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);
            }
        }
Пример #2
0
        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();
	}
Пример #6
0
 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;
     }
 }
Пример #7
0
 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;
     }
 }
Пример #8
0
 // 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;
 }
Пример #9
0
    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);
    }
Пример #10
0
 private void Awake()
 {
     Instance = this;
     money    = FindObjectOfType <PlayerMoney>();
 }
Пример #11
0
 private void Awake()
 {
     Instance = this;
     DisplayCoinCount();
 }
Пример #12
0
    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;
    }
Пример #13
0
	void Start() {
		MinionManager = GameObject.FindGameObjectWithTag("Player").GetComponent<MinionManager>();
		TM = GameObject.Find ("TreasureManager").GetComponent<TreasureManager> ();
	}
Пример #14
0
 // 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;
 }
Пример #15
0
 private void Awake()
 {
     Instance = this;
     enabled  = false;
 }