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.SwordUpgrade upgrade)
    {
        _type        = Type.Sword;
        swordUpgrade = upgrade;
        switch (upgrade)
        {
        case AMJ.SwordUpgrade.Charging:
            title.text = "Charged hit";
            text.text  = "Charge your hit to inflic more damage";
            break;

        case AMJ.SwordUpgrade.Critical:
            title.text = "Critical hit";
            text.text  = "Hit will be able to deal critical damage";
            break;

        case AMJ.SwordUpgrade.Dash:
            title.text = "Dash";
            text.text  = "Dash when you start to hit";
            break;

        case AMJ.SwordUpgrade.Damage:
            title.text = "Damage ++";
            text.text  = "Double all the damages dealt with the sword, forever";
            break;

        case AMJ.SwordUpgrade.Fire:
            title.text = "Fire upgrade";
            text.text  = "Hitting an asteroïd will burn it to piece, dealing damage over time";
            break;

        case AMJ.SwordUpgrade.Ice:
            title.text = "Ice upgrade";
            text.text  = "Hitting an asteroïd frost it to slow it down, you'll be able to deal way more damage";
            break;

        case AMJ.SwordUpgrade.Knock:
            title.text = "Knockback";
            text.text  = "Hitting an asteroid will knock it back !";
            break;

        case AMJ.SwordUpgrade.Speed:
            title.text = "Speed boost";
            text.text  = "Grant a small bonus speed after hitting an asteroid";
            break;

        case AMJ.SwordUpgrade.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 SwordUpgrade(AMJ.SwordUpgrade upgrade)
    {
        switch (upgrade)
        {
        case AMJ.SwordUpgrade.Charging:
            hasChargingSword = true;
            break;

        case AMJ.SwordUpgrade.Critical:
            hasCriticalDmg = true;
            break;

        case AMJ.SwordUpgrade.Damage:
            activeSwordBonusDamage();
            break;

        case AMJ.SwordUpgrade.Dash:
            hasDash = true;
            break;

        case AMJ.SwordUpgrade.Fire:
            hasFireSword = true;
            break;

        case AMJ.SwordUpgrade.Ice:
            hasIceSword = true;
            break;

        case AMJ.SwordUpgrade.Knock:
            hasKnockbackSword = true;
            break;

        case AMJ.SwordUpgrade.Speed:
            hasBonusSpeed = true;
            break;

        case AMJ.SwordUpgrade.Thunder:
            hasThunderSword = true;
            break;

        default:
            break;
        }
    }