// Start is called before the first frame update private void Start() { dataSavingManager = GameObject.FindGameObjectWithTag("DataSavingManager").GetComponent<DataSavingManager>(); uiManager = GameObject.FindGameObjectWithTag("UIManager").GetComponent<UIManager>(); blockSpawner = GameObject.FindGameObjectWithTag("BlockSpawner").GetComponent<BlockSpawner>(); offlineProgress = new UnityAction<object>(HandleOfflineProgress); EventManager.StartListening("OfflineProgress", offlineProgress); blockKilled = new UnityAction<object>(BlockKilled); EventManager.StartListening("BlockKilled", blockKilled); prestige = new UnityAction<object>(Prestige); EventManager.StartListening("Prestige", prestige); tryUpgrade = new UnityAction<object>(UpgradeSkill); EventManager.StartListening("TryUpgrade", tryUpgrade); UpdatePlayerMoneyAndUI((double)dataSavingManager.GetOtherValue("Money")); UpdatePlayerPrestigeMoneyAndUI((double)dataSavingManager.GetOtherValue("PrestigeMoney")); UpdatePendingPrestigeMoneyAndUI((double)dataSavingManager.GetOtherValue("PendingPrestigeMoney")); playerMoneyMult = (double)dataSavingManager.GetOtherValue("MoneyMultiplier"); // Load skill dictionary into shop and ui uiManager.LoadSkillDescriptions(dataSavingManager.GetSkillDictionary()); uiManager.SetSkillPanelsVisibility(dataSavingManager.GetSkillDictionary()); uiManager.SetDamagePanelsVisibilty(dataSavingManager.GetSkillDictionary()); LoadHelpers(); }
private void BlockKilled(object b) { Block deadBlock = (Block)b; double moneyEarned = deadBlock.killReward * playerMoneyMult; GameObject gText = Instantiate(goldText, deadBlock.transform.position, Quaternion.identity); gText.transform.GetChild(0).GetComponent<TextMeshPro>().SetText(NumberUtils.FormatLargeNumbers(moneyEarned)); dataSavingManager.SetOtherValue("TotalMoneyEarned", (double)dataSavingManager.GetOtherValue("TotalMoneyEarned") + moneyEarned); dataSavingManager.Save(); UpdatePlayerMoneyAndUI(moneyEarned + playerMoney); UpdatePendingPrestigeMoneyAndUI(deadBlock.killPrestigeReward); }
private void BlockKilled(object killed) { currentMapLevel.KilledBlock(); dataSavingManager.SetOtherValue("TotalBlocksKilled", (int)dataSavingManager.GetOtherValue("TotalBlocksKilled") + 1); EventManager.TriggerEvent("UpdateLevelUI", currentMapLevel); EventManager.TriggerEvent("BlockStatsUpdate", Tuple.Create(blockHealth, blockKillReward)); if (autoStage) { NextLevel(null); } }
// Start is called before the first frame update private void Start() { dataSavingManager = GameObject.FindGameObjectWithTag("DataSavingManager").GetComponent <DataSavingManager>(); TotalBlocksSpawned = (int)dataSavingManager.GetOtherValue("TotalBlocksSpawned"); blockSpawnData = dataSavingManager.GetBlockSpawnData(); blockDictionary = new Dictionary <int, Transform>(); loadMapLevel = new UnityAction <object>(HandleLevelChange); EventManager.StartListening("LoadMapLevel", loadMapLevel); blockKilled = new UnityAction <object>(BlockKilled); EventManager.StartListening("BlockKilled", blockKilled); }
// Start is called before the first frame update private void Start() { shopPanel.SetActive(false); autoMoveButton.SetActive(false); autoStageButton.SetActive(false); offlinePanel.SetActive(false); currentMoney = GameObject.FindGameObjectWithTag("CurrentMoney").GetComponent <TextMeshProUGUI>(); currentMoneyAnimator = currentMoney.GetComponent <Animator>(); currentPrestigeMoney = GameObject.FindGameObjectWithTag("CurrentPrestigeMoney").GetComponent <TextMeshProUGUI>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>(); dataSavingManager = GameObject.FindGameObjectWithTag("DataSavingManager").GetComponent <DataSavingManager>(); startBoss = new UnityAction <object>(StartBossFight); EventManager.StartListening("StartBoss", startBoss); setBossTimer = new UnityAction <object>(SetBossTimer); EventManager.StartListening("SetBossTimer", setBossTimer); endBoss = new UnityAction <object>(EndBossFight); EventManager.StartListening("EndBoss", endBoss); goldArrived = new UnityAction <object>(GoldArrived); EventManager.StartListening("GoldArrived", goldArrived); unlockedAuto = new UnityAction <object>(UnlockedAuto); EventManager.StartListening("UnlockedAuto", unlockedAuto); offlineProgress = new UnityAction <object>(HandleOfflineProgress); EventManager.StartListening("OfflineProgress", offlineProgress); playerUpgraded = new UnityAction <object>(LoadPlayerStats); EventManager.StartListening("PlayerUpgraded", playerUpgraded); blockStatsUpdate = new UnityAction <object>(LoadBlockStats); EventManager.StartListening("BlockStatsUpdate", blockStatsUpdate); currencyStatsUpdate = new UnityAction <object>(LoadCurrencyStats); EventManager.StartListening("CurrencyStatsUpdate", currencyStatsUpdate); miscStatsUpdate = new UnityAction <object>(LoadMiscStats); EventManager.StartListening("MiscStatsUpdate", miscStatsUpdate); LoadPlayerStats(null); LoadMiscStats(null); if ((bool)dataSavingManager.GetOtherValue("UnlockedAuto")) { UnlockedAuto(null); } }
private void ToggleAutoMove(object unused) { double autoMoveSpeedMult = (double)dataSavingManager.GetOtherValue("AutoMoveSpeedMultiplier"); autoEnabled = !autoEnabled; if (autoEnabled) { finalMoveSpeed /= autoMoveSpeedMult; } else { finalMoveSpeed *= autoMoveSpeedMult; } }
private void LoadPlayerStats(object unused) { PlayerData playerData = dataSavingManager.GetPlayerData(); double autoMoveSpeedMult = (double)dataSavingManager.GetOtherValue("AutoMoveSpeedMultiplier"); baseDamage.text = NumberUtils.FormatLargeNumbers(playerData.baseDamage); damageMult.text = NumberUtils.FormatLargeNumbers(playerData.prestigeDmgMultiplier); attackSpeed.text = NumberUtils.FormatLargeNumbers(playerData.baseAttackSpeed); movementSpeed.text = NumberUtils.FormatLargeNumbers(playerData.baseMoveSpeed); autoMovementSpeed.text = NumberUtils.FormatLargeNumbers(playerData.baseMoveSpeed * autoMoveSpeedMult); }