示例#1
0
    void Awake()
    {
        instance     = this;
        coinCountTxt = coinCount.GetComponent <Text>();

        DontDestroyOnLoad(gameObject);

        if (PlayerPrefs.HasKey("coins"))
        {
            //we had a previous session
            coins = PlayerPrefs.GetInt("coins", 0);
            currentWeaponIndex = PlayerPrefs.GetInt("currentWeaponIndex", 0);
            WeaponAvailability = PlayerPrefs.GetInt("weaponAvailability", 1);
            tripleBought       = PlayerPrefs.GetInt("tripleBought", 0);
            sonicBought        = PlayerPrefs.GetInt("sonicBought", 0);

            //Weapon Levels
            atomicMissileLevel       = PlayerPrefs.GetInt("atomicLevel", 1);
            tripleThreadMissileLevel = PlayerPrefs.GetInt("tripleLevel", 1);
            superSonicMissileLevel   = PlayerPrefs.GetInt("sonicLevel", 1);

            //Weapon Damages
            atomicMissileDamage       = PlayerPrefs.GetInt("atomicDamage", 10);
            tripleThreadMissileDamage = PlayerPrefs.GetInt("tripleDamage", 60);
            superSonicMissileDamage   = PlayerPrefs.GetInt("sonicDamage", 100);
        }
        else
        {
            Save();
        }
    }
示例#2
0
        public PurchaseMeleeWeaponTests()
        {
            var weapons = new List <Weapon> ();
            var wpn1    = new Weapon("Mace", 0f, "1d6",
                                     DamageTypes.Bludgeoning, 20, 2, 0,
                                     WeaponType.OneHanded, WeaponGroup.Hammers,
                                     WeaponTrainingLevel.Simple);

            wpn1.Value = 3000;
            var wpn2 = new Weapon("Bow", 0, "1d6",
                                  DamageTypes.Piercing, 20, 2, 0,
                                  WeaponType.Ranged, WeaponGroup.Bows,
                                  WeaponTrainingLevel.Martial);
            var wpn3 = new Weapon("Never Pick", 0, "1d6",
                                  DamageTypes.Piercing, 20, 2, 0,
                                  WeaponType.Ranged, WeaponGroup.Bows,
                                  WeaponTrainingLevel.Exotic);

            weapons.Add(wpn1);
            weapons.Add(wpn2);
            weapons.Add(wpn3);
            shop    = new WeaponShop(weapons);
            subject = new PurchaseMeleeWeapon(shop);

            var proficiencies = new string[] { "simple" };

            character = CharacterTestTemplates.AverageBob();
            character.Inventory.CoinPurse.SetValue(30000);
            character.Offense.AddWeaponProficiencies(proficiencies);
        }
示例#3
0
        public void ProvidesWeapons()
        {
            var shop    = new WeaponShop();
            var weapons = shop.GetInventory <IWeapon>();

            Assert.NotEmpty(weapons);
        }
示例#4
0
    void Start()
    {
        Cursor.lockState = CursorLockMode.Locked;

        _characterController = GetComponent <CharacterController>();
        _cam    = GameObject.Find("Main Camera").GetComponent <Camera>();
        _UI     = GameObject.Find("Canvas").GetComponent <UIManager>();
        _wpShop = GameObject.Find("Sharkman").GetComponent <WeaponShop>();

        if (_wpShop == null)
        {
            Debug.Log("WeaponShop is null");
        }
        if (_UI == null)
        {
            Debug.Log("UIManager is null");
        }
        if (_characterController == null)
        {
            Debug.Log("CharacterController is null");
        }

        if (_cam == null)
        {
            Debug.Log("Camera is null");
        }

        _currentAmmo = _maxAmmo;
        _UI.UpdateAmmo(_currentAmmo);
        _muzzleFash.Stop();
        _laserStreaks.Stop();
    }
示例#5
0
        public void ProvidesMasterworkVersionsOfWeapons()
        {
            var shop       = new WeaponShop();
            var masterwork = shop.GetInventory <MasterworkWeapon>();

            Assert.NotEmpty(masterwork);
        }
示例#6
0
 public static void InDoors(ICharacters character)
 {
     if (CityMap.PositionX == 20 && CityMap.PositionY == 19)
     {
         BuildingMessages.BuldingMessage("Arena");
         Arena.FightInArena(character, OnInputWork.ChoiceHandler());
     }
     else if (CityMap.PositionX == 26 && CityMap.PositionY == 11)
     {
         BuildingMessages.BuldingMessage("WeaponSmith");
         Console.WriteLine("You have: " + character.Money + " money, " + character.Strength + " Strength!");
         List <CreatingItems> buildingitems = new List <CreatingItems>();
         buildingitems = ProductsInBuldings.GetWeaponsAvailable(character);
         Console.WriteLine(ProductsInBuldings.ShowProductsAvailable(buildingitems, "Strength"));
         WeaponShop.Weapon(character, buildingitems, OnInputWork.ChoiceHandler());
     }
     else if (CityMap.PositionX == 30 && CityMap.PositionY == 7)
     {
         BuildingMessages.BuldingMessage("ArmorSmith");
         Console.WriteLine("You have: " + character.Money + " money, " + character.Durability + " Durability!");
         List <CreatingItems> buildingitems = new List <CreatingItems>();
         buildingitems = ProductsInBuldings.GetArmorAvailable(character);
         Console.WriteLine(ProductsInBuldings.ShowProductsAvailable(buildingitems, "Durability"));
         ArmorSmith.Armor(character, buildingitems, OnInputWork.ChoiceHandler());
     }
     else if (CityMap.PositionX == 16 && CityMap.PositionY == 4)
     {
         BuildingMessages.BuldingMessage("Shop");
         Console.WriteLine("You have: " + character.Money + " money, " + character.Alchemics + " Alchemics!");
         List <CreatingItems> buildingitems = new List <CreatingItems>();
         buildingitems = ProductsInBuldings.GetShopAvailable(character);
         Console.WriteLine(ProductsInBuldings.ShowProductsAvailable(buildingitems, "Alchemics"));
         ItemShop.Item(character, buildingitems, OnInputWork.ChoiceHandler());
     }
 }
示例#7
0
        public void AddSomeMagicWeaponsIntoTheMix()
        {
            var shop    = new WeaponShop();
            var magical = shop.GetInventory <MagicWeapon>();

            Assert.NotEmpty(magical);
        }
示例#8
0
 void Awake()
 {
     if (!shop)
     {
         shop = GameObject.FindObjectOfType <WeaponShop>();
     }
     NextLevel();
 }
示例#9
0
 void Awake()
 {
     _Instance       = this;
     tweenPosition   = GetComponent <TweenPosition>();
     gridGo          = transform.Find("Scroll View/Grid").gameObject;
     grid            = gridGo.GetComponent <UIGrid>();
     scrollView      = GetComponentInChildren <UIScrollView>();
     weaponObjectIds = ObjectsInfo._Instance.GetObjectInfos(ObjectType.Equip);
 }
示例#10
0
        public WeaponsActor(ServerSession session, PlayerCharactersActor charactersActor) : base(session)
        {
            this.charactersActor = charactersActor;

            weaponShops      = new Dictionary <int, WeaponShop>();
            weaponShopPrefab = Resources.Load <WeaponShop>("Prefabs/Weapons/weapon_picker");

            charactersActor.OnPlayerEntitySpawned += AllowWeaponForCharacter;
            charactersActor.OnPlayerEntityDestroy += DestroyWeaponShop;

            LoadResources();
        }
示例#11
0
    void Start()
    {
        Time.timeScale = 1;
        weaponShopInfo = GameObject.Find("WeaponShoop").GetComponent <WeaponShop>();
        armourShopInfo = GameObject.Find("ArmourShop").GetComponent <Shop>();
        //money
        gold            = gold.GetComponent <Text>();
        crystals        = crystals.GetComponent <Text>();
        goldCostArUI    = goldCostArUI.GetComponent <Text>();
        crystalCostArUI = crystalCostArUI.GetComponent <Text>();
        goldCostWUI     = goldCostWUI.GetComponent <Text>();
        crystalCostWUI  = crystalCostWUI.GetComponent <Text>();
        //EnergyBar
        notEnoughtEnergy   = notEnoughtEnergy.GetComponent <Canvas>();
        energyBar          = energyBar.GetComponent <Image>();
        energyBarIndicator = energyBarIndicator.GetComponent <Text>();
        playerInfoMenu     = GameObject.Find("PlayerInfoMenu");
        playerInfoSC       = playerInfoMenu.GetComponent <PlayerINFOScript>();
        energyTimer        = GameObject.Find("EventSystem").GetComponent <EnergyTimer>();
        UpdateEnergyBar();


        //Canvases

        secondQuestionWeapon = secondQuestionWeapon.GetComponent <Canvas>();
        begginingMenu        = begginingMenu.GetComponent <Canvas>();
        mainMenu             = mainMenu.GetComponent <Canvas>();
        chaptersMenu         = chaptersMenu.GetComponent <Canvas>();
        levelMenu            = levelMenu.GetComponent <Canvas>();
        shopMenu             = shopMenu.GetComponent <Canvas>();
        armourMenu           = armourMenu.GetComponent <Canvas>();
        weaponMenu           = weaponMenu.GetComponent <Canvas>();
        //Buttons
        //shoping
        notEnoughMoney         = notEnoughMoney.GetComponent <Canvas>();
        notEnoughMoney.enabled = false;
        notEnoughMoneyText     = notEnoughMoneyText.GetComponent <Text>();
        //Enabling Menus
        notEnoughtEnergy.enabled     = false;
        begginingMenu.enabled        = true;
        mainMenu.enabled             = false;
        chaptersMenu.enabled         = false;
        levelMenu.enabled            = false;
        shopMenu.enabled             = false;
        armourMenu.enabled           = false;
        weaponMenu.enabled           = false;
        secondQuestion.enabled       = false;
        secondQuestionWeapon.enabled = false;
        // results level1
        timelevel1 = timelevel1.GetComponent <Text>();
    }
    public void SerializeJSON()
    {
        // Weapon sword = new Weapon("Sword of Doom", 100);
        WeaponShop shop = new WeaponShop();

        shop.inventory = weaponInventory;

        string jsonString = JsonUtility.ToJson(shop, true);

        using (StreamWriter stream = File.CreateText(_jsonWeapons))
        {
            stream.WriteLine(jsonString);
        }
    }
示例#13
0
 public CurrentBuilding(
     Building building     = null,
     Church church         = null,
     ArmorShop armorShop   = null,
     WeaponShop weaponShop = null,
     ItemShop itemShop     = null
     )
 {
     Building   = building;
     Church     = church;
     ArmorShop  = armorShop;
     WeaponShop = weaponShop;
     ItemShop   = itemShop;
 }
示例#14
0
 public Location(
     string name, Coords coords, Building[] buildings, Citizen[] citizens,
     string category, Church church, ArmorShop armorShop, WeaponShop weaponShop, ItemShop itemShop
     )
 {
     Name       = name;
     Coords     = coords;
     Buildings  = buildings;
     Citizens   = citizens;
     Category   = category;
     Church     = church;
     ArmorShop  = armorShop;
     WeaponShop = weaponShop;
     ItemShop   = itemShop;
 }
示例#15
0
 /// <summary>
 /// Initializes a new instance of the
 /// <see cref="SilverNeedle.Actions.CharacterGeneration.PurchaseMeleeWeapon"/> class.
 /// </summary>
 /// <param name="weapons">Weapons available for purchase</param>
 public PurchaseMeleeWeapon(WeaponShop shop)
 {
     this.shop = shop;
 }
示例#16
0
 /// <summary>
 /// Initializes a new instance of the
 /// <see cref="SilverNeedle.Actions.CharacterGeneration.PurchaseRangedWeapon"/> class.
 /// </summary>
 /// <param name="weapons">Weapons available for purchase</param>
 public PurchaseRangedWeapon(WeaponShop shop)
 {
     this.shop = shop;
 }
示例#17
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 public PurchaseRangedWeapon()
 {
     this.shop = new WeaponShop();
 }
示例#18
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 private void LoadResources()
 {
     WeaponShop.LoadWeaponsPrefabs(WeaponShop.TeamWeapons(TeamType.Chaos));
     WeaponShop.LoadWeaponsPrefabs(WeaponShop.TeamWeapons(TeamType.Rondo));
 }
示例#19
0
 public PurchaseMeleeWeapon()
 {
     this.shop = new WeaponShop();
 }
示例#20
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 public void SetCurrentBuilding(WeaponShop weaponShop)
 {
     ResetBuildings();
     WeaponShop = weaponShop;
 }
示例#21
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 private void Awake()
 {
     _instance = this;
 }