static public void SetUpgradeCards(AMJ.GunUpgrade gunCard, AMJ.SwordUpgrade swordCard, AMJ.OtherUpgrade otherCard) { CharacterController.Instance.menuChoice.SetActive(true); instance = CharacterController.Instance.menuChoice.GetComponent <ChoiceMenu>(); instance.timeOpen = Time.unscaledTime; instance.cards[0].Set(gunCard); instance.cards[1].Set(swordCard); instance.cards[2].Set(otherCard); }
public void Set(AMJ.GunUpgrade upgrade) { _type = Type.Gun; gunUpgrade = upgrade; switch (upgrade) { case AMJ.GunUpgrade.Autoguide: title.text = "Self-guided bullet"; text.text = "Bend projectile trajectory to the closest target"; break; case AMJ.GunUpgrade.Bouncing: title.text = "Bouncing laser"; text.text = "Projectile will never be lost again in space, instead they will bounce and go back to th asteroïd field"; break; case AMJ.GunUpgrade.Charging: title.text = "Charging gun"; text.text = "Charge your shot over time to increase all your effects !"; break; case AMJ.GunUpgrade.Damage: title.text = "Damage ++"; text.text = "Double all the damages dealt with the gun, forever"; break; case AMJ.GunUpgrade.Fire: title.text = "Fire upgrade"; text.text = "Every projectile that hit an asteroïd will burn it to piece, dealing damage over time"; break; case AMJ.GunUpgrade.Ice: title.text = "Ice upgrade"; text.text = "Projectile frost asteroïds to slow them down, you'll be able to deal way more damage"; break; case AMJ.GunUpgrade.Multishot: title.text = "Multishot"; text.text = "Fire 3 projectiles instead of one !"; break; case AMJ.GunUpgrade.Piercing: title.text = "Piercing laser"; text.text = "Every laser shot go through enemies"; break; case AMJ.GunUpgrade.Thunder: title.text = "Thunder upgrade"; text.text = "After 3 consecutive hits on an asteroid will deal more damage"; break; } }
public void GunUpgrade(AMJ.GunUpgrade upgrade) { switch (upgrade) { case AMJ.GunUpgrade.Autoguide: hasAutoGuidShot = true; break; case AMJ.GunUpgrade.Bouncing: hasBouncingShot = true; break; case AMJ.GunUpgrade.Charging: isChargingShot = true; break; case AMJ.GunUpgrade.Damage: activeGunBonusDamage(); break; case AMJ.GunUpgrade.Fire: hasFireShot = true; break; case AMJ.GunUpgrade.Ice: hasIceShot = true; break; case AMJ.GunUpgrade.Multishot: hasMutishot = true; break; case AMJ.GunUpgrade.Piercing: hasPiercingShot = true; break; case AMJ.GunUpgrade.Thunder: hasThunderShot = true; break; default: break; } }