示例#1
0
    public void LoadWinPoints()
    {
        WinPointData winPointData = SaveSystem.LoadWinPoints();

        winPointCounter.winPoints          = winPointData.winPoints;
        winPointCounter.purchaseUnlockCost = winPointData.purchaseUnlockCost;
        winPointCounter.UpdateWinTrackers();
    }
示例#2
0
    public void ChangeLevel(int levelInt)
    {
        levelSelected = levelInt;

        switch (levelSelected)
        {
        case -4:     //buy menu
            //Debug.Log("Buy Menu forced");
            ResetLevelState();
            defensesStore.enabled = true;
            if (defensesStore.purchasableSupports.Count < 3)
            {
                defenseSupportBought.transform.localScale = new Vector3(defenseSupportBought.transform.localScale.x, defenseSupportBought.transform.localScale.y, 0.66f);
            }
            else if (defensesStore.purchasableSupports.Count < 2)
            {
                defenseSupportBought.transform.localScale = new Vector3(defenseSupportBought.transform.localScale.x, defenseSupportBought.transform.localScale.y, 1f);
            }
            moveViewPos    = buyViewPos;
            moveViewRot    = buyViewRot;
            isCameraToMove = true;

            break;

        case -3:     //lose menu
            //Debug.Log("Lose Menu selected");
            ResetLevelState();
            printingMenu.gameObject.SetActive(false);
            loseMenu.gameObject.SetActive(true);
            loseSFX.Play();
            moveViewPos    = menuViewPos;
            moveViewRot    = menuViewRot;
            isCameraToMove = true;

            break;

        case -2:     //quit menu
            //Debug.Log("Quit Menu selected");
            moveViewPos    = menuViewPos;
            moveViewRot    = menuViewRot;
            isCameraToMove = true;

            break;

        case -1:     //win menu
            //Debug.Log("Win Menu selected");
            printingMenu.gameObject.SetActive(false);
            quitMenu.gameObject.SetActive(false);
            winMenu.gameObject.SetActive(true);
            currentLevel = GameObject.FindGameObjectWithTag("Level");     // has to happen before level object is disabled
            PlayerHealth playerHealth      = currentLevel.GetComponentInChildren <PlayerHealth>();
            int          currentLevelScore = playerHealth.playerHealth;
            for (int i = 0; i < currentLevelScore; i++)
            {
                winChipDisplays[i].SetActive(true);
            }
            winChipsAnim.SetTrigger("MoveChips");
            if (currentLevelScore > levelScores[lastLoadedLevel - 1])
            {
                winPointCounter.AddWinPoints(currentLevelScore - levelScores[lastLoadedLevel - 1]);
                levelScores[lastLoadedLevel - 1] = currentLevelScore;
            }
            trophies[lastLoadedLevel - 1].GetComponent <PlayTrophyAnim>().WinAnimStart();
            break;

        case 0:     //main menu
            //Debug.Log("Main Menu selected");
            foreach (GameObject winChipDisplay in winChipDisplays)
            {
                winChipDisplay.SetActive(false);
            }
            winPointCounter.UpdateWinTrackers();
            moveViewPos    = menuViewPos;
            moveViewRot    = menuViewRot;
            isCameraToMove = true;
            ResetLevelState();
            foreach (TowerMover towerMover in towers)
            {
                towerMover.ResetTowerToStart();
                towerMover.enabled = false;
            }
            foreach (DefenseSupportMover supportMover in supports)
            {
                supportMover.ResetSupportToStart();
                supportMover.enabled = false;
            }
            foreach (SlowEffect slowArea in slowEffects)
            {
                slowArea.ResetSlowEffect();
            }
            slowSticks.ResetStickToStart();
            slowSticks.enabled = false;

            // for win scenario we turn on level1, ChangeLevel(1). and switch menus
            break;

        case 1:     //level 1
            enemySpawner.ChangeEnemySpawnAmount(1);
            SetUpGenericLevel();

            break;

        case 2:     //level 2
            enemySpawner.ChangeEnemySpawnAmount(1);
            SetUpGenericLevel();

            break;

        case 3:     //level 3
            enemySpawner.ChangeEnemySpawnAmount(1);
            SetUpGenericLevel();

            break;

        case 4:     //level 4
            enemySpawner.ChangeEnemySpawnAmount(1);
            SetUpGenericLevel();
            break;

        case 5:     //level 5
            enemySpawner.ChangeEnemySpawnAmount(3);
            SetUpGenericLevel();
            break;

        case 6:     //level 6
            enemySpawner.ChangeEnemySpawnAmount(4);
            SetUpGenericLevel();
            break;

        case 7:     //level 7
            enemySpawner.ChangeEnemySpawnAmount(4);
            SetUpGenericLevel();
            break;

        case 8:     //level 8
            enemySpawner.ChangeEnemySpawnAmount(4);
            SetUpGenericLevel();
            break;

        case 9:     //level 9
            enemySpawner.ChangeEnemySpawnAmount(6);
            SetUpGenericLevel();
            break;

        case 10:     //level 10
            enemySpawner.ChangeEnemySpawnAmount(8);
            SetUpGenericLevel();
            break;

        case 11:     //level 11
            enemySpawner.ChangeEnemySpawnAmount(8);
            SetUpGenericLevel();
            break;

        case 12:     //level 12
            enemySpawner.ChangeEnemySpawnAmount(9);
            SetUpGenericLevel();
            break;

        case 13:     //level 13
            enemySpawner.ChangeEnemySpawnAmount(8);
            SetUpGenericLevel();
            break;

        case 14:     //level 14
            enemySpawner.ChangeEnemySpawnAmount(9);
            SetUpGenericLevel();
            break;

        case 15:     //level 15
            enemySpawner.ChangeEnemySpawnAmount(10);
            SetUpGenericLevel();
            break;

        case 16:     //level 16
            enemySpawner.ChangeEnemySpawnAmount(11);
            SetUpGenericLevel();
            break;

        case 17:     //level 17
            enemySpawner.ChangeEnemySpawnAmount(11);
            SetUpGenericLevel();
            break;

        case 18:     //level 18
            enemySpawner.ChangeEnemySpawnAmount(11);
            SetUpGenericLevel();
            break;

        case 19:     //level 19
            enemySpawner.ChangeEnemySpawnAmount(12);
            SetUpGenericLevel();
            break;

        case 20:     //level 20
            enemySpawner.ChangeEnemySpawnAmount(12);
            SetUpGenericLevel();
            break;

        case 21:     //level 21
            enemySpawner.ChangeEnemySpawnAmount(10);
            SetUpGenericLevel();
            break;

        case 22:     //level 22
            enemySpawner.ChangeEnemySpawnAmount(11);
            SetUpGenericLevel();
            break;

        case 23:     //level 23
            enemySpawner.ChangeEnemySpawnAmount(15);
            SetUpGenericLevel();
            break;

        case 24:     //level 24
            enemySpawner.ChangeEnemySpawnAmount(14);
            SetUpGenericLevel();
            break;

        case 25:     //level 25
            enemySpawner.ChangeEnemySpawnAmount(15);
            SetUpGenericLevel();
            break;

        case 26:     //level 26
            enemySpawner.ChangeEnemySpawnAmount(15);
            SetUpGenericLevel();
            break;

        case 27:     //level 27
            enemySpawner.ChangeEnemySpawnAmount(19);
            SetUpGenericLevel();
            break;

        case 28:     //level 28
            enemySpawner.ChangeEnemySpawnAmount(21);
            SetUpGenericLevel();
            break;

        default:     // no level selected, switch to main menu
            Debug.Log("no level selected switching to main menu");
            break;
        }
    }