示例#1
0
    // Use this for initialization
    void Start()
    {
        player_fire  = GetComponent <Player_Fire> ();
        yButtManager = GetComponent <YButtonManager> ();

        last_fire = Time.time;
    }
示例#2
0
 // Update is called once per frame
 void Update()
 {
     for (int i = 0; i < transform.childCount; i++)
     {
         transform.GetChild(i).gameObject.SetActive(YButtonManager.abilityIsUnlocked());
     }
 }
示例#3
0
    // Initialization
    void Start()
    {
        player_fire         = GetComponent <Player_Fire> ();
        player_missile_fire = GetComponent <Player_Missile_Fire> ();
        yButtManager        = GetComponent <YButtonManager> ();

        move = transform.root.GetComponentInChildren <PlayerMove> ();

        last_fire = Time.time;
    }
示例#4
0
    // Call this to purchase/enable a pilot upgrade
    public static void purchasePilotUpgrade(pilotEffect toPurchase)
    {
        int total = pilotUpgrades [toPurchase] + 1;

        pilotUpgrades [toPurchase] = total;

        if (toPurchase == pilotEffect.health)
        {
            PlayerHP.UpgradePlayerHP(total);
        }
        else if (toPurchase == pilotEffect.bombDR)
        {
            DropManager.upgradeDR(DropType.BombCharge, total);
        }
        else if (toPurchase == pilotEffect.healthDR)
        {
            DropManager.upgradeDR(DropType.Health, total);
        }
        else if (toPurchase == pilotEffect.sprint_cooldown)
        {
            PlayerMove.UpgradeSprintCooldown(total);
        }
        else if (toPurchase == pilotEffect.sprint_evasion)
        {
            PlayerHP.UpgradeEvasionOdds(total);
        }
        else if (toPurchase == pilotEffect.dash)
        {
            PlayerMove.UpgradeDashEnabled(total);
        }
        else if (toPurchase == pilotEffect.dash_cooldown)
        {
            PlayerMove.UpgradeDashCoolDown(total);
        }
        else if (toPurchase == pilotEffect.dash_damage)
        {
            PlayerMove.UpgradeDashKill(total);
        }
        else if (toPurchase == pilotEffect.dash_longer)
        {
            PlayerMove.UpgradeDashLength(total);
        }
        else if (toPurchase == pilotEffect.dash_wider)
        {
            PlayerMove.UpgradeDashLength(total);
        }
        else if (toPurchase == pilotEffect.turtle)
        {
            turtle_script.upgrade_turtle(total);
        }
        else if (toPurchase == pilotEffect.turtle_decoy)
        {
            turtle_script.upgrade_decoy(total);
        }
        else if (toPurchase == pilotEffect.turtle_duration)
        {
            turtle_script.upgrade_dur(total);
        }
        else if (toPurchase == pilotEffect.turtle_move)
        {
            turtle_script.upgrade_move(total);
        }
        else if (toPurchase == pilotEffect.turtle_reflect)
        {
            turtle_script.upgrade_reflect(total);
        }
        else if (toPurchase == pilotEffect.Y_rapidFire)
        {
            YButtonManager.UnlockRapidFire(total);
        }
        else if (toPurchase == pilotEffect.Y_turretMode)
        {
            YButtonManager.UnlockTurretMode(total);
        }
    }
示例#5
0
    // Call this to purchase/enable a gunner upgrade
    public static void purchaseGunnerUpgrade(gunnerEffect toPurchase)
    {
        int total = gunnerUpgrades [toPurchase] + 1;

        gunnerUpgrades [toPurchase] = total;

        if (toPurchase == gunnerEffect.A_fireRate)
        {
            Player_Fire.UpgradeFireRate(total);
        }
        else if (toPurchase == gunnerEffect.A_range)
        {
            bullet_range.upgradeRange(total);
        }
        else if (toPurchase == gunnerEffect.A_ricochet)
        {
            Player_Fire.UpgradeRicochet(total);
        }
        else if (toPurchase == gunnerEffect.A_multishot)
        {
            Player_Fire.UpgradeMultishot(total);
        }
        else if (toPurchase == gunnerEffect.A_wideBullets)
        {
            Player_Fire.UpgradeBulletWidth(total);
        }
        else if (toPurchase == gunnerEffect.missile)
        {
            Player_Missile_Fire.UnlockMissiles(total);
        }
        else if (toPurchase == gunnerEffect.missile_cooldown)
        {
            Player_Missile_Fire.UpgradeCooldown(total);
        }
        else if (toPurchase == gunnerEffect.missile_explosions)
        {
            Player_Missile_Fire.UpgradeExplosionRadius(total);
        }
        else if (toPurchase == gunnerEffect.missile_tripleShot)
        {
            Player_Missile_Fire.EnableTripleShot(total);
        }
        else if (toPurchase == gunnerEffect.missile_tracking)
        {
            Player_Missile_Fire.EnableTracking(total);
        }
        else if (toPurchase == gunnerEffect.sword)
        {
            sword_script.upgrade_enabled(total);
        }
        else if (toPurchase == gunnerEffect.sword_destroyProj)
        {
            sword_script.upgrade_projectiles(total);
        }
        else if (toPurchase == gunnerEffect.sword_duration)
        {
            sword_script.upgrade_dur(total);
        }
        else if (toPurchase == gunnerEffect.sword_range)
        {
            sword_script.upgrade_range(total);
        }
        else if (toPurchase == gunnerEffect.sword_spin)
        {
            sword_script.upgrade_spins(total);
        }
        else if (toPurchase == gunnerEffect.Y_slowMo)
        {
            YButtonManager.UnlockSlowMo(total);
        }
        else if (toPurchase == gunnerEffect.Y_starMode)
        {
            YButtonManager.UnlockStarMode(total);
        }
    }
示例#6
0
 // Initialization
 void Start()
 {
     yButtManager = transform.root.GetComponentInChildren <YButtonManager> ();
 }