before changing xp system
@@ -51,11 +51,13 @@ public class Building : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public void Upgrade(int newLevel =-1, int cost =-1){
|
||||
public void Upgrade(int newLevel =-1, int gold_cost =-1, int metal_cost = -1){
|
||||
if(curLevel >= buildingData.levels.Count-1){Debug.Log("Already max");return;}
|
||||
|
||||
if(cost<0){cost = buildingData.levels[curLevel+1].price;}
|
||||
Debug.Log("Upgrading " + buildingData.buildingName + " for " + cost + " coins");
|
||||
if(gold_cost<0){gold_cost = buildingData.levels[curLevel+1].price;}
|
||||
if(metal_cost<0){metal_cost = buildingData.levels[curLevel+1].metal_price;}
|
||||
|
||||
Debug.Log("Upgrading " + buildingData.buildingName + " for " + gold_cost + " coins and " + metal_cost + " energy");
|
||||
|
||||
switch (curLevel)
|
||||
{
|
||||
@@ -63,11 +65,12 @@ public class Building : MonoBehaviour
|
||||
case 1: Debug.Log("2 Stars"); break;
|
||||
}
|
||||
|
||||
if(DBmanager.Coins < cost){
|
||||
if(DBmanager.Coins < gold_cost && DBmanager.Metal < metal_cost){
|
||||
MessageDialog.instance.ShowMessage("Failed", "Insufficient Resources to complete the transaction");
|
||||
return;
|
||||
}
|
||||
DBmanager.SetCoins(DBmanager.Coins-cost);
|
||||
DBmanager.SetCoins(DBmanager.Coins- gold_cost);
|
||||
DBmanager.SetMetal(DBmanager.Metal - metal_cost);
|
||||
if(newLevel <0){
|
||||
curLevel = Mathf.Clamp(curLevel+1,0, buildingData.levels.Count-1);
|
||||
}else{
|
||||
|
||||
@@ -60,14 +60,22 @@ public class ChestOpener : MonoBehaviour
|
||||
|
||||
if(skinsLucky < chestData.legendaryChance && legendarySkins.Count > 0){
|
||||
//Legend
|
||||
selectedSkin = legendarySkins[Random.Range(0,legendarySkins.Count)];
|
||||
goldCount += 50000;
|
||||
if(legendarySkins.Count == 0){
|
||||
goldCount += 50000;
|
||||
}else{
|
||||
selectedSkin = legendarySkins[Random.Range(0,legendarySkins.Count)];
|
||||
}
|
||||
}else if(skinsLucky < chestData.rareChance && rareSkins.Count > 0){
|
||||
selectedSkin = rareSkins[Random.Range(0,rareSkins.Count)];
|
||||
if(rareSkins.Count == 0){
|
||||
goldCount += 5000;
|
||||
}else if(baseSkins.Count > 0){
|
||||
selectedSkin = baseSkins[Random.Range(0,baseSkins.Count)];
|
||||
}else{
|
||||
selectedSkin = rareSkins[Random.Range(0,rareSkins.Count)];
|
||||
}}else if(baseSkins.Count > 0){
|
||||
if(baseSkins.Count == 0){
|
||||
goldCount+= 500;
|
||||
}else{
|
||||
selectedSkin = baseSkins[Random.Range(0,baseSkins.Count)];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -29,6 +29,9 @@ public class GameManager : MonoBehaviour
|
||||
public Slider[] levelSliders;
|
||||
public TMP_Text[] levelProgressTxts;
|
||||
|
||||
public TMP_Text[] rankText;
|
||||
public Image[] rankImages;
|
||||
|
||||
// public GameObject loadingScreen;
|
||||
|
||||
[Header("Profile")]
|
||||
@@ -122,6 +125,18 @@ public class GameManager : MonoBehaviour
|
||||
{
|
||||
levelProgressTxt.text = $"{DBmanager.Xp}/{DBmanager.XpForNextLevel()}";
|
||||
}
|
||||
|
||||
foreach(TMP_Text rankTxt in rankText){
|
||||
rankTxt.text = DBmanager.CurrentRank.name;
|
||||
}
|
||||
|
||||
foreach(Image rankImg in rankImages){
|
||||
rankImg.sprite = DBmanager.CurrentRank.image;
|
||||
ParticleSystem[] effects = rankImg.transform.parent.parent.GetComponentsInChildren<ParticleSystem>();
|
||||
foreach(ParticleSystem effect in effects){
|
||||
effect.startColor = new Color(DBmanager.CurrentRank.color.r,DBmanager.CurrentRank.color.g, DBmanager.CurrentRank.color.b, effect.startColor.a);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public async void LoadMinigame()
|
||||
|
||||
@@ -1,33 +1,41 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class GoldMine : MonoBehaviour
|
||||
{
|
||||
public static int LevelsCount => levelsCount;
|
||||
static int levelsCount = 40;
|
||||
public static int levelsCount => Stats.levels.Length;
|
||||
public Sprite statIcon;
|
||||
static int ProductionMultiplier=50;
|
||||
static int CapacityMultiplier=1000;
|
||||
static int gold_prod_upgrade_cost = 3000;
|
||||
static int gold_cap_upgrade_cost = 2500;
|
||||
public GoldMineData gold_stats;
|
||||
public static GoldMineData Stats;
|
||||
// static int ProductionMultiplier=50;
|
||||
// static int CapacityMultiplier=1000;
|
||||
// static int gold_prod_upgrade_cost = 3000;
|
||||
// static int gold_cap_upgrade_cost = 2500;
|
||||
void Awake()
|
||||
{ BuildingData data =GetComponent<Building>().buildingData;
|
||||
{
|
||||
Stats = gold_stats;
|
||||
BuildingData data =GetComponent<Building>().buildingData;
|
||||
data.levels = new List<BuildingLevel>();
|
||||
data.productinoRates = new float[levelsCount*levelsCount];
|
||||
Debug.Log($"Gold mine levels combos:{levelsCount}");
|
||||
for(int i=0; i < levelsCount * levelsCount; i++){
|
||||
int l = i+1;
|
||||
int lvl = (i%levelsCount);
|
||||
int p = GetProductionRateByLevel(l);
|
||||
int c = GetCapacityRateByLevel(l);
|
||||
int L = GetLevelByRates(c,p);
|
||||
List<BuildingStat> stats = new List<BuildingStat>();
|
||||
stats.Add(new BuildingStat("Gold per hour", (p * ProductionMultiplier).ToString(),statIcon));
|
||||
stats.Add(new BuildingStat("Capacity", (c * CapacityMultiplier).ToString(),statIcon));
|
||||
data.levels.Add(new BuildingLevel(l,stats,l*3000));
|
||||
data.levels[i].xpGain = (i > 0) ? 150 : 0;
|
||||
data.productinoRates[i] = p * ProductionMultiplier;
|
||||
Debug.Log($"Level:{l},{L},{lvl} ,Prod:{p}, Capactiy:{c}");
|
||||
|
||||
List<BuildingStat> stats = new List<BuildingStat>();
|
||||
// stats.Add(new BuildingStat("Gold per hour", (p * ProductionMultiplier).ToString(),statIcon));
|
||||
// stats.Add(new BuildingStat("Capacity", (c * CapacityMultiplier).ToString(),statIcon));
|
||||
stats.Add(new BuildingStat("Gold per hour", (gold_stats.levels[p-1].Production).ToString(),statIcon));
|
||||
stats.Add(new BuildingStat("Capacity", (gold_stats.levels[c-1].Capacity).ToString(),statIcon));
|
||||
data.levels.Add(new BuildingLevel(l,stats,gold_stats.levels[lvl].costGold,gold_stats.levels[lvl].costMetal));
|
||||
data.levels[i].xpGain = (i > 0) ? 150 : 0;
|
||||
data.productinoRates[i] = gold_stats.levels[p-1].Production;
|
||||
|
||||
// Debug.Log($"Level:{l},{L} ,Prod:{p}, Capactiy:{c}");
|
||||
}
|
||||
|
||||
}
|
||||
@@ -49,13 +57,25 @@ public class GoldMine : MonoBehaviour
|
||||
return (levelsCount*Production) + Capacity - levelsCount;
|
||||
}
|
||||
|
||||
public static int GetCostForProduction(int level){
|
||||
public static int GetGoldCostForProduction(int level){
|
||||
int Level = GetProductionRateByLevel(level);
|
||||
return Level*gold_prod_upgrade_cost;
|
||||
int cost = 0;
|
||||
try{cost = Stats.levels[Level%levelsCount].costGold;}catch{
|
||||
Debug.LogError("Error at receiving gold cost for level " + level);
|
||||
}
|
||||
return cost;
|
||||
}
|
||||
public static int GetCostForCapacity(int level){
|
||||
public static int GetGoldCostForCapacity(int level){
|
||||
int Level = GetCapacityRateByLevel(level);
|
||||
return Level*gold_cap_upgrade_cost;
|
||||
return Stats.levels[ Level%levelsCount].costGold;
|
||||
}
|
||||
public static int GetMetalCostForProduction(int level){
|
||||
int Level = GetProductionRateByLevel(level);
|
||||
return Stats.levels[ Level%levelsCount].costMetal;
|
||||
}
|
||||
public static int GetMetalCostForCapacity(int level){
|
||||
int Level = GetCapacityRateByLevel(level);
|
||||
return Stats.levels[ Level%levelsCount].costMetal;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -28,6 +28,7 @@ public class LoadingScreen : MonoBehaviour
|
||||
|
||||
IEnumerator loadlLevel(string levelName){
|
||||
AudioManager.instnace.SetMusic(-1);
|
||||
TutorialManager.instance=null;
|
||||
loading=true;
|
||||
canvasGroup.alpha=0;
|
||||
canvasGroup.blocksRaycasts=true;
|
||||
|
||||
@@ -6,9 +6,9 @@ using UnityEngine.SceneManagement;
|
||||
|
||||
public class MaintainceChecker : MonoBehaviour
|
||||
{
|
||||
public static int version = 8;
|
||||
public static int version = 10;
|
||||
public static MaintainceChecker instance;
|
||||
public int checkInterval = 10;
|
||||
public int checkInterval = 30;
|
||||
float t;
|
||||
void Start()
|
||||
{
|
||||
|
||||
@@ -801,7 +801,9 @@ public class SpaceshipController : NetworkBehaviour
|
||||
DBmanager.SetMetal(DBmanager.Metal+250);
|
||||
|
||||
MinigameManager.instance.rankedSummary.ShowLoss();
|
||||
DBmanager.SetTrophies(Mathf.Clamp(DBmanager.Trophies - 15, 0, int.MaxValue));
|
||||
// DBmanager.SetTrophies(Mathf.Clamp(DBmanager.Trophies - 15, 0, int.MaxValue));
|
||||
DBmanager.SetTrophies(Mathf.Clamp(DBmanager.Trophies - DBmanager.CurrentRank.trophieLoss, 0, int.MaxValue));
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -23,6 +23,7 @@ public class SelectedItemMenu : MonoBehaviour
|
||||
public GameObject goldmineUpgradeMenu;
|
||||
public Button btn_gold_prod;
|
||||
public Button btn_gold_cap;
|
||||
|
||||
public Transform upgrade_statParent;
|
||||
public GameObject[] upgrade_tierIndicators;
|
||||
public TMP_Text upgrade_buildingName;
|
||||
@@ -163,23 +164,39 @@ public class SelectedItemMenu : MonoBehaviour
|
||||
int C = GoldMine.GetCapacityRateByLevel(L);
|
||||
int P = GoldMine.GetProductionRateByLevel(L);
|
||||
//Calculate prices
|
||||
int gold_cost_p = GoldMine.GetGoldCostForProduction(L);
|
||||
int metal_cost_p = GoldMine.GetMetalCostForProduction(L);
|
||||
|
||||
int gold_cost_c = GoldMine.GetGoldCostForCapacity(L);
|
||||
int metal_cost_c = GoldMine.GetMetalCostForCapacity(L);
|
||||
if(P>=GoldMine.LevelsCount){
|
||||
btn_gold_prod.interactable=false;
|
||||
btn_gold_prod.transform.Find("txt_price").GetComponent<TMP_Text>().text = "Max!";
|
||||
btn_gold_prod.transform.Find("Price/txt_price").GetComponent<TMP_Text>().text = "Max!";
|
||||
btn_gold_prod.transform.Find("Price/txt_price_metal").gameObject.SetActive(false);
|
||||
btn_gold_prod.transform.Find("Price/txt_price").gameObject.SetActive(true);
|
||||
}
|
||||
else{
|
||||
bool affroadable = DBmanager.Coins >= GoldMine.GetCostForProduction(L);
|
||||
bool affroadable = DBmanager.Coins >= gold_cost_p && DBmanager.Metal >= metal_cost_p;
|
||||
btn_gold_prod.interactable=affroadable;
|
||||
btn_gold_prod.transform.Find("txt_price").GetComponent<TMP_Text>().text = GoldMine.GetCostForProduction(L).ToString();
|
||||
btn_gold_prod.transform.Find("Price/txt_price").GetComponent<TMP_Text>().text = gold_cost_p.ToString();
|
||||
btn_gold_prod.transform.Find("Price/txt_price_metal").GetComponent<TMP_Text>().text = metal_cost_p.ToString();
|
||||
btn_gold_prod.transform.Find("Price/txt_price").gameObject.SetActive(gold_cost_p>0);
|
||||
btn_gold_prod.transform.Find("Price/txt_price_metal").gameObject.SetActive(metal_cost_p>0);
|
||||
}
|
||||
if(C>=GoldMine.LevelsCount){
|
||||
btn_gold_cap.interactable = false;
|
||||
btn_gold_cap.transform.Find("txt_price").GetComponent<TMP_Text>().text = "Max!";
|
||||
btn_gold_cap.transform.Find("Price/txt_price").GetComponent<TMP_Text>().text = "Max!";
|
||||
btn_gold_cap.transform.Find("Price/txt_price_metal").gameObject.SetActive(false);
|
||||
btn_gold_cap.transform.Find("Price/txt_price").gameObject.SetActive(true);
|
||||
}
|
||||
else{
|
||||
bool affroadable = DBmanager.Coins >= GoldMine.GetCostForCapacity(L);
|
||||
bool affroadable = DBmanager.Coins >= gold_cost_c && DBmanager.Metal >= metal_cost_c;
|
||||
btn_gold_cap.interactable=affroadable;
|
||||
btn_gold_cap.transform.Find("txt_price").GetComponent<TMP_Text>().text = GoldMine.GetCostForCapacity(L).ToString();
|
||||
btn_gold_cap.transform.Find("Price/txt_price").GetComponent<TMP_Text>().text = gold_cost_c.ToString();
|
||||
btn_gold_cap.transform.Find("Price/txt_price_metal").GetComponent<TMP_Text>().text = metal_cost_c.ToString();
|
||||
btn_gold_cap.transform.Find("Price/txt_price").gameObject.SetActive(gold_cost_c > 0);
|
||||
btn_gold_cap.transform.Find("Price/txt_price_metal").gameObject.SetActive(metal_cost_c > 0);
|
||||
|
||||
|
||||
}
|
||||
|
||||
@@ -199,7 +216,7 @@ public class SelectedItemMenu : MonoBehaviour
|
||||
|
||||
int newLevel = GoldMine.GetLevelByRates(C + 1, P);
|
||||
upgradeBtn.interactable= false;
|
||||
Selector.selectedBuilding.Upgrade(newLevel:newLevel-1, cost:GoldMine.GetCostForCapacity(L) );
|
||||
Selector.selectedBuilding.Upgrade(newLevel:newLevel-1, gold_cost:GoldMine.GetGoldCostForCapacity(L), metal_cost: GoldMine.GetMetalCostForCapacity(L) );
|
||||
goldmineUpgradeMenu.SetActive(false);
|
||||
OnUpgradeMenuClicked();
|
||||
}
|
||||
@@ -211,7 +228,7 @@ public class SelectedItemMenu : MonoBehaviour
|
||||
if(P >=GoldMine.LevelsCount){return;}
|
||||
int newLevel = GoldMine.GetLevelByRates(C, P+1);
|
||||
upgradeBtn.interactable= false;
|
||||
Selector.selectedBuilding.Upgrade(newLevel:newLevel-1, cost: GoldMine.GetCostForProduction(L));
|
||||
Selector.selectedBuilding.Upgrade(newLevel:newLevel-1, gold_cost: GoldMine.GetGoldCostForProduction(L), metal_cost: GoldMine.GetMetalCostForProduction(L));
|
||||
|
||||
goldmineUpgradeMenu.SetActive(false);
|
||||
OnUpgradeMenuClicked();
|
||||
|
||||
8
Assets/Game/Scripts/Structures.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 85c8e21c9320c9102a6b4d8fe8b095de
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -44,12 +44,14 @@ public class BuildingLevel{
|
||||
public int level = 0;
|
||||
public List<BuildingStat> stats;
|
||||
public int price = 1000;
|
||||
public int metal_price =0;
|
||||
public int xpGain = 100;
|
||||
|
||||
public BuildingLevel(int _level, List<BuildingStat> _stats, int _price){
|
||||
public BuildingLevel(int _level, List<BuildingStat> _stats, int _price, int _metal_price=0){
|
||||
level = _level;
|
||||
stats = _stats;
|
||||
price = _price;
|
||||
metal_price = _metal_price;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,7 +10,9 @@ using System.Net;
|
||||
using System.Net.Sockets;
|
||||
public class DBmanager : MonoBehaviour
|
||||
{
|
||||
public static string phpRoot = "http://vmi1005083.contaboserver.net/upf-dev/";
|
||||
static RankLevel[] rankLevels;
|
||||
static RankLevel[] RankLevels {get{if(rankLevels==null){return Resources.Load<RankLevels>("ScriptableObjects/RankLevels").levels;}else{return rankLevels;}}}
|
||||
public static string phpRoot = "http://vmi1005083.contaboserver.net/upf/";
|
||||
|
||||
public static string username = null;
|
||||
public static int userid=0;
|
||||
@@ -36,6 +38,19 @@ public class DBmanager : MonoBehaviour
|
||||
public static int Gems => gems;
|
||||
public static int Metal => metal;
|
||||
public static int Trophies => trophies;
|
||||
public static RankLevel CurrentRank {
|
||||
get{
|
||||
RankLevel level = RankLevels[0];
|
||||
foreach(RankLevel lvl in RankLevels){
|
||||
if(Trophies > lvl.minimumTrophies){
|
||||
level = lvl;
|
||||
}else{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return level;
|
||||
}}
|
||||
public static int MostTime=> mostTime;
|
||||
public static int DoubleKills => doubleKills;
|
||||
public static int TripleKills => tripleKills;
|
||||
@@ -1,7 +1,7 @@
|
||||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(fileName = "GoldMineStats", menuName = "Game/GoldMineData", order = 1)]
|
||||
public class SpawnManagerScriptableObject : ScriptableObject
|
||||
public class GoldMineData : ScriptableObject
|
||||
{
|
||||
public GoldMineLevel[] levels;
|
||||
}
|
||||
12
Assets/Game/Scripts/Structures/Helpers.cs
Normal file
@@ -0,0 +1,12 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[System.Serializable]
|
||||
public class RankLevel{
|
||||
public string name;
|
||||
public int minimumTrophies;
|
||||
public int trophieLoss;
|
||||
public Sprite image;
|
||||
public Color color;
|
||||
}
|
||||
11
Assets/Game/Scripts/Structures/Helpers.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d80551befa14d1393aaf759acdf835a4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
10
Assets/Game/Scripts/Structures/RankLevels.cs
Normal file
@@ -0,0 +1,10 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
[CreateAssetMenu(fileName = "RankLevels", menuName = "Game/RankLevels", order = 1)]
|
||||
public class RankLevels : ScriptableObject
|
||||
{
|
||||
public RankLevel[] levels;
|
||||
}
|
||||
11
Assets/Game/Scripts/Structures/RankLevels.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b2f8ca0c9cae1465ca7b0b24200c2678
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
10
Assets/Game/Scripts/Structures/XPRewards.cs
Normal file
@@ -0,0 +1,10 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(fileName = "XpRewards", menuName = "Game/XpRewards", order = 1)]
|
||||
public class XPRewards : ScriptableObject
|
||||
{
|
||||
public XpPassReward[] rewards;
|
||||
}
|
||||
|
||||
11
Assets/Game/Scripts/Structures/XPRewards.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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void Start(){
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btn_skip.onClick.AddListener(OnSkip);
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justRegistered= true; //for testing purpose
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||||
// justRegistered= true; //for testing purpose
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if(justRegistered){
|
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StartSequence(firstTutorial);
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justRegistered =false;
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public enum XpRewardType{
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Gold,
|
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Gems,
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Chest
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Chest,
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Energy
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