示例#1
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    public stat Health, Sanity, Strength, Agility, Intelligence, Willpower, Perception, Charisma; // Stats that are accessed through other scripts. E.g. GetComponent<rpgStats>().health.Add(-2);

    private void Awake()                                                                          // All stat values set to their starting values.
    {
        Health.SetValue(StartHealth);
        Sanity.SetValue(StartSanity);
        Strength.SetValue(StartStrength);
        Agility.SetValue(StartAgility);
        Intelligence.SetValue(StartIntelligence);
        Willpower.SetValue(StartWillpower);
        Perception.SetValue(StartPerception);
        Charisma.SetValue(StartCharisma);
    }
示例#2
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 void Start()
 {
     will                 = FindObjectOfType <Willpower>();
     regOuterRadius       = plLight.pointLightOuterRadius;
     regInnerRadius       = plLight.pointLightInnerRadius;
     regLightIntensity    = plLight.intensity;
     unchangedOuterRadius = regOuterRadius;
     unchangedInnerRadius = regInnerRadius;
     unchangedIntensity   = regLightIntensity;
     ChooseLightMode();
 }
示例#3
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    private void Start()
    {
        mov       = FindObjectOfType <PlayerMovement>();
        sL        = FindObjectOfType <SceneLoader>();
        pl        = FindObjectOfType <Player>();
        vM        = FindObjectOfType <ValueManagement>();
        bg        = FindObjectOfType <Background>();
        pLight    = FindObjectOfType <PlayerLight>();
        willpower = FindObjectOfType <Willpower>();
        dM        = FindObjectOfType <DateManagement>();


        TurnOffDev();
        fakeLeftButton.gameObject.SetActive(false);
        fakeRightButton.gameObject.SetActive(false);
        fakeJumpButton.gameObject.SetActive(false);
        cancelInsteadButton.gameObject.SetActive(false);

        ShowUI();
        ShowWillpowerGOs();
        //for testing
        //checkpointAllowed = vM.GetBoughtCheckpoints();
        //slowAllowed = vM.GetBoughtSlowdowns();
        //insteadAllowed = vM.GetBoughtInsteads();
        checkpointAllowed = 3;
        slowAllowed       = 3;
        insteadAllowed    = 3;
        ///////////////////////
        checkpointCount = PlayerPrefs.GetInt("checkpointCount", 0);
        slowCount       = PlayerPrefs.GetInt("slowCount", 0);
        insteadCount    = PlayerPrefs.GetInt("insteadCount", 0);

        UpdateWillpower();
        keyImage.color = Colors.toggleGrayColor;
        SkillsEnabled();
        ShouldShowInsteadText();
        UpdateInsteadSlots();

        ShouldShowSlowdownText();
        UpdateSlowSlots();

        ShouldShowCheckpointUIAndText();
        ShouldShowLoadCheckpoint();
        UpdateCheckSlots();

        dayNumber.text = "Day " + sL.GetCurrentSceneName();
    }
示例#4
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    void Start()
    {
        dM   = FindObjectOfType <DateManagement>();
        vM   = FindObjectOfType <ValueManagement>();
        will = FindObjectOfType <Willpower>();

        power = will.GetWillpower();
        //points = vM.GetPoints();
        FillUpCalendars();
        timeToWait       = FindObjectOfType <SceneLoader>().GetTimeToLoad();
        currentDayIndex  = dM.GetCurrentDayIndex();
        curDateNumber    = currentDayIndex + 1;
        currentWeekIndex = dM.GetCurrentWeek();
        weekIndex        = currentWeekIndex;
        InstantlyCreateCalendar();

        UpdateCheckpoints();
        UpdateSlowdowns();
        UpdateInsteads();
    }
示例#5
0
 private void Start()
 {
     sL        = GetComponent <SceneLoader>();
     vM        = GetComponent <ValueManagement>();
     willpower = GetComponent <Willpower>();
 }