void OnCollisionEnter2D(Collision2D collision) { if (!collected) { if (canBeCollectedByEntitesTagged.Contains(collision.gameObject.tag)) { GameManager.instance.GetComponent <TutorialManager> ().SetTrigger(TutorialManager.TutorialTriggers.PickupCollected); UpgradeSystem upSys = collision.gameObject.GetComponent <UpgradeSystem> (); //Grant Upgrade , If the reciever has an UpgradeSystem if (upSys != null) // if it's players { collected = true; sound.Collect(); body.bodyType = RigidbodyType2D.Kinematic; if (!grantOneAtRandom) { foreach (Upgrade u in upgradesToGrant) { upSys.Add(u); } } else { Upgrade toGrant = upgradesToGrant [Random.Range(0, upgradesToGrant.Count)]; upSys.Add(toGrant); } } animator.SetTrigger("Collected"); } this.enabled = false; } }
private void Start() { if (!tutorial) { Time.timeScale = 1; } upgrades = UpgradeSystem.Get(); increaseScoreMilestone = initialMilestone; WaveSystem.OnStartWaveFirstTime += StartGivingPoints; Fairy.OnFairyDeath += CheckFairies; Fairy.OnFairyEscaped += AddTimesEscaped; Enemy.OnDeath += AddPoints; upgrades.AssignUpgrades(); maxFairies = (int)upgrades.GetUpgrade(0).GetCurrentAmount(); shoot.rechargeTime = upgrades.GetUpgrade(1).GetCurrentAmount(); towerFireRate = upgrades.GetUpgrade(2).GetCurrentAmount(); fairySpeed = (int)upgrades.GetUpgrade(3).GetCurrentAmount(); turretSpawner.fireRate = towerFireRate; upgradePointsGiveMilestone = upgradePointsGiveMilestonesOriginal; for (int i = 0; i < confetti.Length; i++) { confetti[i].Stop(); } }
public void AssignData() { id = data.id; animation = GetComponent <UIAnimation>(); button = GetComponentInChildren <Button>(); nameText = transform.GetChild(1).GetChild(0).GetComponent <Text>(); levelText = transform.GetChild(1).GetChild(1).GetComponent <Text>(); differenceText = transform.GetChild(1).GetChild(2).GetComponent <Text>(); costText = transform.GetChild(1).GetChild(3).GetComponent <Text>(); currentColor = Color.white; SpriteState state; button.image.sprite = data.buttonIdle; state.disabledSprite = data.buttonDisabled; state.pressedSprite = data.buttonPressed; button.spriteState = state; isUnlocked = data.isUnlocked; currentLevel = data.currentLevel; maxLevel = data.amountPerLevel.Length; UpgradeSystem.Get().AddUpgrade(this); button.onClick.AddListener(BuyUpgrade); if (OnUpgradePurcharsed != null) { OnUpgradePurcharsed(id); } }
void Start() { if (data == null) { data = GameManager.instance.Player.GetComponent <UpgradeSystem> ().Bind(this); } RefreshUI(); }
public IEnumerator JSONReadTest() { UpgradeSystem upgradeSystem = new UpgradeSystem(); int listCount = upgradeSystem.GetUpgradeCount(); upgradeSystem.LoadUpgrades(); Assert.AreNotEqual(listCount, upgradeSystem.GetUpgradeCount()); yield return(null); }
public void ForcedChangeScene() { if (SceneManager.GetActiveScene().name == "Gameplay") { Destroy(GameManager.Get().gameObject); Destroy(WaveSystem.Get().gameObject); Destroy(TurretSpawner.Get().gameObject); Destroy(Highscore.Get().gameObject); Destroy(MilestoneManager.Get().gameObject); UpgradeSystem upgrades = UpgradeSystem.Get(); if (upgrades) { upgrades.CleanList(); } } else if (SceneManager.GetActiveScene().name == "Upgrade Screen") { AkSoundEngine.StopAll(); } if (sceneName == "Gameplay") { AkSoundEngine.StopAll(); UpgradeSystem upgrades = UpgradeSystem.Get(); if (upgrades) { upgrades.CleanList(); } LoaderManager.Get().LoadScene(sceneName); UILoadingScreen.Get().SetVisible(true); } else if (sceneName == "Upgrade Screen") { AkSoundEngine.StopAll(); UpgradeSystem upgrades = UpgradeSystem.Get(); if (upgrades) { upgrades.CleanList(); } SceneManager.LoadScene(sceneName); } else { SceneManager.LoadScene(sceneName); } Time.timeScale = 1; }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { /* GraphicsDevice.Clear(Color.CornflowerBlue); * spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, null, null, null, null, null); * hud.Draw(spriteBatch,graphics.PreferredBackBufferWidth,graphics.PreferredBackBufferHeight); * * // TODO: Add your drawing code here * spriteBatch.End(); * base.Draw(gameTime);*/ GraphicsDevice.Clear(Color.WhiteSmoke); spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, null, null, null, null, camera.transformation(GraphicsDevice)); //spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, null, null, null, null, camera.transformation(GraphicsDevice)); // TODO: Add your drawing code here gameManager.Draw(spriteBatch); spriteBatch.End(); spriteBatch.Begin(); /*for (int i = 0; i < buttons.Count; i++) * { * buttons[i].Draw(spriteBatch, 1); * } * stick.Draw(spriteBatch, 1);*/ if (GameData.menuState == MenuState.MissionMenu) { missionScreen.Draw(spriteBatch, 0.99f); } else if (GameData.inGameState != InGameState.Paused) { hud.Draw(spriteBatch, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); UI.Draw(spriteBatch, 1); } else { //UI.Draw(spriteBatch, 0.9f); UpgradeSystem.Draw(spriteBatch); } /*if (gameManager.GetPlayer.playerCanLand) * { * landButton.Draw(spriteBatch, 1); * }*/ spriteBatch.End(); base.Draw(gameTime); }
public IEnumerator UpgradeObjectRetrievalTest() { UpgradeSystem upgradeSystem = new UpgradeSystem(); Upgrade testUpgrade = new Upgrade("Attack", 1); upgradeSystem.AddUpgrade(testUpgrade); Upgrade testUpgrade2 = upgradeSystem.GetUpgrade("Attack"); Assert.AreEqual("Attack", testUpgrade2.GetUpgradeName()); yield return(null); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { UI.LoadContent(Content, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); UIClass.LoadContent(Content); UpgradeSystem.LoadContent(Content, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); WeaponList.LoadContent(Content); ChopperList.LoadContent(Content); EffectsList.LoadContent(Content); EnemyMaker.LoadContent(Content); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); Level level = new Level(500, 500); Player player = new Player(ChopperList.GetChopper(ChopperType.Training), new Vector2(500, 2000)); //Player player = new Player(ChopperList.GetChopper(0), new Vector2(0, 0)); hud = new Hud(Content.Load <SpriteFont>("hudFont")); camera = new Camera(); //camera.Position = player.PlayerSpriteCenter; camera.Position = player.PlayerCenter; gameManager = new GameManager(level, player); List <Sprite> listOfEnemies = new List <Sprite>(); listOfEnemies.Add(EnemyMaker.GetTurret(TurretType.MGun, new Vector2(0, 0), 0, 0)); listOfEnemies.Add(EnemyMaker.GetTurret(TurretType.MGun, new Vector2(0, 700), 0, 0)); listOfEnemies.Add(EnemyMaker.GetTurret(TurretType.MGun, new Vector2(700, 700), 0, 0)); listOfEnemies.Add(EnemyMaker.GetTurret(TurretType.MGun, new Vector2(700, 0), 0, 0)); listOfEnemies.Add(EnemyMaker.GetTurret(TurretType.Rocket, new Vector2(350, 350), 0, 0)); listOfEnemies.Add(EnemyMaker.GetTurret(TurretType.RocketHoming, new Vector2(800, 800), 0, 0)); listOfEnemies.Add(EnemyMaker.GetTurret(TurretType.ShotGun, new Vector2(500, 500), 3, 1)); listOfEnemies.Add(EnemyMaker.GetTurret(TurretType.ShotGun, new Vector2(250, 450), 5, 0.5f)); level.AddEntity(listOfEnemies, true, true, true); listOfEnemies.Clear(); listOfEnemies.Add(new Building(Content.Load <Texture2D>("building"), new Vector2(1000, 1000))); List <Helipad> listOfHelipads = new List <Helipad>(); listOfHelipads.Add(new Helipad(Content.Load <Texture2D>("Allies\\helipad"), new Vector2(500, 2000))); level.AddLandingPad(listOfHelipads); level.AddEntity(listOfEnemies, true, true, false); missionScreen = new MissionScreen(1, "GameTest", "Yarrr mission is to blow up\nevery turret. Then return\nto the base\n\nWASD - Move \nLeft\\Right arrow - rotate\nSpace - fire \nX and L - land\\lift \nU - upgrade (on helipad)\nP- developer stats\n+ and - - zoom ", graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight, Color.SaddleBrown); GameData.menuState = MenuState.MissionMenu; // TODO: use this.Content to load your game content here }
public IEnumerator UpgradeSystemObjectCreationTest() { UpgradeSystem upgradeSystem = new UpgradeSystem(); int listCount = upgradeSystem.GetUpgradeCount(); Assert.AreEqual(listCount, 0); Upgrade testUpgrade = new Upgrade("Attack", 1); upgradeSystem.AddUpgrade(testUpgrade); listCount = upgradeSystem.GetUpgradeCount(); Assert.AreEqual(listCount, 1); yield return(null); }
public IEnumerator JSONWriteTest() { UpgradeSystem upgradeSystem = new UpgradeSystem(); Upgrade testUpgrade = new Upgrade("Bomb Count", 1); upgradeSystem.AddUpgrade(testUpgrade); testUpgrade = new Upgrade("Speed", 2); upgradeSystem.AddUpgrade(testUpgrade); testUpgrade = new Upgrade("Range", 5); upgradeSystem.AddUpgrade(testUpgrade); UpgradeSystem.SaveUpgrades(upgradeSystem.GetUpgradeList()); yield return(null); }
public IEnumerator JSONWriteTest() { UpgradeSystem upgradeSystem = new UpgradeSystem(); Upgrade testUpgrade = new Upgrade("Attack", 1); upgradeSystem.AddUpgrade(testUpgrade); /*testUpgrade = new Upgrade("Speed", 2); * upgradeSystem.AddUpgrade(testUpgrade); * testUpgrade = new Upgrade("Range", 5); * upgradeSystem.AddUpgrade(testUpgrade);*/ upgradeSystem.SaveUpgrades(); yield return(null); }
public IEnumerator UpgradeLevelTest() { UpgradeSystem upgradeSystem = new UpgradeSystem(); Upgrade testUpgrade = new Upgrade("Attack", 1); upgradeSystem.AddUpgrade(testUpgrade); int upgradeLevel = upgradeSystem.GetUpgrade("Attack").GetUpgradeLevel(); upgradeSystem.GetUpgrade("Attack").IncreaseLevel(); Assert.AreNotEqual(upgradeLevel, upgradeSystem.GetUpgrade("Attack").GetUpgradeLevel()); upgradeLevel = upgradeSystem.GetUpgrade("Attack").GetUpgradeLevel(); upgradeSystem.GetUpgrade("Attack").SetLevel(0); Assert.AreNotEqual(upgradeLevel, upgradeSystem.GetUpgrade("Attack").GetUpgradeLevel()); yield return(null); }
// // Start is called before the first frame update void Start() { upgradeSystem = UpgradeSystem.Get(); Upgrade.OnUpgradePurcharsed = UpdateText; upgradeSystem.parent = parentForUpgrades; upgradeSystem.AssignUpgrades(); for (int i = 0; i < upgradeSystem.allUpgrades.Count; i++) { UpdateText(upgradeSystem.allUpgrades[i].id); } mainCanvas.SetActive(true); backgroundCanvas.SetActive(false); }
public void ResetEverything() { upgrades = UpgradeSystem.Get(); if (upgrades) { upgrades.ResetUpgrades(); } PlayerPrefs.SetInt("isFirstTimePlaying", 1); buttonAppearCounter = 0; button.SetActive(false); SceneManager.LoadScene("Home Screen"); }
public async Task <IActionResult> Upgrade(UpgradeSystem selected) { UpdateAll upengine = new UpdateAll(); var Town = await _context.Towns.LastOrDefaultAsync(x => x.UserId == User.GetUserId()); var Player = await _userManager.FindByIdAsync(User.GetUserId()); UpgradeSystem buildings = new UpgradeSystem(_context, Player); buildings.BuildingPage(Town); var production = buildings.Upgrades.ElementAt(selected.UpgradeIndex); upengine.UpdateResource(Town); upengine.UpdateBuildings(Town); await _context.SaveChangesAsync(); if (ModelState.IsValid && production.Cost_Iron <= Town.TownIRON && production.Cost_Meat <= Town.TownMEAT && production.Cost_Wheat <= Town.TownWHEAT && production.Cost_Wood <= Town.TownWOOD) { Town.TownWHEAT = Town.TownWHEAT - production.Cost_Wheat; Town.TownMEAT = Town.TownMEAT - production.Cost_Meat; Town.TownIRON = Town.TownIRON - production.Cost_Iron; Town.TownWOOD = Town.TownWOOD - production.Cost_Wood; UpgradeSystem Engine = new UpgradeSystem(_context, Player); UpgradeQueue NewUpgrade = new UpgradeQueue(); NewUpgrade.BuildingINDEX = production.index; NewUpgrade.TownID = Town.TownId; NewUpgrade.ProductionTime = DateTime.Now.AddSeconds(production.Buildtime); _context.upgradeQueue.Add(NewUpgrade); await _context.SaveChangesAsync(); return(View("Buildings", buildings)); } else { await _context.SaveChangesAsync(); ModelState.AddModelError("", "Not Enough Resources"); return(View("Buildings", buildings)); } }
// Start is called before the first frame update private void Start() { int goToTutorial = PlayerPrefs.GetInt("isFirstTimePlaying", 1); if (goToTutorial == 1) { PlayerPrefs.SetInt("isFirstTimePlaying", 1); } else if (goToTutorial == 0) { PlayerPrefs.SetInt("isFirstTimePlaying", 0); } Debug.Log(goToTutorial); upgrades = UpgradeSystem.Get(); button.SetActive(false); }
public async Task <IActionResult> Buildings() { var Town = await _context.Towns.LastOrDefaultAsync(x => x.UserId == User.GetUserId()); var Player = await _userManager.FindByIdAsync(User.GetUserId()); var Set = await _context.UserGameSettings.LastOrDefaultAsync(x => x.UserId == User.GetUserId()); UpgradeSystem model = new UpgradeSystem(); UpdateAll Engine = new UpdateAll(); Engine.UpdateResource(Town); Engine.UpdateBuildings(Town); model.BuildingPage(Town); await _context.SaveChangesAsync(); return(View(model)); }
private void GameOver() { int originalPoints = PlayerPrefs.GetInt("UpgradePoints", 0); PlayerPrefs.SetInt("UpgradePoints", originalPoints + upgradePointsCurrentMatch); UpgradeSystem.Get().UpdatePoints(); movement.enabled = false; shoot.enabled = false; GameOverPanel.SetActive(true); TurretSpawner.Get().preview = false; TurretSpawner.Get().StopAllOutlines(); if (OnLevelGameOver != null) { OnLevelGameOver(); } AkSoundEngine.PostEvent("perder", gameOverSound); }
public void RepeatScene() { if (SceneManager.GetActiveScene().name == "Gameplay") { Destroy(GameManager.Get().gameObject); Destroy(WaveSystem.Get().gameObject); Destroy(TurretSpawner.Get().gameObject); Destroy(Highscore.Get().gameObject); Destroy(MilestoneManager.Get().gameObject); } SceneManager.LoadScene(SceneManager.GetActiveScene().name); Time.timeScale = 1; UpgradeSystem upgrades = UpgradeSystem.Get(); if (upgrades) { upgrades.CleanList(); } }
//进入读取 private void LoadPlayerStates() { UpgradeSystem us = new UpgradeSystem(); //us.LoadData(); level = us.level; currentEXP = us.currentEXP; totalEXP = getTotalEXP(level); levelText.text = level.ToString(); expText.text = currentEXP.ToString() + "/" + totalEXP.ToString(); expProgress.maxValue = 1; expProgress.minValue = 0; skillInfo.text = "S1 : " + us.skill_1_level.ToString() + "\n" + "S2 : " + us.skill_2_level.ToString() + "\n" + "S3 : " + us.skill_3_level.ToString() + "\n" + "S4 : " + us.skill_4_level.ToString(); remianPoints = us.skillPoints; }
public void UpgradeModule(int upgrade) { GameObject GO = UpgradeSystem.GetSelectedModule(); switch (upgrade) { case 1: GO.GetComponent <ModuleObject>().UpgradeSprite(one); break; case 2: GO.GetComponent <ModuleObject>().UpgradeSprite(two); break; case 3: GO.GetComponent <ModuleObject>().UpgradeSprite(three); break; default: Debug.LogError("The energy upgrade system is set up incorrectly"); break; } }
public void UpgradeModule(int upgrade) { GameObject GO = UpgradeSystem.GetSelectedModule(); switch (upgrade) { case 1: GO.GetComponent <ModuleObject>().UpgradeSprite(powerBanks); break; case 2: GO.GetComponent <ModuleObject>().UpgradeSprite(generator); break; case 3: GO.GetComponent <ModuleObject>().UpgradeSprite(placeholder); break; default: Debug.LogError("The energy upgrade system is set up incorrectly"); break; } }
// Use this for initialization void Start() { m_US = GameObject.Find("UpgradeSystem").GetComponentInChildren <UpgradeSystem>(); m_IAPStore = GameObject.Find("UpgradeSystem").GetComponentInChildren <IAPStore>(); CheckState(); int posX = 350, posY = -100, offsetX = 200; if (m_MaterialCost > 0) { AddCostItem(posX, posY, 0, new Color(1, 1, 0), m_MaterialCost); posX += offsetX; } if (m_DNACost > 0) { AddCostItem(posX, posY, 1, new Color(1, 1, 1), m_DNACost); posX += offsetX; } if (m_MoneyCost > 0) { AddCostItem(posX, posY, 2, new Color(1, 1, 1), m_MoneyCost); posX += offsetX; } }
public void BuyUpgrade() { animation.ExecuteCurves(); if (UpgradeSystem.Get().BuyUpgrade(id)) { switch (id) { case 0: AkSoundEngine.PostEvent("upgrade_max", UpgradeSystem.Get().fairyMaxSound); break; case 1: AkSoundEngine.PostEvent("upgrade_cooldown", UpgradeSystem.Get().meteorCooldownSound); break; case 2: AkSoundEngine.PostEvent("upgrade_tower", UpgradeSystem.Get().towerSound); break; case 3: AkSoundEngine.PostEvent("upgrade_speed", UpgradeSystem.Get().fairySpeedSound); break; default: break; } } else { AkSoundEngine.PostEvent("upgrade_error", UpgradeSystem.Get().errorSound); } if (OnUpgradePurcharsed != null) { OnUpgradePurcharsed(id); } }
void Start() { m_US = GetComponent <UpgradeSystem>(); }
public void Update(GameTime gameTime) { if (GameData.inGameState != InGameState.Paused) { KeyboardState key = Keyboard.GetState(); if (key.IsKeyDown(Keys.P)) { UI.enableDeveloperStats = true; } UI.Update(gameTime); UI.upgradeButton.Visible(false); bool isPlayerAboveHelipad = PlayerAboveHelipad(); player.PlayerCanLand(isPlayerAboveHelipad); if (completed) { UI.EnableTextOnScreen(100); } if (isPlayerAboveHelipad) { UI.landButton.SpecialCase(); } if (player.Health > 0 && !player.changeAltitude) { player.Update(gameTime); if (level.IsEveryoneDead() && !completed) { UI.EnableTextOnScreen(0); } } else { if (player.Health <= 0) { player.Alive = false; player.KillPlayer(gameTime); } else if (player.changeAltitude) { if (player.landing) { player.LandPlayer(gameTime); } else if (player.lifting) { player.LiftPlayer(gameTime); } else { if (PlayerAboveHelipad()) { if (level.IsEveryoneDead()) { completed = true; } //On helipad int cost = player.UpdateOnHelipad(gameTime); UI.upgradeButton.Visible(true); UI.upgradeButton.SpecialCase(); if (UI.upgradeButton.IsItPressed() || key.IsKeyDown(Keys.U)) { GameData.inGameState = InGameState.Paused; GameData.pauseReason = PauseReason.Upgrade; } } else { player.UpdateOnLand(gameTime); } } } } // We collect all the bullets so if the tower get destroyed we can change the tower class to a simple sprite if (player.Alive) { level.Update(gameTime, player.PlayerSprite); } UpdateEnemyBullets(gameTime); UpdateEnemyExplosionBullets(gameTime); UpdateFriendlyBullets(gameTime); UpdateFriendlyExplosiveBullets(gameTime); UpdateEffects(gameTime); } else { if (GameData.pauseReason == PauseReason.Upgrade) { UpgradeSystem.Update(gameTime, player); if (UpgradeSystem.finishedButton.IsItReleased()) { GameData.inGameState = InGameState.Going; } } } if (UI.enableDeveloperStats) { UI.UpdateDeveloperStats(CollectDeveloperStats(gameTime)); } }
private void Awake() { instance = this; cubeToUpgrade = GameObject.FindObjectOfType <PlayerCube>(); }
public void Initialize(UpgradeSystem _UpgradeSystem, BasicProfil _Profil) { this._UpgradeSystem = _UpgradeSystem; Profil = _Profil; }
public void SaveData() { UpgradeSystem us = new UpgradeSystem(); us.SaveData(level, currentEXP, s1_level, s2_level, s3_level, s4_level, remianPoints); }
public void ChangeScene() { if (SceneManager.GetActiveScene().name == "Gameplay") { Destroy(GameManager.Get().gameObject); Destroy(WaveSystem.Get().gameObject); Destroy(TurretSpawner.Get().gameObject); Destroy(Highscore.Get().gameObject); Destroy(MilestoneManager.Get().gameObject); UpgradeSystem upgrades = UpgradeSystem.Get(); if (upgrades) { upgrades.CleanList(); } AkSoundEngine.StopAll(); } else if (SceneManager.GetActiveScene().name == "Upgrade Screen") { AkSoundEngine.StopAll(); } if (sceneName == "Upgrade Screen") { AkSoundEngine.StopAll(); UpgradeSystem upgrades = UpgradeSystem.Get(); if (upgrades) { upgrades.CleanList(); } int goToTutorial = PlayerPrefs.GetInt("isFirstTimePlaying", 1); if (goToTutorial == 1) { SceneManager.LoadScene("Tutorial"); } else if (goToTutorial == 0) { SceneManager.LoadScene(sceneName); } } else if (sceneName == "Gameplay") { AkSoundEngine.StopAll(); UpgradeSystem upgrades = UpgradeSystem.Get(); if (upgrades) { upgrades.CleanList(); } int goToTutorial = PlayerPrefs.GetInt("isFirstTimePlaying", 1); if (goToTutorial == 1) { SceneManager.LoadScene("Tutorial"); } else if (goToTutorial == 0) { LoaderManager.Get().LoadScene(sceneName); UILoadingScreen.Get().SetVisible(true); } } else { SceneManager.LoadScene(sceneName); } Time.timeScale = 1; }