Cleaned up a bit of code, need to work on camera handlign (Isn't as smooth as I want it to be)
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@@ -1,3 +1,4 @@
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using Assets.Scripts;
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using Assets.Scripts.InteractableObjects;
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using Newtonsoft.Json.Linq;
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using System.Collections;
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@@ -21,21 +22,21 @@ public class ContentGenerator : MonoBehaviour
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return enemies[index];
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}
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public GameObject generateContent(string tiletype)
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public GameObject generateContent(TileType tiletype)
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{
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switch (tiletype.ToLower())
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switch (tiletype)
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{
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case "plain":
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case TileType.PLAIN:
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return generateTileContent();
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case "mountains":
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case TileType.MOUNTAINS:
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return generateStoneTileContent();
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case "forest":
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case TileType.FOREST:
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return generateTreeTileContent();
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case "hills":
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case TileType.HILLS:
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return generateHillTileContent();
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case "desert":
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case TileType.DESERT:
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return generateDesertTileContent();
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case "city":
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case TileType.CITY:
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return generateCityTileContent();
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}
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return null;
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@@ -61,19 +61,9 @@ namespace Assets.Scripts.Player
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// Update is called once per frame
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void Update()
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{
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if (player == null)
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{
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return;
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}
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if (player.getStat("Killcount").getAmount() == -1)
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{
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return;
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}
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if (uihandler.state == UIState.DEATH)
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{
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return;
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}
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if (player == null) return;
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if (player.getStat("Killcount").getAmount() == -1) return;
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if (uihandler.state == UIState.DEATH) return;
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getRotation();
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regeneratePlayer();
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@@ -35,23 +35,25 @@ namespace Assets.Scripts.Player
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private void generateStats(bool isLoad)
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{
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stats = new Dictionary<string, PlayerStat>();
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stats.Add("Health", new PlayerStat("Health", 100, "The current health of the player"));
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stats.Add("MaxHealth", new PlayerStat("MaxHealth", 100, "The current max health of the player"));
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stats.Add("Secondary", new PlayerStat("Secondary", 20, "The current secondary of the player"));
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stats.Add("MaxSecondary", new PlayerStat("MaxSecondary", 20, "The current max secondary of the player"));
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stats.Add("Strength", new PlayerStat("Strength", 5, "The current strength of the player"));
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stats.Add("Dexterity", new PlayerStat("Dexterity", 5, "The current dexterity of the player"));
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stats.Add("Intelligence", new PlayerStat("Intelligence", 5, "The current intelligence of the player"));
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stats.Add("Experience", new PlayerStat("Experience", 0, "The current experience of the player"));
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stats.Add("MaxExperience", new PlayerStat("MaxExperience", 10, "The current max experience of the player"));
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stats.Add("SecondaryRegen", new PlayerStat("SecondaryRegen", 5, "The current secondary regen of the player"));
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stats.Add("Level", new PlayerStat("Level", 0, "The current level of the player"));
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stats.Add("Luck", new PlayerStat("Luck", 20 - (difficulty * 5), "The current luck of the player"));
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stats.Add("Killcount", new PlayerStat("Killcount", -1, "The current killcount of the player"));
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stats.Add("Points", new PlayerStat("Points", 0, "The current skillpoints of the player"));
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stats.Add("TreeCount", new PlayerStat("TreeCount",0,"The amount of trees the player chopped"));
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stats.Add("OreCount", new PlayerStat("OreCount",0,"The amount of ores the player mined"));
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stats = new Dictionary<string, PlayerStat>
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{
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{ "Health", new PlayerStat("Health", 100, "The current health of the player") },
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{ "MaxHealth", new PlayerStat("MaxHealth", 100, "The current max health of the player") },
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{ "Secondary", new PlayerStat("Secondary", 20, "The current secondary of the player") },
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{ "MaxSecondary", new PlayerStat("MaxSecondary", 20, "The current max secondary of the player") },
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{ "Strength", new PlayerStat("Strength", 5, "The current strength of the player") },
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{ "Dexterity", new PlayerStat("Dexterity", 5, "The current dexterity of the player") },
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{ "Intelligence", new PlayerStat("Intelligence", 5, "The current intelligence of the player") },
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{ "Experience", new PlayerStat("Experience", 0, "The current experience of the player") },
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{ "MaxExperience", new PlayerStat("MaxExperience", 10, "The current max experience of the player") },
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{ "SecondaryRegen", new PlayerStat("SecondaryRegen", 5, "The current secondary regen of the player") },
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{ "Level", new PlayerStat("Level", 0, "The current level of the player") },
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{ "Luck", new PlayerStat("Luck", 20 - (difficulty * 5), "The current luck of the player") },
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{ "Killcount", new PlayerStat("Killcount", -1, "The current killcount of the player") },
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{ "Points", new PlayerStat("Points", 0, "The current skillpoints of the player") },
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{ "TreeCount", new PlayerStat("TreeCount", 0, "The amount of trees the player chopped") },
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{ "OreCount", new PlayerStat("OreCount", 0, "The amount of ores the player mined") }
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};
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if (!isLoad)
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{
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@@ -25,19 +25,19 @@ namespace Assets.Scripts.Player
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}
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public string getTooltip(){
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return this.tooltip;
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return tooltip;
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}
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public string getText(){
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return this.text;
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return text;
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}
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public int getAmount(){
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return this.amount;
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return amount;
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}
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public void changeAmount(int change){
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this.amount = this.amount + change;
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amount += change;
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}
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public void setAmount(int amount){
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@@ -77,7 +77,7 @@ public class Tile : MonoBehaviour
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if (chance >= 25)
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{
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GameObject content = contentGenerator.GetComponent<ContentGenerator>().generateContent(tiletype.ToString());
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GameObject content = contentGenerator.GetComponent<ContentGenerator>().generateContent(tiletype);
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if (content != null)
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{
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GameObject obj = Instantiate(content, position, Quaternion.identity, gameObject.transform);
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