public void IsOpened() { animator.SetBool("isOpenChest", true); SewerLevel levelScript = level.GetComponent <SewerLevel>(); levelScript.AddLunaKey(); }
private void OnTriggerEnter2D(Collider2D collision) { level = GameObject.FindGameObjectWithTag("Level"); if (collision.gameObject.tag == "Player") { GameObject player = GameObject.FindGameObjectWithTag("Player"); SewerLevel levelScript = level.GetComponent <SewerLevel>(); levelScript.AddLunaKey(); Destroy(gameObject); } }
public void TestMethod1() { Dungeon.Depth = 1; var level = new SewerLevel(); level.feeling = Level.Feeling.WATER; level.Create(); //level.DebugBuild(); var quadLevel = new int[Level.Width, Level.Width]; for (var i = 0; i < level.map.Length; i++) { var x = i / Level.Width; var y = i % Level.Width; quadLevel[x, y] = level.map[i]; } var levelBitmap = DrawLevel(quadLevel); levelBitmap.Save(@"c:\temp\lbl.bmp"); }
public static void Spawn(SewerLevel level) { if (spawned || Dungeon.Depth <= 1 || pdsharp.utils.Random.Int(5 - Dungeon.Depth) != 0) { return; } var ghost = new Ghost(); do { ghost.pos = level.RandomRespawnCell(); } while (ghost.pos == -1); level.mobs.Add(ghost); OccupyCell(ghost); spawned = true; alternative = pdsharp.utils.Random.Int(2) == 0; if (!alternative) { left2kill = 8; } given = false; processed = false; depth = Dungeon.Depth; do { weapon = (Weapon)Generator.Random(Generator.Category.WEAPON); } while (weapon is MissileWeapon); if (Dungeon.IsChallenged(Challenges.NO_ARMOR)) { armor = (Armor) new ClothArmor().Degrade(); } else { armor = (Armor)Generator.Random(Generator.Category.ARMOR); } for (int i = 0; i < 3; i++) { Item another; do { another = Generator.Random(Generator.Category.WEAPON); } while (another is MissileWeapon); if (another.level > weapon.level) { weapon = (Weapon)another; } another = Generator.Random(Generator.Category.ARMOR); if (another.level > armor.level) { armor = (Armor)another; } } weapon.Identify(); armor.Identify(); }
public static Level NewLevel() { Level = null; Actor.Clear(); Depth++; if (Depth > Statistics.DeepestFloor) { Statistics.DeepestFloor = Depth; if (Statistics.QualifiedForNoKilling) { Statistics.CompletedWithNoKilling = true; } else { Statistics.CompletedWithNoKilling = false; } } Arrays.Fill(Visible, false); Level level; switch (Depth) { case 1: case 2: case 3: case 4: level = new SewerLevel(); break; case 5: level = new SewerBossLevel(); break; case 6: case 7: case 8: case 9: level = new PrisonLevel(); break; case 10: level = new PrisonBossLevel(); break; case 11: case 12: case 13: case 14: level = new CavesLevel(); break; case 15: level = new CavesBossLevel(); break; case 16: case 17: case 18: case 19: level = new CityLevel(); break; case 20: level = new CityBossLevel(); break; case 21: level = new LastShopLevel(); break; case 22: case 23: case 24: level = new HallsLevel(); break; case 25: level = new HallsBossLevel(); break; case 26: level = new LastLevel(); break; default: level = new DeadEndLevel(); Statistics.DeepestFloor--; break; } level.Create(); Statistics.QualifiedForNoKilling = !BossLevel(); return(level); }
// Use this for initialization void Start() { park = GameObject.FindGameObjectWithTag("Level").GetComponent <SewerLevel>(); gotKey = false; }