// Update is called once per frame void Update() { if (saveBtnClicked) { LoadingScreen.SetActive(true); GameManager.isLoading = true; saveBtnClicked = false; bool isSuccess = Save(); GameManager.isLoading = false; LoadingScreen.SetActive(false); Debug.Log("Save" + isSuccess); } if (loadBtnClicked) { LoadingScreen.SetActive(true); GameManager.isLoading = true; loadBtnClicked = false; bool isSuccess = Load(); GameManager.isLoading = false; LoadingScreen.SetActive(false); // Update all relavent UI; skill.GetComponent <UIController>().InitSkillUI(); player.UpdatePlayerValueByPoint(); PlayerInfo.GetComponent <UIinfo>().updateHP(player.currentHP, player.maxHP); PlayerInfo.GetComponent <UIinfo>().updateMP(player.currentMP, player.maxMP); PlayerInfo.GetComponent <UIinfo>().updateEXP(player.currentLevel, player.currentExp, player.needExp, false); if (gameObject.activeSelf) { gameObject.SetActive(false); } Debug.Log("Load" + isSuccess); } }
public override void ApplyAction() { pa = GameManager.player.GetComponent <PlayerAttribute>(); ae = GameManager.armedEquipment; attribute = GameManager.attribute.GetComponent <Attribute>(); if ((equipmentType == 1) && !(pa.job.Equals(PlayerAttribute.Classes.Warrior) && id == 111 || pa.job.Equals(PlayerAttribute.Classes.Archer) && id == 112 || pa.job.Equals(PlayerAttribute.Classes.Magician) && id == 113)) { GameManager.bag.AddItem(this, 1); return; } //Debug.Log("applyaction in equipment"); pa.additionalHP += hp; pa.currentHP += hp; pa.additionalMP += mp; pa.currentMP += mp; pa.str += str; pa.agi += agi; pa._int += _int; pa.additionalAtk += atk; pa.additionalDef += def; pa.attackSpeed += speed; pa.UpdatePlayerValueByPoint(); attribute.UpdatePlayerInfo(); ae.ApplyEquipment(this); //Debug.Log("applyaction end in equipment"); }
public void confirmPluaAndMinus() { GameManager.AudioManager.GetComponent <BGMcontrol>().Playsound("ClickButton"); pa.AvailablePoint -= (usedSTR + usedAGI + used_INT); pa.str += usedSTR; pa.agi += usedAGI; pa._int += used_INT; usedSTR = usedAGI = used_INT = 0; isEditing = false; pa.UpdatePlayerValueByPoint(); UpdatePlayerInfo(); }
public void RemoveAction() { pa = GameManager.player.GetComponent <PlayerAttribute>(); pa.additionalHP -= hp; pa.currentHP -= hp; pa.additionalMP -= mp; pa.currentMP -= mp; pa.str -= str; pa.agi -= agi; pa._int -= _int; pa.additionalAtk -= atk; pa.additionalDef -= def; pa.attackSpeed -= speed; pa.UpdatePlayerValueByPoint(); attribute.UpdatePlayerInfo(); }
public override void ApplyAction() { Bag bag = GameManager.bag.GetComponent <Bag>(); int idInBag = bag.GetItemIDInBag(id); if (idInBag == -1) { return; } else { bag.RemoveItem(idInBag, true); } GameManager.AudioManager.GetComponent <BGMcontrol>().Playsound("Drink"); pa = GameManager.player.GetComponent <PlayerAttribute>(); //Debug.Log("applyaction in equipment"); pa.currentHP += hp; pa.currentMP += mp; pa.UpdatePlayerValueByPoint(); }
public void UpdateLocalSkill(int index, bool isAdd) { if (isAdd) { if (pa.SkillPoint > UsedPoint) { if (LocalSkill[index] < 10) { bool canAdd = false; switch (index) { case 0: canAdd = true; break; case 1: if (LocalSkill[0] > 0) { canAdd = true; } break; case 2: if (LocalSkill[0] > 0 && LocalSkill[1] > 0) { canAdd = true; } break; case 3: if (LocalSkill[0] > 0) { canAdd = true; } break; case 4: if (LocalSkill[0] > 0 && LocalSkill[3] > 0) { canAdd = true; } break; } if (canAdd) { LocalSkill[index]++; SkillUI[index].text = LocalSkill[index].ToString(); UsedPoint++; int job = 0; switch (pa.job) { case PlayerAttribute.Classes.Archer: job = 0; break; case PlayerAttribute.Classes.Magician: job = 1; break; case PlayerAttribute.Classes.Warrior: job = 2; break; } if (index == 0 || index == 1 || index == 2) { DadItem[index].GetComponent <DragAndDropItem>().SkillItem[job].skillLevel++; } UpdateTitle(pa.SkillPoint - UsedPoint); if (index == 3) { switch (pa.job) { case PlayerAttribute.Classes.Archer: pa.additionalAtk += 2; break; case PlayerAttribute.Classes.Magician: pa.additionalAtk += 2; break; case PlayerAttribute.Classes.Warrior: pa.additionalHP += 10; break; } pa.UpdatePlayerValueByPoint(); } else if (index == 4) { switch (pa.job) { case PlayerAttribute.Classes.Archer: pa.additionalDef += 2; break; case PlayerAttribute.Classes.Magician: pa.additionalMP += 10; break; case PlayerAttribute.Classes.Warrior: pa.additionalDef += 2; break; } pa.UpdatePlayerValueByPoint(); } } } } } else { if (UsedPoint > 0) { if (LocalSkill[index] > pa.Skill[index]) { LocalSkill[index]--; SkillUI[index].text = LocalSkill[index].ToString(); UsedPoint--; int job = 0; switch (pa.job) { case PlayerAttribute.Classes.Archer: job = 0; break; case PlayerAttribute.Classes.Magician: job = 1; break; case PlayerAttribute.Classes.Warrior: job = 2; break; } DadItem[index].GetComponent <DragAndDropItem>().SkillItem[job].skillLevel--; UpdateTitle(pa.SkillPoint - UsedPoint); if (index == 3) { switch (pa.job) { case PlayerAttribute.Classes.Archer: pa.additionalAtk -= 2; break; case PlayerAttribute.Classes.Magician: pa.additionalAtk -= 2; break; case PlayerAttribute.Classes.Warrior: pa.additionalHP -= 10; break; } pa.UpdatePlayerValueByPoint(); attibute.GetComponent <Attribute>().UpdatePlayerInfo(); } else if (index == 4) { switch (pa.job) { case PlayerAttribute.Classes.Archer: pa.additionalDef -= 2; break; case PlayerAttribute.Classes.Magician: pa.additionalMP -= 10; break; case PlayerAttribute.Classes.Warrior: pa.additionalDef -= 2; break; } pa.UpdatePlayerValueByPoint(); attibute.GetComponent <Attribute>().UpdatePlayerInfo(); } } } } }