示例#1
0
    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);
    }
示例#2
0
    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;
        }
    }
示例#3
0
    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;
        }
    }