public void Initialize(FactionEnum faction, Material factionMaterial) { _unitData = unitTiers[0]; Faction = faction; if (colorSwitcher != null) { colorSwitcher.SwitchColors(factionMaterial.color); } var goldControllers = FindObjectsOfType <GoldController>(); for (int i = 0; i < goldControllers.Length; i++) { if (goldControllers[i].Faction == Faction) { goldController = goldControllers[i]; } } var goldVeins = FindObjectsOfType <GoldVein>(); for (int i = 0; i < goldVeins.Length; i++) { if (goldVeins[i].Faction == Faction) { goldVeinPosition = goldVeins[i].transform.position; transform.position = goldVeins[i].MinerSpawnPoint.transform.position; _destination = goldVeins[i].GetFreeMiningPoint(); transform.LookAt(_destination); } } }
void Start() { objectManager = GameObject.FindGameObjectWithTag("GameManager"); gameManager = objectManager.GetComponent <GameManager>(); gameManager.InitialisationPlayer(); endLevel = false; isDead = false; shopDisabled = false; lifeController = gameObject.GetComponent <LifeController>(); healthText = GameObject.Find("HealthText").GetComponent <Text>(); healthText.text = ": " + lifeController.GetLife() + " / " + lifeController.GetLifeMax(); goldController = gameObject.GetComponent <GoldController>(); CoinText = GameObject.Find("CoinText").GetComponent <Text>(); CoinText.text = ": " + goldController.GetEnergy() + " / " + goldController.GetEnergyMax(); // player's color is define in the inspector colorController = gameObject.GetComponent <ColorController>(); if (colorController.GetColor() == 1) { this.GetComponent <SpriteRenderer>().color = new Color(0.4f, 0.4f, 1f, 1f); } else { this.GetComponent <SpriteRenderer>().color = new Color(1f, 0.4f, 0.4f, 1f); } }
private void Start() { green = new Color(0f, 200f, 0f, buildPreviewMaterial.color.a); red = new Color(200f, 0f, 0f, buildPreviewMaterial.color.a); groundLayerMask = 1 << ground.layer; bank = FindObjectOfType <GoldController>(); }
/* TODO LIST: * - sometimes is better to not do anything */ public void Initialize(List <Line> lines, GoldController goldController, Outpost outpost) { _lines = lines; aiUnitScanner.Initialize(lines); _goldController = goldController; _outpost = outpost; _unitSpawner = GetComponent <UnitSpawner>(); }
void OnTriggerEnter(Collider other) { if (other.tag == "Player") { GoldController.AddGold(goldValue); Destroy(this.gameObject); } }
int price; //ugly cost caching // Use this for initialization void Start() { AttachToPlayer(); canvas = GetComponentInChildren <CanvasRenderer>(); SetRender(false); goldc = GetComponentInParent <GoldController>(); //priceText = GetComponentInChildren<PriceText>(); }
protected override void Effect() { int currentGoldMax; player = GameObject.FindGameObjectWithTag("Player"); goldController = player.GetComponent <GoldController>(); currentGoldMax = goldController.GetEnergyMax(); goldController.SetGoldMax(currentGoldMax + goldMax); }
protected void Page_PreRender(object sender, EventArgs e) { this.Strength.Text = user.Strength.ToString(); this.Defence.Text = user.Defence.ToString(); this.Agility.Text = user.Agility.ToString(); this.Stamina.Text = user.Stamina.ToString(); this.Charisma.Text = user.Charisma.ToString(); this.NextStatPrice.Text = GoldController.CalculateNextStatLevelPrice(this.user).ToString(); this.Gold.Text = user.Gold.ToString(); }
GoldController() { //save time instead of searching for the game controller //check if the instance is not null, we are creating more than one instance, warn us if (instance != null) { Debug.LogError("There's an instance already created, click on the next error to check it", gameObject); Debug.LogError("Original GoldController instance is", instance.gameObject); return; } instance = this; }
// allices dragon rider spawn method void SpawnAllicesDragon() { if (spawnPoints.GetLength(0) == 0) { return; } if (GoldController.goldCounter < allicesDragonCostGold) { return; } Instantiate(allicesDragon, spawnPoints[spawnCounter % spawnPoints.GetLength(0)].position + dragonPositionOffset, new Quaternion(0f, 180f, 0f, 0f)); spawnCounter++; GoldController.MinGold(allicesDragonCostGold); }
public void InitController() { player = GameObject.FindGameObjectWithTag("Player"); if (player != null) { goldController = player.GetComponent <GoldController>(); lifeController = player.GetComponent <LifeController>(); fireController = player.GetComponent <FireController>(); meleeController = player.GetComponent <MeleeController>(); playerController = player.GetComponent <PlayerController>(); playerMove = player.GetComponent <PlayerMove>(); upgradeController = player.GetComponent <UpgradeController>(); } else { Debug.LogError("Player not Initialized"); } }
//TODO: Get scaleData from remote void Start() { goldController = GoldController.Instance; goldController.SetGoldView(goldView); goldgeneratorControllers = new List <GoldGeneratorController>(); circleControllers = new List <CircleController>(CircleViews.Length); for (int i = 0; i < CircleViews.Length; i++) { CircleController controller = new CircleController(CircleViews[i], scaleData, goldController.ChangeGoldValue); controller.OnPurchased += OnCirclePurchased; circleControllers.Add(controller); } goldgeneratorControllers.AddRange(circleControllers); tapController = new TapController(tapView, blockView, scaleData, goldController.ChangeGoldValue); goldgeneratorControllers.Add(tapController); }
private void Awake() { _unitIDCounter = 0; _currentUnitTiers = new int[unitPrefabs.Count]; _spawnedUnits = new List <Unit>(); _unitsInQueue = new List <Unit>(); _unitsInQueueIndex = new List <int>(); _goldController = GetComponent <GoldController>(); _gameController = GetComponent <BaseGameController>(); _spawnedMiners = 0; for (int i = 0; i < unitPrefabs.Count; i++) { EventManager.Instance.ExecuteEvent <IUnitUpgraded>((x, y) => x.OnUnitUpgraded(i, unitPrefabs[i].GetUnitData(_currentUnitTiers[i]), _gameController.Faction)); } UpdateQueueCapacityText(); StartCoroutine(UnitQueue()); }
void Start() { //Get All Controller player = GameObject.FindGameObjectWithTag("Player"); upgradeController = player.GetComponent <UpgradeController>(); goldController = player.GetComponent <GoldController>(); lifeController = player.GetComponent <LifeController>(); fireController = player.GetComponent <FireController>(); playerController = player.GetComponent <PlayerController>(); meleeController = player.GetComponent <MeleeController>(); playerController.SetShopDisabled(false); Hud(); //Create Listener EXIT Button btn = yourButton.GetComponent <Button>(); btn.onClick.AddListener(Exit); }
private void SetDependencies() { var viewController = Instantiate(_viewControllerPrefab).GetComponent <ViewController>(); var levelViewController = Instantiate(_levelViewControllerPrefab).GetComponent <LevelViewController>(); var healthViewController = Instantiate(_healthViewControllerPrefab).GetComponent <HealthViewController>(); var goldViewController = Instantiate(_goldViewControllerPrefab).GetComponent <GoldViewController>(); var gameOverViewController = Instantiate(_gameOverViewControllerPrefab).GetComponent <GameOverViewController>(); var enemyViewController = new GameObject("EnemyVewController", typeof(EnemyViewController)).GetComponent <EnemyViewController>(); var towerViewController = new GameObject("TowerVewController", typeof(TowerViewController)).GetComponent <TowerViewController>(); levelViewController.Init(viewController.CanvasBackground); healthViewController.Init(viewController.CanvasUI); goldViewController.Init(viewController.CanvasUI); gameOverViewController.Init(viewController.CanvasUI); var assetLoader = new AddressableAssetLoader <LevelData>(); var levelSetter = new LevelSetter(assetLoader); var objectPooler = Instantiate(_objectPoolerPrefab).GetComponent <ObjectPooler>(); var healthController = new HealthController(objectPooler); var goldController = new GoldController(objectPooler); var enemyController = new EnemyController(objectPooler, enemyViewController); var towerController = new TowerController(objectPooler, goldController); objectPooler.Init(); _gameplayController = new GameplayController(levelSetter, enemyController, healthController, goldController, towerController, objectPooler); levelViewController.SetCallbacks(levelSetter); enemyViewController.SetCallbacks(levelSetter, enemyController, _gameplayController); healthViewController.SetCallbacks(healthController); goldViewController.SetCallbacks(goldController); gameOverViewController.SetCallbacks(_gameplayController); towerViewController.SetCallbacks(towerController); #if UNITY_ANDROID _inputController = new TouchInputController(); #else _inputController = new MouseInputController(); #endif }
public void UpdateStat(object sender, CommandEventArgs e) { var statPrice = GoldController.CalculateNextStatLevelPrice(this.user); if (statPrice <= this.user.Gold) { switch (e.CommandArgument.ToString()) { case "Strength": ++this.user.Strength; break; case "Defence": ++this.user.Defence; break; case "Agility": ++this.user.Agility; break; case "Charisma": ++this.user.Charisma; break; case "Stamina": ++this.user.Stamina; break; } this.user.Gold -= statPrice; this.dbcontext.SaveChanges(); } else { this.error.Visible = true; } }
private void Start() { bank = FindObjectOfType <GoldController>(); }
void Start() { target = GameObject.FindGameObjectWithTag("Player"); goldController = target.GetComponent <GoldController>(); }
private void Awake() { GoldController.instance = this; }
private void Start() { goldController = GameObject.Find(GoldControllerObjectName).GetComponent <GoldController>(); }