; break; } } } if (!flag) { TreasureManager.Chest chest = new TreasureManager.Chest(); chest.LevelName = SaveManager.levelName; //TODO get the chest index from somewhere chest.ChestIndex = PlayerPrefs.GetInt("NumberOfChests") + 1; PlayerPrefs.SetInt("NumberOfChests", PlayerPrefs.GetInt("NumberOfChests") + 1); TreasureManager.AddChestToAllTreasures(chest); } break; case PrefabType.Diamonds: numberOfDiamonds++; tempNode.Type = PrefabType.Diamonds; tempNode.transform = Parts[i].transform; break; default: throw new ArgumentOutOfRangeException(); } nodes.Add(tempNode); } for (int i = 0; i < noOfParts; i++) { Destroy(Parts[i]); } state.Node = new List <SaveavleNode>(); for (int i = 0; i < noOfParts; i++) { state.Node.Add(new SaveavleNode()); state.Node[i].ConvertToSaveable(nodes[i].Type, nodes[i].transform); } state.LevelSize = SaveManager.levelSize; state.MaxTime = 0; state.MaxTries = 0; state.Coins = numberOfCoins; state.Diamonds = numberOfDiamonds; sm.Save(state); Load(); var ls = new LevelStatusSaveState { LevelName = string.Format("level_{0}_{1}_s", SaveManager.levelName.Split('_')[1], SaveManager.levelName.Split('_')[2]), BestTime = 0, BestTries = 0, IndexOfCoinsCollected = new List <int>(), IndexOfDiamondsCollected = new List <int>(), IsLocked = false, Stars = 0 }; ls.Save(); isSaving = false; }
void Start() { MinionManager = GameObject.FindGameObjectWithTag("Player").GetComponent<MinionManager>(); TM = GameObject.Find ("TreasureManager").GetComponent<TreasureManager> (); }
// Use this for initialization void Awake() { //standard singleton shit if (_treasureManager == null) { _treasureManager = this; } else { Destroy (this); } treasureLists [0] = redTreasure; treasureLists [1] = blueTreasure; treasureLists [2] = greenTreasure; treasureLists [3] = yellowTreasure; }
private void Awake() { Instance = this; enabled = false; }