// Use this for initialization void Start() { playerSaveLoadMethods = new PlayerSaveLoadMethods(); gameObject.GetComponent<PlayerControler>().enabled = false; gameObject.GetComponent<PlayerControllerTest>().enabled = true; cameraRod = GameObject.Find ("Player2/cameraRod"); MainCamera = GameObject.Find("Player2/MainCamera"); cameraRod.SetActive (false); MainCamera.SetActive (true); //Initialize the resource record //Index – ResouceName //1 – Aluminum //2 – Copper //3 – Diamond //4 – Gold // 5 – Hydrogen // 6 – Iron // 7 – Lead // 8 – Platinum // 9 – Unobtanium // 10- Uranium // 0 – Asteroid resources = new int[11] {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; //Load the resources in the player prefs, do not reset to zero string resourcesText = playerSaveLoadMethods.loadThePlayerResources(); string[] tempListResources = resourcesText.Split(','); for(int i = 0; i < resources.Length; i++){ resources[i] = int.Parse(tempListResources[i]); } //Initialize the player health //PlayerHealth = 10f; //Reese changed this, this will load whatever is in the playerprefs PlayerHealth = (float)PlayerPrefs.GetInt("health"); listShipUpgradesPurchased = new ArrayList(); listHomeBaseUpgrades = new ArrayList(); // Initialize upgrades numBlasters = 0; blasterPower = 0; missilePower = 0; hullStrength = 0; hullRegen = 0; shieldPower = 0; movementLevel = 0; radarLevel = 0; resourceMagnet = 0; counter = 750; }
// Use this for initialization void Start() { playerSaveLoadMethods = new PlayerSaveLoadMethods (); listOfBaseUpgradeObjects = new ArrayList (); //Load the icons for the resource layout ironIcon = Resources.Load ("UITextures/ironIcon", typeof(Texture2D)) as Texture2D; copperIcon = Resources.Load ("UITextures/copperIcon", typeof(Texture2D)) as Texture2D; alumIcon = Resources.Load ("UITextures/alumIcon", typeof(Texture2D)) as Texture2D; diamondIcon = Resources.Load ("UITextures/diamondIcon", typeof(Texture2D)) as Texture2D; uranIcon = Resources.Load ("UITextures/uranIcon", typeof(Texture2D)) as Texture2D; hydrogenIcon = Resources.Load ("UITextures/hydrogenIcon", typeof(Texture2D)) as Texture2D; platIcon = Resources.Load ("UITextures/platIcon", typeof(Texture2D)) as Texture2D; leadIcon = Resources.Load ("UITextures/leadIcon", typeof(Texture2D)) as Texture2D; goldIcon = Resources.Load ("UITextures/goldIcon", typeof(Texture2D)) as Texture2D; unobtainIcon = Resources.Load ("UITextures/unobtainIcon", typeof(Texture2D)) as Texture2D; asteroidIcon = Resources.Load ("UITextures/asteroidIcon", typeof(Texture2D)) as Texture2D; //Load the player health bar texture playerHealthbar = Resources.Load ("UITextures/playerHealthBar", typeof(Texture2D)) as Texture2D; //The style for the main title boxGUIStyle = new GUIStyle (); boxGUIStyle.fontSize = 14; boxGUIStyle.normal.textColor = Color.white; //tierOneColumnXPos = (40 * 1); //tierTwoColumnXPos = (40 * 4); //tierThreeColumnXPos = (40 * 7); //tierFourColumnXPos = (40 * 10); tierOneRightColumnXPos = screenWidth - (defaultButtonWidth * 1); tierTwoRightColumnXPos = screenWidth - (defaultButtonWidth * 2); tierThreeRightColumnXPos = screenWidth - (defaultButtonWidth * 3); tierFourRightColumnXPos = screenWidth - (defaultButtonWidth * 4); buttonCenterPosX = (screenWidth / 2) - (defaultButtonWidth / 2); rightBoxPosX = screenWidth - (defaultButtonWidth * 3); isHealthScaleRemovalValueSet = false; //Add the upgrades //Tier 1 listOfBaseUpgradeObjects.Add (new BaseUpgradeObject (1, "Auto Turret", (costScale * 8), 0, 0, 0, 0, (costScale * 2), 0, 0, 0, 0, false)); listOfBaseUpgradeObjects.Add (new BaseUpgradeObject (1, "Shell", (costScale * 8), 0, 0, 0, 0, (costScale * 2), 0, 0, 0, 0, false)); //Tier 2 listOfBaseUpgradeObjects.Add (new BaseUpgradeObject (2, "Auto Turret", (costScale * 4), 0, 0, 0, 0, (costScale * 2), (costScale * 2), (costScale * 2), 0, 0, false)); listOfBaseUpgradeObjects.Add (new BaseUpgradeObject (2, "Shell", 0, 0, 0, 0, 0, (costScale * 4), 0, (costScale * 3), (costScale * 2), 0, false)); listOfBaseUpgradeObjects.Add (new BaseUpgradeObject (2, "Shield", 0, (costScale * 5), (costScale * 1), 0, 0, 0, 0, 0, (costScale * 4), 0, false)); listOfBaseUpgradeObjects.Add (new BaseUpgradeObject (2, "Missile Battery", (costScale * 2), 0, (costScale * 3), 0, 0, (costScale * 3), 0, (costScale * 1), (costScale * 1), 0, false)); //Tier 3 listOfBaseUpgradeObjects.Add (new BaseUpgradeObject (3, "Auto Turret", (costScale * 1), 0, 0, (costScale * 3), 0, (costScale * 2), (costScale * 3), (costScale * 1), 0, 0, false)); listOfBaseUpgradeObjects.Add (new BaseUpgradeObject (3, "Shell", 0, 0, 0, (costScale * 6), 0, 0, 0, (costScale * 2), (costScale * 2), 0, false)); listOfBaseUpgradeObjects.Add (new BaseUpgradeObject (3, "Shield", 0, (costScale * 1), (costScale * 1), (costScale * 4), (costScale * 1), 0, 0, (costScale * 2), (costScale * 1), 0, false)); listOfBaseUpgradeObjects.Add (new BaseUpgradeObject (3, "Missile Battery", (costScale * 1), (costScale * 1), 0, (costScale * 2), (costScale * 1), (costScale * 2), (costScale * 2), (costScale * 1), 0, 0, false)); listOfBaseUpgradeObjects.Add (new BaseUpgradeObject (3, "Nuclear Weapons", 0, 0, 0, (costScale * 4), (costScale * 3), (costScale * 1), 0, (costScale * 1), 0, 0, false)); listOfBaseUpgradeObjects.Add (new BaseUpgradeObject (3, "Mine Field", 0, (costScale * 1), (costScale * 2), (costScale * 3), (costScale * 1), 0, (costScale * 2), (costScale * 1), 0, 0, false)); //Tier 4 listOfBaseUpgradeObjects.Add (new BaseUpgradeObject (4, "Auto Turret", 0, 0, 0, (costScale * 2), 0, (costScale * 1), (costScale * 2), (costScale * 1), 0, (costScale * 4), false)); listOfBaseUpgradeObjects.Add (new BaseUpgradeObject (4, "Shell", 0, 0, 0, (costScale * 1), 0, 0, 0, (costScale * 1), (costScale * 1), (costScale * 7), false)); listOfBaseUpgradeObjects.Add (new BaseUpgradeObject (4, "Shield", 0, 0, 0, (costScale * 3), (costScale * 1), 0, 0, (costScale * 2), 0, (costScale * 4), false)); listOfBaseUpgradeObjects.Add (new BaseUpgradeObject (4, "Missile Battery", 0, 0, 0, (costScale * 2), (costScale * 1), (costScale * 2), 0, (costScale * 1), 0, (costScale * 3), false)); listOfBaseUpgradeObjects.Add (new BaseUpgradeObject (4, "Nuclear Weapons", 0, 0, 0, (costScale * 3), (costScale * 3), (costScale * 1), 0, (costScale * 1), 0, (costScale * 2), false)); listOfBaseUpgradeObjects.Add (new BaseUpgradeObject (4, "Mine Field", 0, 0, 0, (costScale * 3), (costScale * 1), 0, 0, (costScale * 1), 0, (costScale * 5), false)); listOfBaseUpgradeObjects.Add (new BaseUpgradeObject (4, "Orbiting Platform", 0, (costScale * 2), (costScale * 1), 0, 0, 0, 0, (costScale * 1), 0, (costScale * 5), false)); if(Application.loadedLevelName.Equals("main")) { levelName = "HomeBase"; }else if(Application.loadedLevelName.Equals("HomeBase")) { levelName = "main"; } }