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using System.Collections; using System.Collections.Generic; using UnityEngine; using TMPro; public class manageSkillLevels : MonoBehaviour { public MetaSkill playerHealth; public MetaSkill MagnetStrength; public MetaSkill PlayerSpeed; public MetaSkill AdditionalProjectiles; public MetaSkill AttackBoost; public MetaSkill ExperienceBoost; public TMP_Text myInfo; public TMP_Text submarineStatsDisplay; public TMP_Text speedCostDisplay; // Start is called before the first frame update void Start() { initializeSkills(); } public void initializeSkills() { playerHealth.MetaSkillLevelIndex = 1; MagnetStrength.MetaSkillLevelIndex = 1; PlayerSpeed.MetaSkillLevelIndex = 1; AdditionalProjectiles.MetaSkillLevelIndex = 1; AttackBoost.MetaSkillLevelIndex = 1; ExperienceBoost.MetaSkillLevelIndex = 1; } // Update is called once per frame void Update() { submarineStatsDisplay.text = "Health: " + playerHealth.myMetaSkillLevels[GameStats.Instance.playerHealthLevel].playerHealth + " / Magnet: " + MagnetStrength.myMetaSkillLevels[GameStats.Instance.magnetBooster].magnetStrenght + " / Speed: " + PlayerSpeed.myMetaSkillLevels[GameStats.Instance.movementSpeedLevel].playerSpeed + " / AddProjectiles: " + AdditionalProjectiles.myMetaSkillLevels[GameStats.Instance.additionalProjectileLevel].addProjectile + " / Attack: " + AttackBoost.myMetaSkillLevels[GameStats.Instance.attackBoostLevel].attackPowerMultiplicator + " / XP Boost: " + ExperienceBoost.myMetaSkillLevels[GameStats.Instance.experiencePickupBooster].xpBoost; } public void levelUpHealth() { if (playerHealth.myMetaSkillLevels[GameStats.Instance.playerHealthLevel].biomassCost <= GameStats.Instance.biomass) { if (GameStats.Instance.playerHealthLevel < playerHealth.myMetaSkillLevels.Count - 1) { GameStats.Instance.biomass -= playerHealth.myMetaSkillLevels[GameStats.Instance.playerHealthLevel].biomassCost; GameStats.Instance.playerHealthLevel += 1; playerHealth.MetaSkillLevelIndex = GameStats.Instance.playerHealthLevel; Debug.Log("Current Health Level: " + GameStats.Instance.playerHealthLevel); GameObject.Find("healthUPGRcost").GetComponent<TextMeshProUGUI>().text = playerHealth.myMetaSkillLevels[GameStats.Instance.playerHealthLevel].biomassCost.ToString(); } else { Debug.Log("Health already at Max-Level"); } } else { Debug.Log("W-A-R-N-I-N-G -- Not enough Biomass. -- W-A-R-N-I-N-G"); } } public void levelUpMovementSpeed() { if (PlayerSpeed.myMetaSkillLevels[GameStats.Instance.movementSpeedLevel].biomassCost <= GameStats.Instance.biomass) { if (GameStats.Instance.movementSpeedLevel < PlayerSpeed.myMetaSkillLevels.Count - 1) { GameStats.Instance.biomass -= PlayerSpeed.myMetaSkillLevels[GameStats.Instance.movementSpeedLevel].biomassCost; GameStats.Instance.movementSpeedLevel += 1; PlayerSpeed.MetaSkillLevelIndex = GameStats.Instance.movementSpeedLevel; Debug.Log("Current Speed Level: " + GameStats.Instance.movementSpeedLevel); //GameObject.Find("speedUPGRcost").GetComponent<TextMeshProUGUI>().text = // PlayerSpeed.myMetaSkillLevels[GameStats.Instance.movementSpeedLevel].biomassCost.ToString(); speedCostDisplay.text = PlayerSpeed.myMetaSkillLevels[GameStats.Instance.movementSpeedLevel].biomassCost.ToString(); //speedUPGRcost } else Debug.Log("Speed already at Max-Level"); } else { Debug.Log("W-A-R-N-I-N-G -- Not enough Biomass. -- W-A-R-N-I-N-G"); } } public void levelUpMagnetBooster() { if (MagnetStrength.myMetaSkillLevels[GameStats.Instance.magnetBooster].biomassCost <= GameStats.Instance.biomass) { if (GameStats.Instance.magnetBooster < MagnetStrength.myMetaSkillLevels.Count - 1) { GameStats.Instance.biomass -= MagnetStrength.myMetaSkillLevels[GameStats.Instance.magnetBooster].biomassCost; GameStats.Instance.magnetBooster += 1; MagnetStrength.MetaSkillLevelIndex = GameStats.Instance.magnetBooster; Debug.Log("Current Magnet Level: " + GameStats.Instance.magnetBooster); GameObject.Find("magnetUPGRcost").GetComponent<TextMeshProUGUI>().text = MagnetStrength.myMetaSkillLevels[GameStats.Instance.magnetBooster].biomassCost.ToString(); //magnetUPGRcost } else { Debug.Log("Magnet at max level"); } } else { Debug.Log("W-A-R-N-I-N-G -- Not enough Biomass. -- W-A-R-N-I-N-G"); } } public void levelUpAttackBoost() { if (AttackBoost.myMetaSkillLevels[GameStats.Instance.attackBoostLevel].biomassCost <= GameStats.Instance.biomass) { if (GameStats.Instance.attackBoostLevel < AttackBoost.myMetaSkillLevels.Count - 1) { GameStats.Instance.biomass -= PlayerSpeed.myMetaSkillLevels[GameStats.Instance.movementSpeedLevel].biomassCost; GameStats.Instance.attackBoostLevel += 1; AttackBoost.MetaSkillLevelIndex = GameStats.Instance.attackBoostLevel; Debug.Log("Current Attack Level: " + GameStats.Instance.attackBoostLevel); GameObject.Find("attackUPGRcost").GetComponent<TextMeshProUGUI>().text = AttackBoost.myMetaSkillLevels[GameStats.Instance.attackBoostLevel].biomassCost.ToString(); //attackUPGRcost } else { Debug.Log("Attack boost at max level"); } } else { Debug.Log("W-A-R-N-I-N-G -- Not enough Biomass. -- W-A-R-N-I-N-G"); } } public void levelUpAdditionalProjectile() { if (AdditionalProjectiles.myMetaSkillLevels[GameStats.Instance.additionalProjectileLevel].biomassCost <= GameStats.Instance.biomass) { if (GameStats.Instance.additionalProjectileLevel < AdditionalProjectiles.myMetaSkillLevels.Count - 1) { GameStats.Instance.biomass -= AdditionalProjectiles.myMetaSkillLevels[GameStats.Instance.additionalProjectileLevel].biomassCost; GameStats.Instance.additionalProjectileLevel += 1; AdditionalProjectiles.MetaSkillLevelIndex = GameStats.Instance.additionalProjectileLevel; Debug.Log("Current AdditionalPRojectile Level: " + GameStats.Instance.additionalProjectileLevel); GameObject.Find("projectilesUPGRcost").GetComponent<TextMeshProUGUI>().text = AdditionalProjectiles.myMetaSkillLevels[GameStats.Instance.additionalProjectileLevel].biomassCost.ToString(); //projectilesUPGRcost } else { Debug.Log("Additional Projectiles at max level"); } } } public void levelUpExperiencePickup() { if (ExperienceBoost.myMetaSkillLevels[GameStats.Instance.experiencePickupBooster].biomassCost <= GameStats.Instance.biomass) { if (GameStats.Instance.experiencePickupBooster < ExperienceBoost.myMetaSkillLevels.Count - 1) { GameStats.Instance.biomass -= ExperienceBoost.myMetaSkillLevels[GameStats.Instance.experiencePickupBooster].biomassCost; GameStats.Instance.experiencePickupBooster += 1; ExperienceBoost.MetaSkillLevelIndex = GameStats.Instance.experiencePickupBooster; Debug.Log("Current ExperiencePickup Level: " + GameStats.Instance.experiencePickupBooster); GameObject.Find("xpUPGRcost").GetComponent<TextMeshProUGUI>().text = ExperienceBoost.myMetaSkillLevels[GameStats.Instance.experiencePickupBooster].biomassCost.ToString(); //xpUPGRcost } else Debug.Log("EXP_Boost already at Max-Level or not enough Biomass"); } else { Debug.Log("W-A-R-N-I-N-G -- Not enough Biomass. -- W-A-R-N-I-N-G"); } } // ############# NOT IMPLEMENTED YET############# public void levelUpBiomassPickup() { GameStats.Instance.bioMassPickupBooster += 1; Debug.Log("Current BioMass Pickup Level: " + GameStats.Instance.bioMassPickupBooster); } public void levelUpWeaponsCooldown() { GameStats.Instance.weaponsCooldownReduction += 1; Debug.Log("Current WeaponsCooldown Level: " + GameStats.Instance.weaponsCooldownReduction); } public void levelUpArmor() { GameStats.Instance.armorLevel += 1; Debug.Log("Current Armor Level: " + GameStats.Instance.armorLevel); } }
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