public void CalculateStrength() { _strength = (UpgradesController.Instance.UpgradesDictionary[Upgrade.Upgrade1] + 1) * UpgradesController.CalculateMultiplier(Upgrade.Upgrade1); _strength += _strength * _prestigeCrystals * _prestigeCrystalsMultiplier; UpdateMiningPowerText(); }
public void Init() { GameObject clickmesh = GameObject.Find("Clickmesh"); speed = clickmesh.GetComponent <Speed>(); upgrades = clickmesh.GetComponent <Upgrades>(); upgrades.Init(); upgradesController = clickmesh.GetComponent <UpgradesController>(); upgradesController.Init(); boost = clickmesh.GetComponent <Boost>(); eventObjects = GameObject.Find("/Game").GetComponent <AutoSaver> ().eventManager.eventObjects; }
private void Awake() { if (Instance == null) { DontDestroyOnLoad(gameObject); Instance = this; } else if (Instance != this) { Destroy(gameObject); } }
private void UpdateText() { var prestigeBonus = GameController.Instance.GetPrestigeCrystals() * GameController.Instance.GetPrestigeCrystalsMultiplier(); var productivity = _upgradeValues.Productivity * UpgradesController.CalculateMultiplier(Upgrade); productivity += productivity * prestigeBonus; if (Upgrade.Equals(Upgrade.Upgrade1)) { var strength = GameController.Instance.GetStrength(); UpgradeDescription.text = "Increases <b>DMG</b> by <b>" + MoneyConverter.ConvertNumber(productivity) + "</b>."; ActualProductivity.text = "Current <b>DMG</b> is <b>" + MoneyConverter.ConvertNumber(strength) + "</b>."; if (!UpgradesController.Instance.UpgradesDictionary.ContainsKey(Upgrade)) { return; } NextMultiplier.text = "x" + UpgradesController.GetClosestMultiplier(Upgrade); } else if (Upgrade.Equals(Upgrade.Upgrade2)) { UpgradeDescription.text = "Shortens auto mining interval by <b>" + _upgradeValues.Productivity + "s</b>."; ActualProductivity.text = "Current mining interval is <b>" + GameController.Instance.GetMiningSpeed() + "s</b>."; NextMultiplier.text = ""; } else { var autoStrength = UpgradesController.CalculateUpgradeProductivity(Upgrade); autoStrength += autoStrength * prestigeBonus; UpgradeDescription.text = "Increases <b>DPS</b> by <b>" + MoneyConverter.ConvertNumber(productivity) + "</b>."; ActualProductivity.text = "Current <b>DPS</b> is <b>" + MoneyConverter.ConvertNumber(autoStrength) + "</b>."; if (!UpgradesController.Instance.UpgradesDictionary.ContainsKey(Upgrade)) { return; } NextMultiplier.text = "x" + UpgradesController.GetClosestMultiplier(Upgrade); } }
void Start() { UpgradesController = new UpgradesController(); BonusDictionary = new BonusDictionary(); PreBonusActiveIncome = ActiveIncome; PreBonusPassiveIncome = PassiveIncome; PreBonusPassiveIncomeInterval = PassiveIncomeInterval; UpgradesController.InitializeUpdatesCount(); UpgradesController.SetNextActiveIncomeUpgradeCost(ActiveIncome); UpgradesController.SetNextPassiveIncomeUpgradeCost(); UpgradesController.SetNextPassiveIncomeIntervalUpgradeCost(); UpdateAllTexts(); StartPassiveIncomeCoroutine(); }
public void CalculateAutoStrength() { double autoStrength = 0; foreach (var upgrade in UpgradesController.Instance.UpgradesDictionary.Keys) { if (!upgrade.Equals(Upgrade.Upgrade1) && !upgrade.Equals(Upgrade.Upgrade2)) { if (UpgradesConsts.GetUpgradeValues(upgrade) != null) { autoStrength += UpgradesConsts.GetUpgradeValues(upgrade).Productivity * UpgradesController.Instance.UpgradesDictionary[upgrade] * UpgradesController.CalculateMultiplier(upgrade); } } } autoStrength += autoStrength * _prestigeCrystals * _prestigeCrystalsMultiplier; _autoStrength = autoStrength; UpdateMiningPowerText(); }
public void Setup(RectTransform healthUI, GameStateInfo info) { playerInfo = info; UpgradesController u = UpgradesController.Instance; healthMax = u.GetHealthValue(info.levelHealth); healthCurrent = healthMax; this.healthUI = healthUI; movementSpeed = u.GetMovementValue(info.levelMovementSpeed); bullet.AdjustFireRate(u.GetFireRateValue(info.levelFireRate)); //create object pool for bullets bullet.Setup(); //NEW INPUT SYSTEM input = new Input_Gameplay(); input.GamePlay.Exit.performed += (ctx) => { //temporary so player can exit level DEATH(); }; input.GamePlay.Move.performed += (ctx) => { velocity = (transform.forward * ctx.ReadValue <Vector2>().y + transform.right * ctx.ReadValue <Vector2>().x).normalized; }; input.GamePlay.Aim.performed += (ctx) => { local = (transform.forward * ctx.ReadValue <Vector2>().y + transform.right * ctx.ReadValue <Vector2>().x).normalized; //Debug.Log($"<color==green>Hello World!!</color>"); }; input.GamePlay.AimMouse.performed += (ctx) => { Debug.Log($"<color=white>{ctx.ReadValue<Vector2>()}</color>"); Vector2 dir = (ctx.ReadValue <Vector2>() - new Vector2(Screen.width / 2f, Screen.height / 2f)).normalized; local = (transform.forward * dir.y + transform.right * dir.x).normalized; }; input.GamePlay.Fire.started += (ctx) => { bullet.BeginFire(body); }; input.GamePlay.Fire.canceled += (ctx) => { bullet.StopFire(); }; input.GamePlay.Enable(); //set values map = GameController.Instance.GetMap().transform; //sketchy... transform.position = map.GetChild(0).transform.position; mapLayer = GameController.Instance.GetMapLayer(); obstacleLayer = GameController.Instance.GetObstacleLayer(); //make sure player is setup correctly RaycastHit hit; if (Physics.Raycast(transform.position, (map.position - transform.position).normalized, out hit, float.PositiveInfinity, mapLayer)) { transform.position = hit.point + hit.normal; transform.rotation = Quaternion.FromToRotation(transform.up, hit.normal) * transform.rotation; } }
void Start() { upgradesController = GetComponent <UpgradesController>(); spawner = GetComponent <Spawner>(); }
private void Start() { costs = UpgradesController.Instance; }