Added upgrade descriptions to upgrader
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b1e67478f6
commit
6517c26fc3
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@ -1,4 +1,5 @@
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using System.Collections;
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using System.Collections;
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using TMPro;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine.UI;
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using UnityEngine.UI;
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using UnityEngine;
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using UnityEngine;
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@ -59,6 +60,7 @@ public class Upgrader : MonoBehaviour
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private bool prevCouldUpgrade = true;
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private bool prevCouldUpgrade = true;
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public Image BloodMeter;
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public Image BloodMeter;
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public TMPro.TextMeshPro description;
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Start()
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void Start()
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@ -179,6 +181,8 @@ public class Upgrader : MonoBehaviour
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}
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}
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else
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else
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{
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{
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description.text = "";
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if (acceptTime > 0f)
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if (acceptTime > 0f)
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{
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{
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foreach (Image i in upgradeImages)
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foreach (Image i in upgradeImages)
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@ -194,14 +198,18 @@ public class Upgrader : MonoBehaviour
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}
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}
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else if (prevCouldUpgrade)
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else if (prevCouldUpgrade)
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{
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{
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background.color = Color.gray;
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// TODO: PLAY SOUND HERE!!
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foreach (Image i in upgradeImages)
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{
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i.color = Color.gray;
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}
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Player1Cursor.gameObject.SetActive(false);
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description.text = "";
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Player2Cursor.gameObject.SetActive(false);
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background.color = Color.gray;
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foreach (Image i in upgradeImages)
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{
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i.color = Color.gray;
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i.gameObject.transform.localScale = Vector3.one;
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}
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Player1Cursor.gameObject.SetActive(false);
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Player2Cursor.gameObject.SetActive(false);
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}
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}
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Player1Cursor.localPosition = Player1Input.look.normalized * (125 - 12);
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Player1Cursor.localPosition = Player1Input.look.normalized * (125 - 12);
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@ -213,6 +221,7 @@ public class Upgrader : MonoBehaviour
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/// Increases mop radius by 10%
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/// Increases mop radius by 10%
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public void UpgradeMopSize()
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public void UpgradeMopSize()
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{
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{
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description.text = upgrades.mopUpgrade.name;
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bloodManager.CleanRadius *= mopSizeIncrease;
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bloodManager.CleanRadius *= mopSizeIncrease;
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upgrades.mopUpgrade.amount++;
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upgrades.mopUpgrade.amount++;
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}
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}
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@ -220,6 +229,7 @@ public class Upgrader : MonoBehaviour
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/// Increases move speed by 10%
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/// Increases move speed by 10%
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public void UpgradeSpeed()
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public void UpgradeSpeed()
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{
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{
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description.text = upgrades.speedUpgrade.name;
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player1.GetComponent<PlayerMovement>().moveSpeed *= speedIncrease;
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player1.GetComponent<PlayerMovement>().moveSpeed *= speedIncrease;
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player2.GetComponent<PlayerMovement>().moveSpeed *= speedIncrease;
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player2.GetComponent<PlayerMovement>().moveSpeed *= speedIncrease;
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upgrades.speedUpgrade.amount++;
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upgrades.speedUpgrade.amount++;
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@ -228,12 +238,15 @@ public class Upgrader : MonoBehaviour
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public void RopeUpgrade()
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public void RopeUpgrade()
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{
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{
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// todo: public methods
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// todo: public methods
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description.text = upgrades.ropeUpgrade.name;
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rope.ropeMaxLength *= ropeIncrease;
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rope.ropeMaxLength *= ropeIncrease;
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upgrades.ropeUpgrade.amount++;
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upgrades.ropeUpgrade.amount++;
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}
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}
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public void HealthUpgrade()
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public void HealthUpgrade()
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{
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{
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description.text = upgrades.healthUpgrade.name;
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var comp1 = player1.GetComponent<HealthComponent>();
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var comp1 = player1.GetComponent<HealthComponent>();
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comp1.setMaxHealth((int)(comp1.getMaxHealth() * healthIncrease));
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comp1.setMaxHealth((int)(comp1.getMaxHealth() * healthIncrease));
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@ -244,6 +257,7 @@ public class Upgrader : MonoBehaviour
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public void DamageUpgrade()
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public void DamageUpgrade()
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{
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{
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description.text = upgrades.damageUpgrade.name;
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// todo: public rope methods
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// todo: public rope methods
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// rope.da
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// rope.da
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upgrades.damageUpgrade.amount++;
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upgrades.damageUpgrade.amount++;
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@ -251,6 +265,7 @@ public class Upgrader : MonoBehaviour
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public void BloodUpgrade()
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public void BloodUpgrade()
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{
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{
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description.text = upgrades.bloodUpgrade.name;
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bloodManager.scoreMult *= bloodIncrease;
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bloodManager.scoreMult *= bloodIncrease;
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upgrades.bloodUpgrade.amount++;
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upgrades.bloodUpgrade.amount++;
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}
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}
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@ -258,17 +273,20 @@ public class Upgrader : MonoBehaviour
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public void ReelUpgrade()
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public void ReelUpgrade()
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{
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{
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// todo rope methods
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// todo rope methods
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description.text = upgrades.reelUpgrade.name;
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rope.ropeExtendSpeed *= reelIncrease;
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rope.ropeExtendSpeed *= reelIncrease;
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upgrades.reelUpgrade.amount++;
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upgrades.reelUpgrade.amount++;
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}
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}
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IEnumerator updateBloodMeter() {
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IEnumerator updateBloodMeter()
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while (true) {
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{
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while (true)
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{
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yield return new WaitForSeconds(0.5f);
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yield return new WaitForSeconds(0.5f);
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BloodMeter.fillAmount = ((float)bloodManager.score)/((float)upgradeCost);
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BloodMeter.fillAmount = ((float)bloodManager.score) / ((float)upgradeCost);
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}
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}
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// dont care
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// dont care
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yield return null;
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yield return null;
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}
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}
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