// Use this for initialization
    void Start()
    {
        //Get the player, enemy and mushroom scripts in order to use them later
        playerScript   = gameObject.GetComponent <MainPlayerScript>();
        charName       = playerScript.playerName;
        enemyScript    = GameObject.Find("EnemyPlayer").GetComponent <EnemyPlayerScript>();
        mushroomScript = gameObject.GetComponent <Mushroom>();


        //A string which holds the path to the database, which will be called in a function later on
        string conn = "URI=file:" + Application.dataPath + "/kristiyan_nenov_cw.db";

        IDbConnection dbconn;                                //creates a db connection entity

        dbconn = (IDbConnection) new SqliteConnection(conn); //opens the sqlite connection through the connection entity
        dbconn.Open();                                       //Open connection to the database.

        dbcmd = dbconn.CreateCommand();                      //Uses the create command functionality, which enables script-like queries to the database



        PlayerTable();
        EnemyTable();
        CountMushrooms();
        SpawnMushrooms();


        //Closes everything and makes sure all values are set to null
        dbcmd.Dispose();
        dbcmd = null;
        dbconn.Close();
        dbconn = null;
    }
示例#2
0
 void OnCollisionEnter(Collision c)
 {
     if (IsTriggered && c.collider.gameObject.name == "Player")
     {
         MainPlayerScript.GameOver();
     }
 }
示例#3
0
    protected override void OnInteraction()
    {
        base.OnInteraction();

        MainPlayerScript.ChangeScore(1000);
        MainPlayerScript.GameWon();
    }
示例#4
0
    public void Restart()
    {
        Destroy(player);
        Destroy(enemy);
        ///
        magicEffectManager.Clear();
        ///

        player       = Instantiate(playerPrefab);
        playerScript = player.GetComponent <MainPlayerScript>();

        SelectPlayerAbilities();
        canvas.GetComponent <ButtonControl>().UpdateIcon();

        SpawnNewEnemy();

        playerTurn = true;
        enemyTurn  = false;

        enemyDCount             = 0;
        turnCount               = 0;
        skeletonKillsRewardCoin = 0;
        lvlRewardCoin           = 0;
        totalCoin               = 0;

        player.GetComponent <PlayerBackGroundMovement>().Move = true;
        showPopUpMenuButton.SetActive(true);

        GameObject.FindGameObjectWithTag("Canvas").GetComponent <ButtonControl>().ChangeButtonToUnPressed();
        playerScript.UnBlockButtons();
    }
    protected override void OnInteraction()
    {
        base.OnInteraction();

        MainPlayerScript.ChangeScore(50);
        Destroy(gameObject);
    }
示例#6
0
 void Start()
 {
     m_CurrentCheckPointIndex      = 0;
     m_FailedToPassCheckPointSound = GetComponent <AudioSource>();
     m_MainPlayerScript            = m_Player.GetComponent <MainPlayerScript>();
     m_EnemiesManagerScript        = m_EnemiesManagerObject.GetComponent <EnemiesManager>();
 }
示例#7
0
    public void RandomizeStats(int coeff)
    {
        MainPlayerScript playerScript = mainBattleScript.PlayerScript;

        //
        maxHealthPoint = 25 + Random.Range(1, 10) + 15 * coeff;
        //scale MaxHP with player hp
        //MaxHP += playerScript.HP / 4;
        //
        healthPoint = maxHealthPoint;
        //
        healingPer = 20;
        //
        armor = Random.Range(1, 10) + 1 * coeff;
        //scale Armor with player armor
        //Armor += Mathf.RoundToInt(playerScript.GetArmor/10);
        if (armor > 99)
        {
            armor = 99;
        }
        //
        armorBuffPer = 20;
        //
        damage = 5 + 10 * coeff + Random.Range(1, 5);
        //scale damage with player damage
        //Damage += playerScript.Damage/3;
        //
        Agility = 15 + Random.Range(1, 10);
    }
 void Start()
 {
     m_MainPlayerScript = m_MainPlayer.GetComponent <MainPlayerScript>();
     m_MainPlayerScript.NumberOfLivesChanged += OnLivesChange;
     m_MainPlayerScript.ScoreChanged         += OnScoreChange;
     m_MainPlayerScript.PlayerCrashed        += OnPlayerCrash;
     m_MainPlayerScript.LevelCompleted       += OnLevelComplete;
     m_Score.text = "Score: 0";
 }
示例#9
0
 void Start()
 {
     m_GameOverScript             = m_GameOverCanvas.GetComponent <GameOverMenuScript>();
     m_MainPlayerScript           = m_MainPlayer.GetComponent <MainPlayerScript>();
     m_MainPlayerScript.GameOver += GameOver; //Subscribe as a listener to the GameOver event
     m_EnemiesManagerScript       = m_EnemyManager.GetComponent <EnemiesManager>();
     m_CheckPointManagerScript    = m_CheckPointsParentObject.GetComponent <CheckPointsManager>();
     m_GameCompletedAudioSource   = GetComponent <AudioSource>();
 }
示例#10
0
    protected override void OnInteraction()
    {
        base.OnInteraction();

        MainPlayerScript.ChangeScore(100);
        Destroy(Door);
        IsInteractable = false;

        Highlighted(false);
    }
    public void CheckUpgrade(int ButtonNum)
    {
        MainPlayerScript MainPS = battleScript.PlayerScript;

        switch (CurrentUpgrades[--ButtonNum].upgradeName)
        {
        case "Damage":
            MainPS.ChangeDamage(CurrentUpgrades[ButtonNum].upgradeValue);
            break;

        case "Health":
            MainPS.ChangeMaxHealthPoint(CurrentUpgrades[ButtonNum].upgradeValue);
            break;

        case "RandomizeSkills":
            battleScript.SelectPlayerAbilities();
            break;

        case "RestoreHealth":
            MainPS.RestoreHealth();
            break;

        case "X2Armor":
            MainPS.ChangeArmor(MainPS.Armor);
            break;

        case "X2Coin":
            battleScript.ChangeSkeletonKillsRewardCoin(battleScript.SkeletonKillsRewardCoin);
            break;

        case "X2Damage":
            MainPS.ChangeDamage(MainPS.Damage);
            break;

        case "HealingBuffUpgrade":
            MainPS.UpdateHealingPer(CurrentUpgrades[ButtonNum].upgradeValue);
            break;

        case "ArmorBuffUpgrade":
            MainPS.UpdateArmorBuffPer(CurrentUpgrades[ButtonNum].upgradeValue);
            break;
        }
        GetComponent <Animator>().SetBool("Close", true);
    }
示例#12
0
    public void Start()
    {
        GetComponent <LocalizationScript>().Start();

        player       = Instantiate(playerPrefab);
        playerScript = player.GetComponent <MainPlayerScript>();

        magicEffectManager = GetComponent <MagicEffectManagerScript>();//new MagicEffectManager();
        SelectPlayerAbilities();

        SpawnNewEnemy();
        enemyDCount             = 0;
        strengthCoeff           = 0;
        turnCount               = 0;
        skeletonKillsRewardCoin = 0;
        lvlRewardCoin           = 0;
        totalCoin               = 0;
        if (GetComponent <SaveScript>().SaveObj == null)
        {
            GetComponent <SaveScript>().Awake();
        }
        lvl = GetComponent <SaveScript>().SaveObj.lvl;
        exp = GetComponent <SaveScript>().SaveObj.exp;
    }
示例#13
0
    void Start()
    {
        if (distance == 0.0f)
            distance = 10.0f;

        if (panTime == 0f)
            panTime = 3f;
        speed = 0f;
        curTime = 0f;
        waitAfterPanning = 0f;
        isPanning = false;
        newPosition = Vector2.zero;
        normalizedError = Vector3.one;

        camDist = new Vector3(0,-height,distance);
        lookAtTarget = target.position;
        transform.position = target.position - camDist;

        oldStyle = true;

        player = GameObject.FindGameObjectWithTag ("Player").GetComponent<MainPlayerScript>();
    }
示例#14
0
 private void Start()
 {
     sceneManager     = GameObject.Find("SceneManager").GetComponent <LoadSceneManager>();
     mainPlayerScript = GetComponent <MainPlayerScript>();
 }
示例#15
0
    // Use this for initialization
    void Start()
    {
        instantiatedBoulders = new System.Collections.Generic.List<GameObject>();
        for (int i = 0; i < 3; i ++)
        {
            GameObject boulder = Instantiate (boulders [i], boulderSpawn.position, Quaternion.identity) as GameObject;
            boulder.transform.localScale = new Vector3 (2f, 2f, 2f);
            instantiatedBoulders.Add (boulder);
        }

        //		Instantiate (breakPform, breakPformPos.position, Quaternion.identity);
        //		Instantiate (blockBoulder, blockBoulderPos.position, Quaternion.identity);
        blockBoulderPosition = new Vector3 (blockBoulderPos.position.x, blockBoulderPos.position.y,
                                            blockBoulderPos.position.z);
        blockBoulderRotation = new Quaternion (blockBoulderPos.rotation.x, blockBoulderPos.rotation.y,
                                               blockBoulderPos.rotation.z, blockBoulderPos.rotation.w);
        blockBoulderScale = new Vector3 (blockBoulderPos.localScale.x, blockBoulderPos.localScale.y,
                                         blockBoulderPos.localScale.z);

        player = GameObject.FindGameObjectWithTag ("Player").GetComponent<MainPlayerScript>();
    }
示例#16
0
 void Start()
 {
     m_MainPlayerScript     = m_Player.GetComponent <MainPlayerScript>();
     m_ExtraLifeAudioSource = GetComponent <AudioSource>();
 }
示例#17
0
    // Get the current scene
    //    public string currentLevel;
    //    public int currentLevelNum;
    //    public float moveTimer;
    // Use this for initialization
    void Start()
    {
        cacheCurrentLevelIndex();

        if (System.IO.File.Exists ("Save/currentSave"))
            System.IO.File.Delete ("Save/currentSave");

        displayMessage = false;
        displayPauseMenu = false;
        bool mattyProfile = false;
        bool liquidProfile = false;
        bool solidProfile = false;
        bool gasProfile = false;
        bool plasmaProfile = false;
        panTriggerActive = false;
        displayTime = 0f;
        one = 1f;
        messageToBeDisplayed = "";
        if (tipDisplayTime == 0f)
            tipDisplayTime = 10f;

        originalAmbientColor = RenderSettings.ambientLight;
        darknessTriggerSpots = new float [2];
        sceneCamera = GameObject.FindGameObjectWithTag ("MainCamera").GetComponent<Transform>();
        camFollow = sceneCamera.gameObject.GetComponent<CameraFollow>();

        iciclesList = new System.Collections.Generic.List<IcicleBase> ();
        GameObject[] icicleBaseArray = GameObject.FindGameObjectsWithTag ("IceCeiling");
        foreach (GameObject icicle in icicleBaseArray)
            iciclesList.Add (icicle.GetComponent<IcicleBase>());

        darkCave = false;
        darkCavesList = new System.Collections.Generic.List<DarkCave>();
        icicleBaseArray = GameObject.FindGameObjectsWithTag ("DarkCave");
        foreach (GameObject darkCaveEnterX in icicleBaseArray)
        {
            DarkCave newCave;
            Transform dcTransform = darkCaveEnterX.GetComponent<Transform>();
            Vector3 dcEnter = dcTransform.Find ("DarkCaveEnter").position;
            Vector3 dcExit = dcTransform.Find ("DarkCaveExit").position;

            newCave.Door1 = new Vector2 (dcEnter.x, dcEnter.y);
            newCave.Door2 = new Vector2 (dcExit.x, dcExit.y);
            darkCavesList.Add (newCave);
        }

        LoadTriggerMessagesFromFile ();
        GUIDimensionSetup ();

        // Creates a backup of the light intensities of all the lights in the scene.
        // This is needed since we need to lerp the light intensities to zero when player
        // enters dark caves.
        lights = GameObject.FindSceneObjectsOfType (typeof(Light)) as Light[];
        origLightIntensities = new float [lights.Length];
        for (int i = 0; i < lights.Length; i ++)
            origLightIntensities [i] = lights [i].intensity;

        // Creates a backup of the skybox assigned to the scene.
        // This is needed since we set the skybox to null as the player enters dark caves.
        origSkybox = RenderSettings.skybox;

        // Needed for dark caves. If background colour is not set to black, dark caves
        // won't be "dark" anymore.
        sceneCamera.gameObject.GetComponent<Camera>().backgroundColor = Color.black;

        // Define the GUIStyle to be used in the State Info Box at the bottom of the screen.
        stateInfoBox = new GUIStyle ();
        stateInfoBox.name = "StateInfoBox";
        stateInfoBox.alignment = TextAnchor.LowerRight;
        stateInfoBox.font = menuFont;
        stateInfoBox.normal.textColor = Color.white;

        player = GameObject.FindGameObjectWithTag ("Player").GetComponent<MainPlayerScript>();

        try
        {
            ld = GameObject.FindGameObjectWithTag ("LevelDirector").GetComponent<LevelDirector>();
        }
        catch (System.Exception e)
        {
            Debug.LogWarning ("A Level Director was not found for this level!");
        }

        try
        {
            levelStopwatch = GameObject.FindGameObjectWithTag("Stopwatch");
            stopwatch = levelStopwatch.GetComponent<Stopwatch>();

            if (PlayerPrefs.GetString(Constants.GameModeKey).Equals(Constants.GameModeSpeedRun))
            {
                stopwatch.startStopwatch();
                isSpeedRun = true;
            }

            player.setIsSpeedRun(isSpeedRun);

        }
        catch (System.NullReferenceException e)
        {
            Debug.LogWarning ("Stopwatch was not found for this level!");
        }
        catch (System.Exception e)
        {
            Debug.LogError (e.Message);
        }

        mainCam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>();

        try
        {
            subcam = GameObject.FindGameObjectWithTag("SubsectionCamera");
            subsectionCam = subcam.GetComponent<Camera>();
            //subsectionCamPos = subcam.transform;

            subsectionCam.enabled = false;
            mainCam.enabled = true;
        }
        catch (System.Exception e)
        {
            Debug.LogWarning("No subsection camera was found");
        }

        startSubsectCam = false;
    }