// Use this for initialization void Start() { this.health.Bar.Reset(); this.health.MaxVal = HP; this.health.CurrentVal = this.health.MaxVal; healthTxt.text = health.CurrentVal.ToString(); upgrade = new CastleUpgrade(5, 10); //Upgrades = new CastleUpgrade[] //{ // new CastleUpgrade(5,10), // new CastleUpgrade(10,15) //}; }
private void Awake() { PlayerData.instance.CheckInstance(); Time.timeScale = 1f; StartCoroutine(SceneFader.Instance.FadeIn(1f)); upgrade = GameObject.FindObjectOfType<CastleUpgrade>(); info = GameObject.FindObjectOfType<CastleInfo>(); stageClearEventReceiver = new GameEventReceiver(GameEvent.FirstC0S1Cleared, OnFirstC0S1Cleared); chapter0ClearEventReceiver = new GameEventReceiver(GameEvent.FirstChapter0Cleared, OnFirstChapter0Cleared); appRatingEventReceiver = new GameEventReceiver(GameEvent.AppRating, ShowAppRatingPopup); Invoke("CheckEvents", 1f); }
public bool UpgradeCastle(CastleUpgrade upgrade) { if (UserObject.instance.gold < upgrade.Cost() || !upgrade.CanAdditionalUpgrade()) { return(false); } else { UserObject.instance.gold -= upgrade.Cost(); if (!acquiredUpgrades.Contains(upgrade)) { acquiredUpgrades.Add(upgrade); } else { upgrade.IncrementUpgradeLevel(); } ApplyCastleUpgrade(upgrade); return(true); } }
private void ApplyCastleUpgrade(CastleUpgrade upgrade) { //TODO: update userobject max health + various other effects }
private void Awake() { animator = GetComponent<Animator>(); upgrade = GameObject.FindObjectOfType<CastleUpgrade>(); main = GameObject.FindObjectOfType<Main>(); }