protected override void SetElements(GameObject spawn, string prefab, int indexType, int dir) { JSONWeapon[] weapons = HandleJSON.GetAllWeapons(); if (weapons != null) { if (dir == 0) { Last(weapons, indexType, prefab, spawn); } else if (dir == -1) { Prev(weapons, indexType, prefab, spawn); } else { Next(weapons, indexType, prefab, spawn); } //for (int i = 0; i < weapons.Length; i++) //{ // if (purchasedOnly && weapons[i].purchased == 0) // continue; // if (!purchasedOnly && weapons[i].purchased == 1) // continue; // if (indexType != -1 && weapons[i].slot != indexType) // continue; // UIWeapon w = Instantiate<UIWeapon>(Resources.Load<UIWeapon>("UI/" + prefab), spawn.transform); // w.SetItem(weapons[i]); //} } }
public void Equip(string item_name, int slot) { Debug.Log(slot); if (slot == 0) { // visually unequip old item int childCount = weaponHolder.childCount; if (childCount > 0) { Destroy(weaponHolder.GetChild(0).gameObject); } // visually equip new item GameObject w = Instantiate(Resources.Load <GameObject>("Weapons/" + item_name), weaponHolder); w.transform.localPosition = Vector3.zero; w.transform.rotation = Quaternion.Euler(Vector3.zero); } // write item as unequipped HandleJSON.WriteWeaponUnequipped(slot); // write item as equipped HandleJSON.WriteWeaponEquipped(item_name, 1); RemoveState(index); //reload SetState(index, indexType); }
private void Victory() { victory.SetActive(true); points_victory.text = "Points: " + coins; JSONLevel l = HandleJSON.GetLevels()[0]; if (coins > l.player_score) { JSONPlayer player = HandleJSON.GetPlayer(); player.coins += coins - l.player_score; HandleJSON.WriteJsonPlayer(player); l.player_score = coins; HandleJSON.WriteJsonLevel(l); } if (coins >= l.gold) { trophy.text = "Gold"; } else if (coins >= l.silver) { trophy.text = "Silver"; } else if (coins >= l.bronze) { trophy.text = "Bronze"; } else { trophy.text = ""; } }
public void LoadLevel() { JSONPlayer p = HandleJSON.GetPlayer(); p.current_level = level; p.is_endless = 0; HandleJSON.WriteJsonPlayer(p); SceneManager.LoadScene("Scene_Main"); }
private void Start() { if (manageStates.Length > 0) { index = 0; SetState(index, -1); } jSONPlayer = HandleJSON.GetPlayer(); coinsText.text = "Coins: " + jSONPlayer.coins; }
private void Start() { List <UIBar_Autorefill> b = new List <UIBar_Autorefill>(); JSONWeapon[] weapons = HandleJSON.GetAllEquippedWeapons(); playerSpell = new PlayerSpell[weapons.Length - 1]; bool equippedWeapon = false; for (int i = 0; i < weapons.Length; i++) { if (weapons[i].slot == 0) { //equip weapon Transform w = Instantiate(Resources.Load <Transform>("Weapons/" + weapons[i].item_name), weaponHolder); w.localPosition = Vector3.zero; w.localRotation = Quaternion.Euler(Vector3.zero); equippedWeapon = true; } else { //equip spell int index = i; if (equippedWeapon) { index--; } playerSpell[index] = Resources.Load <PlayerSpell>("Spells/" + weapons[i].item_name); } } for (int i = 0; i < playerSpell.Length; i++) { playerSpell[i].motion.Init(); playerSpell[i].spell.Initialise(this.gameObject); UIBar_Autorefill bar = Instantiate(spellPrefab, spellIconContainer); bar.GetComponent <Image>().sprite = playerSpell[i].icon; bar.SetRefillSpeed(playerSpell[i].spell.timeBetweenUse); b.Add(bar); } autorefills = b.ToArray(); plane = new Plane(Vector3.up, 0); health = GameObject.FindObjectOfType <Health_Player>(); health.Init(); health.InitHealth(100); UnitManager.instance.AddHealthPlayer(health); }
public void OpenLevelSelect() { levelSelectPanel.SetActive(true); menu.SetActive(false); if (prefabSpawn.childCount == 0) { JSONLevel[] levels = HandleJSON.GetLevels(); for (int i = 0; i < levels.Length; i++) { if (levels[i].player_score < levels[i].bronze) { break; } LevelSelectUIItem p = Instantiate <LevelSelectUIItem>(prefab, prefabSpawn); p.SetItem(levels[i].level_name, levels[i].GetTrophy(), levels[i].player_score); } } }
public void Purchase(string item_name, int price) { if (jSONPlayer.coins >= price) { jSONPlayer.coins -= price; coinsText.text = jSONPlayer.coins.ToString(); //write item as purchased HandleJSON.WriteWeaponPurchased(item_name, 1); //write json player HandleJSON.WriteJsonPlayer(jSONPlayer); RemoveState(index); //reload SetState(index, indexType); } }
public void NextLevel() { if (endless) { progress++; Setup(); } else { int length = HandleJSON.GetLevels().Length; if (progress < length - 1) { JSONPlayer p = HandleJSON.GetPlayer(); p.current_level = progress; HandleJSON.WriteJsonPlayer(p); progress++; Setup(); } else { SceneManager.LoadScene("Scene_Main_Menu"); } } }
void Setup() { if (!endless) { progress = HandleJSON.GetPlayer().current_level; JSONLevel[] levels = HandleJSON.GetLevels(); if (progress > levels.Length) { progress = levels.Length - 1; } JSONWave[] jws = levels[progress].waves; Wave[] fromJSON = new Wave[jws.Length]; for (int i = 0; i < jws.Length; i++) { fromJSON[i] = new Wave(jws[i]); } WaveManager wM = GetComponentInChildren <WaveManager>(); wM.SetWaves(fromJSON); } else { Wave[] w = new Wave[progress]; for (int i = 0; i < w.Length; i++) { int[] units = new int[progress]; for (int x = 0; x < units.Length; x++) { units[x] = Random.Range(0, 3); } w[i] = new Wave(units, Random.Range(2, 8), (progress % 10 == 0) ? 1 : 0); } WaveManager wM = GetComponentInChildren <WaveManager>(); wM.SetWaves(w); } }
private void Start() { endless = HandleJSON.GetPlayer().is_endless == 1; Setup(); }