示例#1
0
        public void Cleared()
        {
            cleared = true;

            GameControl.GainLife(PerkManager.GetLifeGainOnWaveCleared(lifeGainOnCleared));
            RscManager.GainRsc(rscGainOnCleared, RscManager._GainType.WaveCleared);
            PerkManager.GainRsc(perkRscGainOnCleared);
            AbilityManager.GainRsc(PerkManager.GetAbRscGainOnWaveCleared(abilityRscGainOnCleared));

            PerkManager.WaveCleared(waveIdx + 1);
        }
示例#2
0
        public override void Destroyed(bool spawnEffDestroyed = true)
        {
            path.OnCreepExit(this);

            if (spawnEffDestroyed)
            {
                effectDestroyed.Spawn(GetPos(), Quaternion.identity);
                AudioManager.PlaySound(soundDestroyed);
            }

            if (IsSupport())
            {
                SupportClearAllTarget();
            }

            if (spawnOnDestroyed != null && sodCount > 0)
            {
                float      oHP  = sodOverride.GetHP(this);
                float      oSH  = sodOverride.GetSH(this);
                float      oSpd = sodOverride.GetSpd(this);
                int        oExp = sodOverride.GetExp(this);
                List <int> oRsc = sodOverride.GetRsc(this, rscGainOnDestroyed);

                for (int i = 0; i < sodCount; i++)
                {
                    SpawnSubCreep(spawnOnDestroyed, oHP, oSH, oSpd, oExp, oRsc);
                }
            }

            ClearAllEffect();

            if (Random.value < lifeGainedOnDestroyedChance)
            {
                GameControl.GainLife(lifeGainedOnDestroyed);
            }
            RscManager.GainRsc(rscGainOnDestroyed, RscManager._GainType.CreepKilled);

            float animDuration = AnimPlayDestroyed();

            SpawnManager.CreepDestroyed(this);
            ObjectPoolManager.Unspawn(thisObj, animDuration);
            //Destroy(thisObj);
        }
示例#3
0
        public override void Destroyed(float delay = 0)
        {
            if (destroyed)
            {
                return;
            }

            destroyed = true;

            List <int> rscGain = new List <int>();

            for (int i = 0; i < valueRscMin.Count; i++)
            {
                rscGain.Add(Random.Range(valueRscMin[i], valueRscMax[i]));
            }
            ResourceManager.GainResource(rscGain, PerkManager.GetRscCreepKilled());

            AbilityManager.GainEnergy(valueEnergyGain + (int)PerkManager.GetEnergyWaveClearedModifier());
            if (lifeValue > 0)
            {
                GameControl.GainLife(lifeValue);
            }

            if (spawnUponDestroyed != null && spawnUponDestroyedCount > 0)
            {
                for (int i = 0; i < spawnUponDestroyedCount; i++)
                {
                    Vector3    posOffset = new Vector3(Random.Range(-0.5f, 0.5f), 0, Random.Range(-0.5f, 0.5f));
                    GameObject obj       = ObjectPoolManager.Spawn(spawnUponDestroyed.gameObject, thisT.position + posOffset, thisT.rotation);
                    UnitCreep  unit      = obj.GetComponent <UnitCreep>();

                    unit.waveID = waveID;
                    int ID = SpawnManager.AddDestroyedSpawn(unit);
                    unit.Init(path, ID, waveID, this);
                }
            }

            SpawnManager.OnUnitDestroyed(this);
            TDTK.OnUnitCreepDestroyed(this);

            base.Destroyed(PlayAnimDestroyed());
        }
示例#4
0
        void OnUnitCleared(UnitCreep creep)
        {
            int waveID = creep.waveID;

            activeUnitCount -= 1;

            Wave wave = waveList[waveID];

            wave.activeUnitCount -= 1;
            if (wave.spawned && wave.activeUnitCount == 0)
            {
                wave.cleared      = true;
                waveClearedCount += 1;
                Debug.Log("wave" + (waveID + 1) + " is cleared");

                ResourceManager.GainResource(wave.rscGainList);
                GameControl.GainLife(wave.lifeGain);

                if (IsAllWaveCleared())
                {
                    GameControl.GameWon();
                }
                else
                {
                    if (spawnMode == _SpawnMode.Round && onEnableSpawnE != null)
                    {
                        onEnableSpawnE();
                    }
                }
            }


            if (!IsAllWaveCleared() && activeUnitCount == 0 && !spawning)
            {
                if (spawnMode == _SpawnMode.WaveCleared)
                {
                    SpawnWaveFinite();
                }
            }
        }
示例#5
0
        void OnUnitCleared(UnitCreep creep)
        {
            int waveID = creep.waveID;

            activeUnitCount -= 1;

            Wave wave = null;

            if (spawnLimit == _SpawnLimit.Finite)
            {
                wave = waveList[waveID];
            }
            else if (spawnLimit == _SpawnLimit.Infinite)
            {
                for (int i = 0; i < waveList.Count; i++)
                {
                    if (waveList[i].waveID == waveID)
                    {
                        wave = waveList[i];
                        break;
                    }
                }

                if (wave == null)
                {
                    Debug.Log("error!");
                    return;
                }
            }


            wave.activeUnitCount -= 1;
            if (wave.spawned && wave.activeUnitCount == 0)
            {
                wave.cleared      = true;
                waveClearedCount += 1;
                Debug.Log("wave" + (waveID + 1) + " is cleared");

                ResourceManager.GainResource(wave.rscGain, PerkManager.GetRscWaveKilled());
                GameControl.GainLife(wave.lifeGain + PerkManager.GetLifeWaveClearedModifier());
                AbilityManager.GainEnergy(wave.energyGain + (int)PerkManager.GetEnergyWaveClearedModifier());

                if (spawnLimit == _SpawnLimit.Infinite)
                {
                    waveList.Remove(wave);
                }

                if (IsAllWaveCleared())
                {
                    GameControl.GameWon();
                }
                else
                {
                    if (spawnMode == _SpawnMode.Round && onEnableSpawnE != null)
                    {
                        onEnableSpawnE();
                    }
                }
            }
            if (!IsAllWaveCleared() && activeUnitCount == 0 && !spawning)
            {
                if (spawnMode == _SpawnMode.WaveCleared)
                {
                    SpawnWaveFinite();
                }
            }
        }
示例#6
0
        public string _PurchasePerk(Perk perk, bool useRsc = true)
        {
            string text = perk.Purchase(useRsc);

            if (text != "")
            {
                return(text);
            }

            if (!purchasedIDList.Contains(perk.ID))
            {
                purchasedIDList.Add(perk.ID);
            }
            SavePurchasedPerk();

            TDTK.OnPerkPurchased(perk);

            //process the prereq for other perk
            for (int i = 0; i < perkList.Count; i++)
            {
                Perk perkTemp = perkList[i];
                if (perkTemp.purchased || perkTemp.prereq.Count == 0)
                {
                    continue;
                }
                perkTemp.prereq.Remove(perk.ID);
            }


            perkPoint += 1;
            TDTK.OnPerkPoint();

            if (perk.type == _PerkType.NewTower)
            {
                UnitTower tower = TDTK.GetDBTower(perk.itemIDList[0]);
                unlockedTowerList.Add(tower);
                BuildManager.AddNewTower(tower);
            }
            else if (perk.type == _PerkType.NewAbility)
            {
                Ability ability = TDTK.GetDBAbility(perk.itemIDList[0]);
                unlockedAbilityList.Add(ability);
                AbilityManager.AddNewAbility(ability);
            }
            else if (perk.type == _PerkType.NewFPSWeapon)
            {
                FPSWeapon weapon = TDTK.GetDBFpsWeapon(perk.itemIDList[0]);
                unlockedWeaponList.Add(weapon);
                FPSControl.AddNewWeapon(weapon);
            }

            else if (perk.type == _PerkType.GainLife)
            {
                GameControl.GainLife((int)Random.Range(perk.value, perk.valueAlt));
            }
            else if (perk.type == _PerkType.LifeCap)
            {
                lifeCap += (int)perk.value; GameControl.GainLife(0);
            }
            else if (perk.type == _PerkType.LifeRegen)
            {
                lifeRegen += perk.value;
            }
            else if (perk.type == _PerkType.LifeWaveClearedBonus)
            {
                lifeWaveClearedBonus += (int)perk.value;
            }

            else if (perk.type == _PerkType.GainRsc)
            {
                List <int> valueList = new List <int>();
                for (int i = 0; i < perk.valueRscList.Count; i++)
                {
                    valueList.Add((int)perk.valueRscList[i]);
                }
                ResourceManager.GainResource(valueList, null, false);                   //dont pass multiplier and dont use multiplier
            }
            else if (perk.type == _PerkType.RscRegen)
            {
                for (int i = 0; i < perk.valueRscList.Count; i++)
                {
                    rscRegen[i] += perk.valueRscList[i];
                }
            }
            else if (perk.type == _PerkType.RscGain)
            {
                for (int i = 0; i < perk.valueRscList.Count; i++)
                {
                    rscGain[i] += perk.valueRscList[i];
                }
            }
            else if (perk.type == _PerkType.RscCreepKilledGain)
            {
                for (int i = 0; i < perk.valueRscList.Count; i++)
                {
                    rscCreepKilledGain[i] += perk.valueRscList[i];
                }
            }
            else if (perk.type == _PerkType.RscWaveClearedGain)
            {
                for (int i = 0; i < perk.valueRscList.Count; i++)
                {
                    rscWaveClearedGain[i] += perk.valueRscList[i];
                }
            }
            else if (perk.type == _PerkType.RscResourceTowerGain)
            {
                for (int i = 0; i < perk.valueRscList.Count; i++)
                {
                    rscRscTowerGain[i] += perk.valueRscList[i];
                }
            }

            else if (perk.type == _PerkType.Tower)
            {
                ModifyTowerModifier(globalTowerModifier, perk);
            }
            else if (perk.type == _PerkType.TowerSpecific)
            {
                for (int i = 0; i < perk.itemIDList.Count; i++)
                {
                    int ID = TowerModifierExist(perk.itemIDList[i]);
                    if (ID == -1)
                    {
                        PerkTowerModifier towerModifier = new PerkTowerModifier();
                        towerModifier.prefabID = perk.itemIDList[i];
                        towerModifierList.Add(towerModifier);
                        ID = towerModifierList.Count - 1;
                    }
                    ModifyTowerModifierInList(ID, perk);
                }
            }
            else if (perk.type == _PerkType.Ability)
            {
                ModifyAbilityModifier(globalAbilityModifier, perk);
            }
            else if (perk.type == _PerkType.AbilitySpecific)
            {
                for (int i = 0; i < perk.itemIDList.Count; i++)
                {
                    int ID = AbilityModifierExist(perk.itemIDList[i]);
                    if (ID == -1)
                    {
                        PerkAbilityModifier abilityModifier = new PerkAbilityModifier();
                        abilityModifier.abilityID = perk.itemIDList[i];
                        abilityModifierList.Add(abilityModifier);
                        ID = abilityModifierList.Count - 1;
                    }
                    ModifyAbilityModifierInList(ID, perk);
                }
            }
            else if (perk.type == _PerkType.FPSWeapon)
            {
                ModifyFPSWeaponModifier(globalFPSWeaponModifier, perk);
            }
            else if (perk.type == _PerkType.FPSWeaponSpecific)
            {
                for (int i = 0; i < perk.itemIDList.Count; i++)
                {
                    int ID = FPSWeaponModifierExist(perk.itemIDList[i]);
                    if (ID == -1)
                    {
                        PerkFPSWeaponModifier weaponModifier = new PerkFPSWeaponModifier();
                        weaponModifier.prefabID = perk.itemIDList[i];
                        FPSWeaponModifierList.Add(weaponModifier);
                        ID = FPSWeaponModifierList.Count - 1;
                    }
                    ModifyFPSWeaponModifierInList(ID, perk);
                }
            }

            else if (perk.type == _PerkType.EnergyRegen)
            {
                energyRegen += perk.value;
            }
            else if (perk.type == _PerkType.EnergyIncreaseCap)
            {
                energyCap += perk.value;
            }
            else if (perk.type == _PerkType.EnergyCreepKilledBonus)
            {
                energyCreepKilledBonus += perk.value;
            }
            else if (perk.type == _PerkType.EnergyWaveClearedBonus)
            {
                energyWaveClearedBonus += perk.value;
            }

            return("");
        }
示例#7
0
        public bool _PurchasePerk(Perk perk)
        {
            if (perk.IsAvailable() == false)
            {
                return(false);
            }

            if (perk.type == _PerkType.GainLife)
            {
                GameControl.GainLife((int)Random.Range(perk.perkLevel[perk.level].value, perk.perkLevel[perk.level].valueAlt));
            }
            else if (perk.type == _PerkType.LifeCap)
            {
                lifeCap += (int)perk.perkLevel[perk.level].value; GameControl.GainLife(0);
            }
            else if (perk.type == _PerkType.LifeRegen)
            {
                lifeRegen += perk.perkLevel[perk.level].value;
            }
            else if (perk.type == _PerkType.LifeWaveClearedBonus)
            {
                lifeWaveClearedBonus += (int)perk.perkLevel[perk.level].value;
            }

            else if (perk.type == _PerkType.RscCap)
            {
                int _value = (int)perk.perkLevel[perk.level].valueRsc;
                ResourceManager.GainResource(_value, 0, false); //dont pass multiplier and dont use multiplier
            }
            else if (perk.type == _PerkType.RscRegen)
            {
                rscRegen += perk.perkLevel[perk.level].valueRsc;
            }
            else if (perk.type == _PerkType.RscGain)
            {
                rscGain += perk.perkLevel[perk.level].valueRsc;
            }
            else if (perk.type == _PerkType.RscCreepKilledGain)
            {
                rscCreepKilledGain += perk.perkLevel[perk.level].valueRsc;
            }
            else if (perk.type == _PerkType.RscWaveClearedGain)
            {
                rscWaveClearedGain += perk.perkLevel[perk.level].valueRsc;
            }
            else if (perk.type == _PerkType.RscResourceTowerGain)
            {
                rscRscTowerGain += perk.perkLevel[perk.level].valueRsc;
            }

            else if (perk.type == _PerkType.Tower)
            {
                ModifyTowerModifier(globalTowerModifier, perk);
            }
            else if (perk.type == _PerkType.TowerSpecific)
            {
                for (int i = 0; i < perk.itemIDList.Count; i++)
                {
                    int ID = TowerModifierExist(perk.itemIDList[i]);
                    if (ID == -1)
                    {
                        PerkTowerModifier towerModifier = new PerkTowerModifier();
                        towerModifier.prefabID = perk.itemIDList[i];
                        towerModifierList.Add(towerModifier);
                        ID = towerModifierList.Count - 1;
                    }
                    ModifyTowerModifierInList(ID, perk);
                }
            }
            else if (perk.type == _PerkType.Ability)
            {
                ModifyAbilityModifier(globalAbilityModifier, perk);
            }
            else if (perk.type == _PerkType.AbilitySpecific)
            {
                for (int i = 0; i < perk.itemIDList.Count; i++)
                {
                    int ID = AbilityModifierExist(perk.itemIDList[i]);
                    if (ID == -1)
                    {
                        PerkAbilityModifier abilityModifier = new PerkAbilityModifier();
                        abilityModifier.abilityID = perk.itemIDList[i];
                        abilityModifierList.Add(abilityModifier);
                        ID = abilityModifierList.Count - 1;
                    }
                    ModifyAbilityModifierInList(ID, perk);
                }
            }

            else if (perk.type == _PerkType.EnergyRegen)
            {
                energyRegen += perk.perkLevel[perk.level].value;
            }
            else if (perk.type == _PerkType.EnergyIncreaseCap)
            {
                energyCap += perk.perkLevel[perk.level].value;
            }
            else if (perk.type == _PerkType.EnergyCreepKilledBonus)
            {
                energyCreepKilledBonus += perk.perkLevel[perk.level].value;
            }
            else if (perk.type == _PerkType.EnergyWaveClearedBonus)
            {
                energyWaveClearedBonus += perk.perkLevel[perk.level].value;
            }

            return(true);
        }
示例#8
0
        public _Status Purchase(bool useRsc = true)
        {
            if (useRsc)
            {
                if (PerkManager.UseRscManagerForCost())
                {
                    RscManager.SpendRsc(GetPurchaseCostRsc());
                }
                else
                {
                    PerkManager.SpendRsc(GetPurchaseCost());
                }
            }
            status = _Status.Purchased;

            if (PerkManager.InGameScene())
            {
                if (type == _PerkType.NewTower)
                {
                    TowerManager.AddBuildable(newTowerPID, replaceTowerPID);
                }
                if (type == _PerkType.NewAbility)
                {
                    AbilityManager.AddAbility(newAbilityPID, replaceAbilityPID);
                }
                else if (type == _PerkType.ModifyTower)              // || type==_PerkType.TowerAll){
                {
                    PerkManager.AddUnitPerkID(prefabID);            SetupCallback();
                }
                else if (type == _PerkType.ModifyAbility)              // || type==_PerkType.AbilityAll){
                {
                    PerkManager.AddAbilityPerkID(prefabID); SetupCallback();
                }
                else if (type == _PerkType.ModifyEffect)
                {
                    PerkManager.AddEffectPerkID(prefabID);  SetupCallback();
                }
                else if (type == _PerkType.ModifyPerkCost)
                {
                    PerkManager.AddPerkPerkID(prefabID);
                }
                else if (type == _PerkType.LifeCap)
                {
                    GameControl.ModifyLifeCap((int)gain);
                }
                else if (type == _PerkType.GainLife)
                {
                    GameControl.GainLife((int)gain);
                }
                else if (type == _PerkType.LifeRegen)
                {
                    if (!IsMultiplier())
                    {
                        GameControl.ModifyLifeRegen(gain);
                    }
                    else
                    {
                        GameControl.ModifyLifeRegenMultiplier(gain);
                    }
                }
                else if (type == _PerkType.LifeGainWaveCleared)
                {
                    if (!IsMultiplier())
                    {
                        PerkManager.lifeGainOnWaveClearedMod += (int)Mathf.Round(gain);
                    }
                    else
                    {
                        PerkManager.lifeGainOnWaveClearedMul *= gain;
                    }
                }
                else if (type == _PerkType.GainRsc)
                {
                    RscManager.GainRsc(gainList);
                }
                else if (type == _PerkType.RscRegen)
                {
                    if (!IsMultiplier())
                    {
                        RscManager.ModifyRegenModRate(gainList);
                    }
                    else
                    {
                        RscManager.ModifyRegenMulRate(gainList);
                    }
                }
                else if (type == _PerkType.RscGain)
                {
                    if (!IsMultiplier())
                    {
                        PerkManager.AddRscGainMod((int)gain);
                        PerkManager.AddRscGainModList(gainList);
                    }
                    else
                    {
                        PerkManager.AddRscGainMul(gain);
                        PerkManager.AddRscGainMulList(gainList);
                    }
                }
                else if (type == _PerkType.RscGainCreepDestroyed)
                {
                    if (!IsMultiplier())
                    {
                        PerkManager.AddRscGainModCreepKilled((int)gain);
                        PerkManager.AddRscGainModCreepKilledList(gainList);
                    }
                    else
                    {
                        PerkManager.AddRscGainMulCreepKilled(gain);
                        PerkManager.AddRscGainMulCreepKilledList(gainList);
                    }
                }
                else if (type == _PerkType.RscGainWaveCleared)
                {
                    if (!IsMultiplier())
                    {
                        PerkManager.AddRscGainModWaveCleared((int)gain);
                        PerkManager.AddRscGainModWaveClearedList(gainList);
                    }
                    else
                    {
                        PerkManager.AddRscGainMulWaveCleared(gain);
                        PerkManager.AddRscGainMulWaveClearedList(gainList);
                    }
                }
                else if (type == _PerkType.RscGainResourceTower)
                {
                    if (!IsMultiplier())
                    {
                        PerkManager.AddRscGainModRscTower((int)gain);
                        PerkManager.AddRscGainModRscTowerList(gainList);
                    }
                    else
                    {
                        PerkManager.AddRscGainMulRscTower(gain);
                        PerkManager.AddRscGainMulRscTowerList(gainList);
                    }
                }
                else if (type == _PerkType.AbilityRscCap)
                {
                    if (!IsMultiplier())
                    {
                        AbilityManager.MultiplyRscCap((int)Mathf.Round(gain));
                    }
                    else
                    {
                        AbilityManager.ModifyRscCap((int)Mathf.Round(gain));
                    }
                }
                else if (type == _PerkType.AbilityRscRegen)
                {
                    if (!IsMultiplier())
                    {
                        AbilityManager.ModifyRscRegen(gain);
                    }
                    else
                    {
                        AbilityManager.ModifyRscRegenMultiplier(gain);
                    }
                }
                else if (type == _PerkType.AbilityRscGainWaveCleared)
                {
                    if (!IsMultiplier())
                    {
                        PerkManager.abRscGainOnWaveClearedMod += (int)Mathf.Round(gain);
                    }
                    else
                    {
                        PerkManager.abRscGainOnWaveClearedMul *= gain;
                    }
                }
            }

            return(status);
        }