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.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; } }
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; } }