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path: root/td/Assets/Scripts/player.cs
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using UnityEngine;

public class Player : MonoBehaviour {

	public int InitialHealth;
    public int StartingMoney;
	public MainGui MainGui;

	public GameObject TxtNoMoney; // HACK Move this into MainGui, and make a callable function or something! This is just bodging.

	private int _gameState;
	private GameObject[] _towers;
    private int _playerMoney;
	private int _playerPaycheck;
    private int _playerScore;
	private int _playerHealth;

    void Awake() {
	    /* This method initializes the player class */
        _playerMoney = StartingMoney;
		_playerHealth = InitialHealth;
	    InvokeRepeating ("GameStateWatcher", 0f, 0.5f);
	    _gameState = 1;
    }

	#region stats
    public int Score() {
        return _playerScore;
    }

    public void ScoreAdd(int points) {
        _playerScore += points;
    }

    public int Money() {
        return _playerMoney;
    }

    public void MoneyAdd(int sum) {
        _playerMoney += sum;
    }

    public void MoneySubtract(int sum) {
        _playerMoney -= sum;
    }

	public int Paycheck() {
		return _playerPaycheck;
	}

	public void PaycheckAdd(int sum) {
		_playerPaycheck += sum;
	}

	public void Payday() {
		_playerMoney += _playerPaycheck;
		_playerPaycheck = 0;
	}

	public int Health() {
		return _playerHealth;
	}

	public int HealthAsPercentage()
	{
		return Mathf.RoundToInt((InitialHealth * _playerHealth) / 100.0f);  // Basic percentage calc...
	}

	public void DecreaseHealth(int hp) {
		_playerHealth -= hp;
	}

	public void IncreaseHealth(int hp) {
		_playerHealth += hp;
	}
	#endregion

	public void SpawnTower(GameObject towerType) {
		float thisTowerPrice = towerType.gameObject.GetComponent<Tower>().TowerPrice;
		if (_playerMoney >= thisTowerPrice) {
			GameObject tower = Instantiate(towerType, new Vector3(0, 0, 0), Quaternion.identity,
				transform.Find("towers").transform);
			Tower script = tower.GetComponent<Tower>();
			script.Player = this;
		}
		else {
			TxtNoMoney.SetActive(true);
		}
	}

	public void GameStateWatcher() {
		if (_playerHealth <= 0) {
			MainGui.GameOverScreen(_playerScore);
		}
	}

	public bool GameIsPaused() {
		if (_gameState == 0) { return true; }
		return false;
	}

	public void PauseGame() {
		Time.timeScale = 0.0F;
		_gameState = 0;
	}

	public void ResumeGame() {
		Time.timeScale = 1.0F;
		_gameState = 1;
	}

}