// Update is called once per frame public void goToAffinitySelection(Astronaut.Element planetelement) { // }
public void setElement(Astronaut.Element e) { Element = e; switch (e) { case Astronaut.Element.Fire: { ElementSprite = FireIcon; ElementColor = new Color(1f, .6f, .1f); HeadlineText.text = "FIRE ELEMENT OBTAINED"; ElementDescriptionText.text = "Create a Bar of Fire that burns enemies and Melts Ice by pressing the Right Mouse Button"; break; } case Astronaut.Element.Ice: { ElementSprite = IceIcon; ElementColor = new Color(.3f, .3f, 1f); HeadlineText.text = "ICE ELEMENT OBTAINED"; ElementDescriptionText.text = "Charge and Throw an Ice Projectile that freezes enemies by holding and releasing the Right Mouse Button"; break; } case Astronaut.Element.Grass: { ElementSprite = GrassIcon; ElementColor = new Color(.2f, 1f, .1f); HeadlineText.text = "GRASS ELEMENT OBTAINED"; ElementDescriptionText.text = "Release a Vine that you can use to Grapple to high places and Grab Enemies by pressing the Right Mouse Button"; break; } case Astronaut.Element.Void: { ElementSprite = VoidIcon; ElementColor = new Color(.8f, 0f, .8f); HeadlineText.text = "VOID FORCE DEFEATED"; ElementDescriptionText.text = ""; break; } default: { ElementSprite = null; ElementColor = Color.white; break; } } HeadlineGlow.color = ElementColor; HeadlineText.GetComponent <Outline>().effectColor = Color.Lerp(ElementColor, Color.black, .5f); ElementDescriptionText.color = Color.Lerp(ElementColor, Color.white, .5f); ElementDescriptionText.GetComponent <Outline>().effectColor = Color.Lerp(ElementColor, Color.black, .5f); CommendationGlow.color = ElementColor; Color midcol = Color.Lerp(ElementColor, Color.black, .5f); CommendationText.GetComponent <Outline>().effectColor = midcol; skill1 = Astronaut.getElementPowerLevelName(e, 0); skill2 = Astronaut.getElementPowerLevelName(e, 1); skill3 = Astronaut.getElementPowerLevelName(e, 2); skill4 = Astronaut.getElementPowerLevelName(e, 3); EndLevelNotchBase.color = new Color(ElementColor.r, ElementColor.g, ElementColor.b, .5f); EndLevelNotch1.color = new Color(ElementColor.r, ElementColor.g, ElementColor.b, .5f); EndLevelNotch2.color = new Color(ElementColor.r, ElementColor.g, ElementColor.b, .5f); FillBar.color = new Color(ElementColor.r, ElementColor.g, ElementColor.b, FillBar.color.a); EndLevelNotch3.color = new Color(ElementColor.r, ElementColor.g, ElementColor.b, .5f); EndLevelPowerBaseText.text = skill1; //EndLevelPowerBaseText.color = new Color(ElementColor.r, ElementColor.g, ElementColor.b, .5f); EndLevelPower1Text.text = skill2; EndLevelPower2Text.text = skill3; EndLevelPower3Text.text = skill4; EndLevelSymbolBase.sprite = ElementSprite; EndLevelSymbol1.sprite = ElementSprite; EndLevelSymbol2.sprite = ElementSprite; EndLevelSymbol3.sprite = ElementSprite; }
public void completeStage(Astronaut.Element stageelement) { bool completinggame = false; switch (stageelement) { case Astronaut.Element.Fire: { FireVitaLevelAchieved = Mathf.Max(1 + Astronaut.TheAstronaut.VitaLevel, FireVitaLevelAchieved); FireWorldCompleted = true; break; } case Astronaut.Element.Ice: { IceVitaLevelAchieved = Mathf.Max(1 + Astronaut.TheAstronaut.VitaLevel, IceVitaLevelAchieved); IceWorldCompleted = true; break; } case Astronaut.Element.Grass: { JungleVitaLevelAchieved = Mathf.Max(1 + Astronaut.TheAstronaut.VitaLevel, JungleVitaLevelAchieved); JungleWorldCompleted = true; break; } case Astronaut.Element.Void: { //If you complete this stage, you've beaten the game VoidVitaLevelAchieved = Mathf.Max(1 + Astronaut.TheAstronaut.VitaLevel, VoidVitaLevelAchieved); VoidWorldCompleted = true; completinggame = true; break; } } /* * //FOR TESTING PURPOSES * if ((JungleWorldCompleted) && (FireWorldCompleted) && (IceWorldCompleted) && (VoidWorldCompleted)) * { * completinggame = true; * } */ if (completinggame) { PlanetSelectorEntrance = PlanetSelector.EntranceType.BeatVoidPlanet; FinishedGame = true; SceneManager.LoadScene("StartScene"); } else { SceneManager.LoadScene("PlanetSelectScene"); } ShotgunInventory = Astronaut.TheAstronaut.ShotgunAmmo; MachineGunInventory = Astronaut.TheAstronaut.GatlingAmmo; LaserRifleInventory = Astronaut.TheAstronaut.LaserAmmo; GrenadeLauncherInventory = Astronaut.TheAstronaut.GrenadeLauncherAmmo; TeslaInventory = Astronaut.TheAstronaut.TeslaAmmo; StimPackInventory = Astronaut.TheAstronaut.StimPacks; }