Пример #1
0
    //static public GameObject powerUI;

    void Start()
    {
        //początkowe wartości
        PlayerFighting = false;
        ChangeToZero   = true;
        YouGetBoard.SetActive(false);
        YouGet.text = " ";
        for (int i = 0; i < note.Length; i++)
        {
            note[i] = 0;
        }
        LevelId = Application.loadedLevel;
        save    = gameObject.GetComponent <Saveing>();
        DeadScreenImage.SetActive(false);

        NewLevelInstantiate = false;

        // data = gameObject.GetComponent<itemDataBase>();
        awake = true;

        soundHolder = GameObject.Find("SoundHolder").GetComponent <SoundHolder>();
        keyMenager  = GameObject.Find("KeyMenager").GetComponent <KeyMenager>();

        soundHolder.isloading = true;

        eq = GameObject.Find("Equipment").GetComponent <CanvasEkwipunek>();

        saving    = false;
        loadScene = false;

        player           = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_Controller>();
        playerAtckScript = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerAttack>();

        loadScript = gameObject.GetComponent <LoadTargetScript>();

        itd = gameObject.GetComponent <itemDataBase>();
        Debug.Log("itd nie jest null");

        save.Load();
        itemDataBaseChest = gameObject.GetComponent <itemDataBaseChest>();

        if (itemDataBaseChest != null) //jezeli znajduje się skrzynia na planszy
        {
            Debug.Log("itemDataBaseChest nie jest null");
            save.ChestLoad(LevelId);
        }

        RefreshEqStats();

        soundHolder.isloading = false;

        if (PlayerPrefs.HasKey("difficultLevel")) //załadowanie poziomu trudności
        {
            difficultLevel = PlayerPrefs.GetInt("difficultLevel");
        }
        settings.load(); //załadowanie ustawień

        exp_Slider = GameObject.Find("SkillUI").GetComponent <Exp_Slider>();
    }
Пример #2
0
    void Start()
    {
        trans = GetComponent <Transform>();
        itd   = GameObject.FindGameObjectWithTag("GameMaster").GetComponent <itemDataBase>();
        if (gameObject.name == "Chest") //items data base chest
        {
            itdch = GameObject.FindGameObjectWithTag("GameMaster").GetComponent <itemDataBaseChest>();
        }
        gm = GameObject.FindGameObjectWithTag("GameMaster").GetComponent <Game_Master>();
        eq = GameObject.Find("Equipment").GetComponent <CanvasEkwipunek>();

        child            = gameObject.GetComponentInChildren <ElementEq>();
        audioSource      = gameObject.GetComponent <AudioSource>();
        audioSource.clip = audioClip;
    }
Пример #3
0
    void Update()
    {
        TimePowerChoose = 0.4f + (TimePowerChooseBasic * difficultLevel / 10f);
        if (settings.gameObject.activeSelf)
        {
            difficultLevel = settings.qualityindex;
        }

        //progi punktowe
        if (PlayerLevel == 0)
        {
            nextLevel = 50f;
        }
        if (PlayerLevel == 1)
        {
            nextLevel = 75f;
        }
        if (PlayerLevel > 1) //obliczanie progów punktowych
        {
            nextLevel = PlayerLevel * PlayerLevel * PlayerLevel * 10f - PlayerLevel * PlayerLevel * 20f + 100f;
        }

        //ile pozostało do nastepnego poziomu i jakie punkty należy przyznać graczowi
        if (nextLevel > 0)
        {
            if (nextLevel <= exp)
            {
                exp_Slider.NewLevel();
                PDPoint += 1;
                if (PlayerLevel % 10 == 0)
                {
                    SkillPDPoint += 1;
                }

                if (NewLevelTimer >= 1)
                {
                    NewLevelInstantiate = true;
                }
                PlayerLevel += 1;
            }
        }

        //przyznanie poziomu
        if (NewLevelInstantiate)
        {
            NewLevelTimer = 0;
            GameObject particle = Instantiate(NewLevel, PlayerNewLevelTransform.position, transform.rotation);
            particle.GetComponent <LevelUp>().target = PlayerNewLevelTransform;
            NewLevelInstantiate = false;
        }
        else
        {
            if (NewLevelTimer < 1)
            {
                NewLevelTimer += Time.deltaTime;
            }
            else
            {
                NewLevelTimer = 1f;
            }
        }

        //obliczenie ilości noży w ekwipunktu
        if (Secon_Weapon_Slot.transform.childCount > 0)
        {
            ElementEq Second_Weapon = Secon_Weapon_Slot.GetComponentInChildren <ElementEq>();
            knifeId    = Second_Weapon.Id;
            knifeCount = Second_Weapon.Count;
        }
        else
        {
            knifeCount = 0;
        }


        //wczytywanie i zapisywanie
        if (awake)
        {
            GameStart();
        }
        if (dead)
        {
            GameEnd();
        }
        if (saving)
        {
            if (gameObject.GetComponent <itemDataBaseChest>() != null)
            {
                itemDataBaseChest = gameObject.GetComponent <itemDataBaseChest>();
                save.ChestSave(LevelId);
                Debug.Log("saveing chest");
            }
            save.Save();
        }
        //przeskakiwanie miedzy poziomami
        if (loadScene == true && saving == false)
        {
            player.blockMove = true;
            ScreenImage.SetActive(true);
            ScreenImage.GetComponent <Animator>().SetBool("FadeOut", true);
            fade = true;
        }
        if (fade)
        {
            Cursor.lockState = CursorLockMode.Locked; //Zablokowanie kursora myszy.
            Cursor.visible   = false;                 //Ukrycie kursora.
            TimeToFade      -= Time.deltaTime;
            if (TimeToFade <= 0)
            {                               //50 line
                loadScript.LoadScreenNum(SceneIdToLoad, Application.loadedLevel);
            }
        }

        if (PlayerSpeed == 0) //obliczanie kosztów ruchów
        {
            BackDashCost = BasicBackDashCost;
            JumpDownSpecialAttackCost = BasicJumpDownSpecialAttackCost;
            JumpSpecialAttackCost     = BasicJumpSpecialAttackCost;
            RunSpecialAttackCost      = BasicRunSpecialAttackCost;
            AttackCost    = BasicAttackCost;
            AttackRunCost = BasicAttackRunCost;
            JumpCost      = BasicJumpCost;
        }
        else
        {
            BackDashCost = BasicBackDashCost - (5 * PlayerSpeed);
            JumpDownSpecialAttackCost = BasicJumpDownSpecialAttackCost - (2 * (PlayerSpeed + PlayerSwordStaminaLevel));
            JumpSpecialAttackCost     = BasicJumpSpecialAttackCost - (2 * (PlayerSpeed + PlayerSwordStaminaLevel));
            RunSpecialAttackCost      = BasicRunSpecialAttackCost - (2 * (PlayerSpeed + PlayerSwordStaminaLevel));

            AttackCost    = BasicAttackCost - (1 * PlayerSpeed + PlayerSwordStaminaLevel);
            AttackRunCost = BasicAttackRunCost - (2 * (PlayerSpeed + PlayerSwordStaminaLevel));
            JumpCost      = BasicJumpCost - (5 * PlayerSpeed);
        }

        if (BackDashCost <= 5)
        {
            BackDashCost = 5f;
        }

        if (JumpDownSpecialAttackCost <= 10)
        {
            JumpDownSpecialAttackCost = 10;
        }

        if (JumpSpecialAttackCost <= 15)
        {
            JumpSpecialAttackCost = 15;
        }

        if (RunSpecialAttackCost <= 20)
        {
            RunSpecialAttackCost = 20;
        }

        if (AttackCost <= 1)
        {
            AttackCost = 1;
        }

        if (AttackRunCost <= 5)
        {
            AttackRunCost = 5f;
        }

        if (JumpCost <= 5)
        {
            JumpCost = 5f;
        }

        //zatrzymanie czasu
        if (ChangeToZero)
        {
            active_menu  = 0;
            ChangeToZero = false;
        }

        if (active_menu == 0)
        {
            Time.timeScale   = 1;
            player.blockMove = true;
            Cursor.lockState = CursorLockMode.Locked; //Zablokowanie kursora myszy.
            Cursor.visible   = false;                 //Ukrycie kursora.
            if (StopTimePowerChoose)
            {
                Time.timeScale = TimePowerChoose;
            }
        }
        else
        {
            Time.timeScale = 0;
            //player.CanMove = false;
            Cursor.lockState = CursorLockMode.None; //Odblokowanie kursora myszy.
            Cursor.visible   = true;                //Pokazanie kursora.
        }

        //wyswietlanie podpowiedzi
        if (timeToShow < 1f)
        {
            YouGetBoard.GetComponent <Animator>().SetBool("disappear", true);
        }
        if (timeToShow > 0)
        {
            timeToShow -= Time.deltaTime;
            YouGetBoard.SetActive(true);
        }
        else
        {
            YouGetBoard.SetActive(false);
            YouGet.text = " ";
        }
    }
Пример #4
0
    public void ChestLoad(int id)
    {
        Debug.Log("Loading Chest.."); //ładowanie skrzyni

        idbch = gameObject.GetComponent <itemDataBaseChest>();

        if (GameObject.FindGameObjectWithTag("chest") == null) //jeżeli znajduje się taki przedmiot na mapie
        {
            return;
        }
        ChestTrigger chest = GameObject.FindGameObjectWithTag("chest").GetComponent <ChestTrigger>();


        //  File.Delete(Application.persistentDataPath + "/ChestRecord" + id + ".data");

        //Zanim odczytamy dane upewnijmy się, że jest co czytać.
        //Sprawdzamy czy plik zapisu istnieje.
        if (File.Exists(Application.persistentDataPath + "/ChestRecord" + id + ".data"))
        {
            //Odczytujemy/pobieramy dane z pliku.

            FileStream file = File.Open(Application.persistentDataPath + "/ChestRecord" + id + ".data", FileMode.Open);



            //Posłuży do odczytu danych do pliku.
            BinaryFormatter bf = new BinaryFormatter();

            // Deserializujemy dane z pliku i przekształcamy je na obiekt GraczData.

            ChestData chdata = (ChestData)bf.Deserialize(file);

            file.Close(); //Plik odczytany zamykamy plik.

            //Ustawiamy dane;

            chest.visited = chdata.visited;
            for (int i = 0; i < chdata.AmuletsCount.Length; i++)
            {
                Debug.Log("zerowanie");
                idbch.AmuletsCount[i] = 0;
            }
            for (int i = 0; i < chdata.Main_WeaponCount.Length; i++)
            {
                idbch.Main_WeaponCount[i] = 0;
                Debug.Log("zerowanie");
            }
            for (int i = 0; i < chdata.Secon_WeaponCount.Length; i++)
            {
                idbch.Secon_WeaponCount[i] = 0;
                Debug.Log("zerowanie");
            }
            for (int i = 0; i < chdata.TasksCount.Length; i++)
            {
                idbch.TasksCount[i] = 0;
                Debug.Log("zerowanie");
            }
            for (int i = 0; i < chdata.ArmorsCount.Length; i++)
            {
                idbch.ArmorsCount[i] = 0;
                Debug.Log("zerowanie");
            }
            for (int i = 0; i < chdata.BootsCount.Length; i++)
            {
                idbch.BootsCount[i] = 0;
                Debug.Log("zerowanie");
            }
            for (int i = 0; i < chdata.LegsCount.Length; i++)
            {
                idbch.LegsCount[i] = 0;
                Debug.Log("zerowanie");
            }

            for (int i = 0; i < chdata.AmuletsCount.Length; i++)
            {
                Debug.Log(i);
                idbch.AmuletsCount[i] = chdata.AmuletsCount[i];
            }
            for (int i = 0; i < chdata.Main_WeaponCount.Length; i++)
            {
                idbch.Main_WeaponCount[i] = chdata.Main_WeaponCount[i];
            }
            for (int i = 0; i < chdata.Secon_WeaponCount.Length; i++)
            {
                idbch.Secon_WeaponCount[i] = chdata.Secon_WeaponCount[i];
            }
            for (int i = 0; i < chdata.TasksCount.Length; i++)
            {
                idbch.TasksCount[i] = chdata.TasksCount[i];
            }
            for (int i = 0; i < chdata.ArmorsCount.Length; i++)
            {
                idbch.ArmorsCount[i] = chdata.ArmorsCount[i];
            }
            for (int i = 0; i < chdata.BootsCount.Length; i++)
            {
                idbch.BootsCount[i] = chdata.BootsCount[i];
            }
            for (int i = 0; i < chdata.LegsCount.Length; i++)
            {
                idbch.LegsCount[i] = chdata.LegsCount[i];
            }
        }
        idbch.Instantiate();

        Debug.Log("Loading Chest END");
    }
Пример #5
0
    //Klasa zapisująca dane o skrzynie z poziomu

    public void ChestSave(int id)
    {
        gameMaster.saving = true;

        if (GameObject.FindGameObjectWithTag("chest") == null)
        { //jeżeli znajduje się taki przedmiot na mapie
            return;
        }
        ChestTrigger chest = GameObject.FindGameObjectWithTag("chest").GetComponent <ChestTrigger>();

        idbch = gameObject.GetComponent <itemDataBaseChest>();
        Debug.Log("Saveing..Chest");

        //Posłuży do przesyłania danych do pliku.

        FileStream plik = File.Create(Application.persistentDataPath + "/ChestRecord" + id + ".data");

        ChestData chdata = new ChestData();



        for (int i = 0; i < chdata.AmuletsCount.Length; i++)
        {
            chdata.AmuletsCount[i] = idbch.AmuletsCount[i];
        }
        for (int i = 0; i < chdata.Main_WeaponCount.Length; i++)
        {
            chdata.Main_WeaponCount[i] = idbch.Main_WeaponCount[i];
        }
        for (int i = 0; i < chdata.Secon_WeaponCount.Length; i++)
        {
            chdata.Secon_WeaponCount[i] = idbch.Secon_WeaponCount[i];
        }
        for (int i = 0; i < chdata.TasksCount.Length; i++)
        {
            chdata.TasksCount[i] = idbch.TasksCount[i];
        }
        for (int i = 0; i < chdata.ArmorsCount.Length; i++)
        {
            chdata.ArmorsCount[i] = idbch.ArmorsCount[i];
        }
        for (int i = 0; i < chdata.BootsCount.Length; i++)
        {
            chdata.BootsCount[i] = idbch.BootsCount[i];
        }
        for (int i = 0; i < chdata.LegsCount.Length; i++)
        {
            chdata.LegsCount[i] = idbch.LegsCount[i];
        }

        chdata.visited = chest.visited;

        //Posłuży do zapisywania danych do pliku.
        BinaryFormatter bf = new BinaryFormatter();

        //Serializujemy/zapisujemy dane do pliku
        bf.Serialize(plik, chdata);
        plik.Close();//Zamykamy plik (kończymy operacje na pliku).
        gameMaster.saving = false;
        Debug.Log("Saveing chest - save all");
    }