Beispiel #1
0
    public void BuildAllRequirementPanelsFromData(AbilityInfoSheet sheet, AbilityDataSO data)
    {
        Debug.Log("AbilityInfoSheetController.BuildAllRequirementPanelsFromData() called...");

        BuildTalentRequirementPanelFromData(sheet, data);
        BuildWeaponRequirementPanelFromData(sheet, data);
    }
Beispiel #2
0
    private void BuildWeaponRequirementPanelFromData(AbilityInfoSheet sheet, AbilityDataSO data)
    {
        Debug.Log("AbilityInfoSheetController.BuildWeaponRequirementPanelFromData() called...");

        // Disable panel view on refresh
        sheet.weaponRequirementParent.SetActive(false);

        string weaponTypeString = "";
        bool   activated        = false;

        if (data.requiresMeleeWeapon)
        {
            activated        = true;
            weaponTypeString = "Melee Weapon";
        }
        else if (data.requiresRangedWeapon)
        {
            activated        = true;
            weaponTypeString = "Ranged Weapon";
        }
        else if (data.requiresShield)
        {
            activated        = true;
            weaponTypeString = "Shield";
        }

        if (activated)
        {
            // Enable panel view
            sheet.weaponRequirementParent.SetActive(true);

            // Set text value
            sheet.weaponRequirmentText.text = "Requires: " + weaponTypeString;
        }
    }
Beispiel #3
0
    // Initialization + Setup
    #region
    public void SetupBaseProperties(AbilityDataSO abilityFromLibrary)
    {
        myAbilityData = abilityFromLibrary;

        // only for defenders. enemies don't have ability button gameobjects
        if (abilityImage)
        {
            abilityImage.sprite = abilityFromLibrary.sprite;
        }

        // Set base properties
        abilityName             = abilityFromLibrary.abilityName;
        abilityDescription      = abilityFromLibrary.description;
        abilityBaseCooldownTime = abilityFromLibrary.baseCooldownTime;
        abilityEnergyCost       = abilityFromLibrary.energyCost;
        abilityRange            = abilityFromLibrary.range;
        abilityPrimaryValue     = abilityFromLibrary.primaryValue;
        abilitySecondaryValue   = abilityFromLibrary.secondaryValue;
        abilityDamageType       = abilityFromLibrary.damageType;
        abilityType             = abilityFromLibrary.abilityType;
        weaponDamagePercentage  = abilityFromLibrary.weaponDamagePercentage;
        requiresMeleeWeapon     = abilityFromLibrary.requiresMeleeWeapon;
        requiresRangedWeapon    = abilityFromLibrary.requiresRangedWeapon;
        requiresShield          = abilityFromLibrary.requiresShield;

        // Set up info panel for defenders
        if (myLivingEntity != null &&
            myLivingEntity.defender)
        {
            AbilityInfoSheetController.Instance.BuildSheetFromData(abilityInfoSheet, abilityFromLibrary, AbilityInfoSheet.PivotDirection.Upwards);
        }
    }
Beispiel #4
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    private void BuildTalentRequirementPanelFromData(AbilityInfoSheet sheet, AbilityDataSO data)
    {
        Debug.Log("AbilityInfoSheetController.BuildTalentRequirementPanelFromData() called...");

        // Disable panel view on refresh
        sheet.talentRequirmentParent.SetActive(false);

        string talentTypeString = "";
        string tierString       = "";
        bool   activated        = false;

        if (data.abilitySchool != AbilityDataSO.AbilitySchool.None)
        {
            activated = true;

            // convert talent type enum to string
            talentTypeString = data.abilitySchool.ToString();
            tierString       = data.tier.ToString();
        }

        if (activated)
        {
            // Enable panel view
            sheet.talentRequirmentParent.SetActive(true);

            // Set text value
            sheet.talentRequirmentText.text = "Requires: " + talentTypeString + " " + tierString;
        }
    }
Beispiel #5
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    // Initialization + Setup
    #region
    public void BuildFromData(AbilityDataSO data)
    {
        myData = data;

        // reset button scale
        buttonScale = 1;
        ResetScale();

        ribbonNameText.text = data.abilityName;

        AbilityInfoSheetController.Instance.BuildSheetFromData(abilityInfoSheet, data, AbilityInfoSheet.PivotDirection.Downwards);

        // Randomize and set gold cost
        if (data.tier == 1)
        {
            goldCost = Random.Range(4, 7);
        }
        else if (data.tier == 2)
        {
            goldCost = Random.Range(7, 10);
        }
        else if (data.tier == 3)
        {
            goldCost = Random.Range(10, 13);
        }
        goldCostText.text = goldCost.ToString();


        // Enable Views
        EnableSlotView();
        SetBookImage();
    }
Beispiel #6
0
    // Create card Overlays
    #region
    public Action CreateAbilityCardRewardEffect(AbilityDataSO abilityData)
    {
        Action action = new Action();

        StartCoroutine(CreateAbilityCardRewardEffectCoroutine(abilityData, action));
        return(action);
    }
Beispiel #7
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    // Conditional Checks
    #region
    public bool IsTomeDropActionValid(AbilityDataSO data, CharacterData character)
    {
        Debug.Log("InventoryController.IsTomeDropActionValid() called, checking validity of placing " +
                  data.abilityName + " tome on " + character.myName + "'s drop slot...");

        bool boolReturned = true;

        // check if character has already learnt the ability
        if (character.DoesCharacterAlreadyKnowAbility(data))
        {
            InvalidActionManager.Instance.ShowNewErrorMessage("Character already knows " + data.abilityName);
            Debug.Log("Tome drop action invalid: " + character.myName + " already knows " + data.abilityName);
            boolReturned = false;
        }

        // check that character meets tier requirments
        else if (!character.DoesCharacterMeetAbilityTierRequirment(data))
        {
            Debug.Log("Tome drop action invalid: " + character.myName + " does not meet ability tier requirmens of "
                      + data.abilityName);
            InvalidActionManager.Instance.ShowNewErrorMessage("Character does not meet the talent requirments of " + data.abilityName);
            boolReturned = false;
        }

        // return evaluation
        return(boolReturned);
    }
Beispiel #8
0
    // Initialization + Setup
    #region
    public void BuildFromAbilityData(AbilityDataSO data)
    {
        myData = data;

        AbilityInfoSheetController.Instance.BuildSheetFromData(abilityInfoSheet, data, AbilityInfoSheet.PivotDirection.Downwards);

        SetBookImage();
    }
 public void InitializeSetup(AbilityDataSO abilityData)
 {
     nameText.text        = abilityData.abilityName;
     apCostText.text      = abilityData.abilityAPCost.ToString();
     rangeText.text       = abilityData.abilityRange.ToString();
     coolDownText.text    = abilityData.abilityBaseCooldownTime.ToString();
     descriptionText.text = abilityData.abilityDescription;
     myImage.sprite       = abilityData.abilityImage;
 }
Beispiel #10
0
 public void SetUpAbilityTabAsAbility(AbilityDataSO data)
 {
     isAbility           = true;
     isPassive           = false;
     myAbilityData       = data;
     myPassiveData       = null;
     abilityImage.sprite = data.sprite;
     AbilityInfoSheetController.Instance.BuildSheetFromData(abilityInfoSheet, data, AbilityInfoSheet.PivotDirection.Upwards);
 }
Beispiel #11
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    public void SetUpAbilityTabAsPassive(StatusIconDataSO data, int stacks)
    {
        isPassive     = true;
        isAbility     = false;
        myAbilityData = null;
        myPassiveData = data;
        passiveStacks = stacks;

        passiveImage.sprite = data.statusSprite;
        PassiveInfoSheetController.Instance.BuildSheetFromData(passiveInfoSheet, data, stacks, PassiveInfoSheet.PivotDirection.Upwards);
    }
Beispiel #12
0
    public void BuildTalentInfoPanelFromAbilityData(Talent talent)
    {
        // Get data
        AbilityDataSO data = AbilityLibrary.Instance.GetAbilityByName(talent.talentName);

        // Set button image
        talent.talentImage.sprite = data.sprite;

        // build text and images assets
        AbilityInfoSheetController.Instance.BuildSheetFromData(talent.abilityInfoSheet, data, AbilityInfoSheet.PivotDirection.Upwards);
        TextLogic.SetAbilityDescriptionText(data, talent.abilityInfoSheet.descriptionText);
    }
Beispiel #13
0
    public void BuildAllTextValueViewsFromData(AbilityInfoSheet sheet, AbilityDataSO data)
    {
        Debug.Log("AbilityInfoSheetController.BuildAllTextValueViewsFromData() called...");

        // Set up text files
        sheet.nameText.text       = data.abilityName;
        sheet.cooldownText.text   = data.baseCooldownTime.ToString();
        sheet.rangeText.text      = data.range.ToString();
        sheet.energyCostText.text = data.energyCost.ToString();
        TextLogic.SetAbilityDescriptionText(data, sheet.descriptionText);
        sheet.abilityImage.sprite = data.sprite;
    }
Beispiel #14
0
    // Initialization + Setup
    #region
    public void BuildSheetFromData(AbilityInfoSheet sheet, AbilityDataSO data, AbilityInfoSheet.PivotDirection pivotDirection)
    {
        Debug.Log("AbilityInfoSheetController.BuildSheetFromData() called...");

        sheet.myData = data;
        //SetPivotDirection(sheet, pivotDirection);
        BuildAllTextValueViewsFromData(sheet, data);
        BuildAbilityTypeIconViewsFromData(sheet, data);
        BuildAllRequirementPanelsFromData(sheet, data);

        RefreshAllLayoutGroups(sheet);
    }
Beispiel #15
0
    // Logic

    public void InitializeSetup(TalentTree talentTree, AbilityDataSO data, int treePosition)
    {
        myTalentTree               = talentTree;
        myCharacterData            = talentTree.myCharacterData;
        talentTreePosition         = treePosition;
        talentName                 = data.abilityName;
        talentNameText.text        = data.abilityName;
        talentDescriptionText.text = data.abilityDescription;
        talentAPText.text          = data.abilityAPCost.ToString();
        talentRangeText.text       = data.abilityRange.ToString();
        talentCDText.text          = data.abilityBaseCooldownTime.ToString();
        talentImage.sprite         = data.abilityImage;
    }
Beispiel #16
0
    public void ApplyTalentAbilityToCharacter(CharacterData character, Talent talent)
    {
        Debug.Log("TalentController.ApplyTalentAbilityToCharacter() called...");

        AbilityDataSO data = talent.myAbilityData;

        if (data == null)
        {
            Debug.Log("ApplyTalentAbilityToCharacter.ApplyTalentAbilityToCharacter() revieved null talent argument, searching for clone in Ability Library instead.");
            data = AbilityLibrary.Instance.GetAbilityByName(talent.talentName);
        }

        // Modify character data
        character.HandleLearnAbility(data);
    }
Beispiel #17
0
    public AbilityDataSO GetRandomValidAbilityTomeAbility()
    {
        Debug.Log("AbilityLibrary.GetRandomValidAbilityTomeAbility() called...");

        List <AbilityDataSO> validAbilities = new List <AbilityDataSO>();
        AbilityDataSO        dataReturned   = null;

        foreach (AbilityDataSO data in AllAbilities)
        {
            if (data.abilitySchool != AbilityDataSO.AbilitySchool.None)
            {
                validAbilities.Add(data);
            }
        }

        dataReturned = validAbilities[Random.Range(0, validAbilities.Count)];
        Debug.Log("AbilityLibrary.GetRandomValidAbilityTomeAbility() returning " + dataReturned.abilityName);
        return(dataReturned);
    }
Beispiel #18
0
    /*
     * public void PopulateAbilityLibrary()
     * {
     *  CreateMoveData();
     *  CreateStrikeData();
     *  CreateBlockData();
     *  CreateChargeData();
     *  CreateInspireData();
     *  CreateGuardData();
     *  CreateMeteorData();
     *  CreateTelekinesisData();
     *  CreateFrostBoltData();
     *  CreateFireBallData();
     *  CreateShootData();
     *  CreateRapidFireData();
     *  CreateImpalingBoltData();
     *  CreateForestMedicineData();
     *  CreateWhirlwindData();
     *  CreateSummonUndeadData();
     *  CreateChaosBoltData();
     *  CreateCrushingBlowData();
     *  CreateEnvigorateData();
     *  CreateHolyFireData();
     *  CreateVoidBombData();
     *  CreateNightmareData();
     *  CreateTwinStrikeData();
     *  CreateDashData();
     *  CreatePreparationData();
     *  CreateSnipeData();
     *  CreateHealingLightData();
     *  CreateRockTossData();
     *  CreateSiphonLifeData();
     *  CreateTeleportData();
     *  CreateSliceAndDiceData();
     *  CreatePoisonDartData();
     *  CreateChemicalReactionData();
     *  CreateBloodLustData();
     *  CreateGetDownData();
     *  CreateDoomData();
     *  CreateSmashData();
     *  CreateLightningShieldData();
     *  CreateElectricalDischargeData();
     *  CreateChainLightningData();
     *  CreatePrimalBlastData();
     *  CreatePrimalRageData();
     *  CreatePhaseShiftData();
     *  CreateSanctityData();
     *  CreateBlessData();
     * }
     *
     *
     *
     * public void CreateInspireData()
     * {
     *  Ability inspire = gameObject.AddComponent<Ability>();
     *  //Ability move = new Ability();
     *
     *  inspire.abilityImage = inspireImage;
     *  inspire.abilityName = inspireName;
     *  inspire.abilityDescription = inspireDescription;
     *  inspire.abilityBaseCooldownTime = inspireCooldownTime;
     *  inspire.abilityAPCost = inspireAPCost;
     *  inspire.abilityRange = inspireRange;
     *  inspire.abilityPrimaryValue = inspirePrimaryValue;
     *  inspire.abilitySecondaryValue = inspireSecondaryValue;
     *
     *  AllAbilities.Add(inspire);
     * }
     *
     * public void CreateMoveData()
     * {
     *  Ability move = gameObject.AddComponent<Ability>();
     *  //Ability move = new Ability();
     *
     *  move.abilityImage = moveImage;
     *  move.abilityName = moveName;
     *  move.abilityDescription = moveDescription;
     *  move.abilityBaseCooldownTime = moveCooldownTime;
     *  move.abilityAPCost = moveAPCost;
     *  move.abilityRange = moveRange;
     *  move.abilityPrimaryValue = movePrimaryValue;
     *  move.abilitySecondaryValue = moveSecondaryValue;
     *
     *  AllAbilities.Add(move);
     * }
     *
     * public void CreateStrikeData()
     * {
     *  //Ability strike = new Ability();
     *  Ability strike = gameObject.AddComponent<Ability>();
     *
     *  strike.abilityImage = strikeImage;
     *  strike.abilityName = strikeName;
     *  strike.abilityDescription = strikeDescription;
     *  strike.abilityBaseCooldownTime = strikeCooldownTime;
     *  strike.abilityAPCost = strikeAPCost;
     *  strike.abilityRange = strikeRange;
     *  strike.abilityPrimaryValue = strikePrimaryValue;
     *  strike.abilitySecondaryValue = strikeSecondaryValue;
     *
     *  AllAbilities.Add(strike);
     * }
     *
     * public void CreateBlockData()
     * {
     *
     *  Ability block = gameObject.AddComponent<Ability>();
     *
     *  block.abilityImage = blockImage;
     *  block.abilityName = blockName;
     *  block.abilityDescription = blockDescription;
     *  block.abilityBaseCooldownTime = blockCooldownTime;
     *  block.abilityAPCost = blockAPCost;
     *  block.abilityRange = blockRange;
     *  block.abilityPrimaryValue = blockPrimaryValue;
     *  block.abilitySecondaryValue = blockSecondaryValue;
     *
     *  AllAbilities.Add(block);
     * }
     *
     * public void CreateChargeData()
     * {
     *  //Ability charge = new Ability();
     *  Ability charge = gameObject.AddComponent<Ability>();
     *
     *  charge.abilityImage = chargeImage;
     *  charge.abilityName = chargeName;
     *  charge.abilityDescription = chargeDescription;
     *  charge.abilityBaseCooldownTime = chargeCooldownTime;
     *  charge.abilityAPCost = chargeAPCost;
     *  charge.abilityRange = chargeRange;
     *  charge.abilityPrimaryValue = chargePrimaryValue;
     *  charge.abilitySecondaryValue = chargeSecondaryValue;
     *
     *  AllAbilities.Add(charge);
     * }
     *
     * public void CreateGuardData()
     * {
     *  //Ability strike = new Ability();
     *  Ability guard = gameObject.AddComponent<Ability>();
     *
     *  guard.abilityImage = guardImage;
     *  guard.abilityName = guardName;
     *  guard.abilityDescription = guardDescription;
     *  guard.abilityBaseCooldownTime = guardCooldownTime;
     *  guard.abilityAPCost = guardAPCost;
     *  guard.abilityRange = guardRange;
     *  guard.abilityPrimaryValue = guardPrimaryValue;
     *  guard.abilitySecondaryValue = guardSecondaryValue;
     *
     *  AllAbilities.Add(guard);
     * }
     *
     * public void CreateMeteorData()
     * {
     *  //Ability strike = new Ability();
     *  Ability meteor = gameObject.AddComponent<Ability>();
     *
     *
     *  meteor.abilityName = meteorName;
     *  meteor.abilityDescription = meteorDescription;
     *  meteor.abilityBaseCooldownTime = meteorCooldownTime;
     *  meteor.abilityAPCost = meteorAPCost;
     *  meteor.abilityRange = meteorRange;
     *  meteor.abilityPrimaryValue = meteorPrimaryValue;
     *  meteor.abilitySecondaryValue = meteorSecondaryValue;
     *  meteor.abilityImage = meteorImage;
     *
     *  AllAbilities.Add(meteor);
     * }
     *
     * public void CreateTelekinesisData()
     * {
     *  Ability telekinesis = gameObject.AddComponent<Ability>();
     *  //Ability move = new Ability();
     *
     *  telekinesis.abilityImage = telekinesisImage;
     *  telekinesis.abilityName = telekinesisName;
     *  telekinesis.abilityDescription = telekinesisDescription;
     *  telekinesis.abilityBaseCooldownTime = telekinesisCooldownTime;
     *  telekinesis.abilityAPCost = telekinesisAPCost;
     *  telekinesis.abilityRange = telekinesisRange;
     *  telekinesis.abilityPrimaryValue = telekinesisPrimaryValue;
     *  telekinesis.abilitySecondaryValue = telekinesisSecondaryValue;
     *
     *  AllAbilities.Add(telekinesis);
     * }
     *
     * public void CreateFrostBoltData()
     * {
     *  Ability frostbolt = gameObject.AddComponent<Ability>();
     *
     *  frostbolt.abilityName = frostboltName;
     *  frostbolt.abilityDescription = frostboltDescription;
     *  frostbolt.abilityBaseCooldownTime = frostboltCooldownTime;
     *  frostbolt.abilityAPCost = frostboltAPCost;
     *  frostbolt.abilityRange = frostboltRange;
     *  frostbolt.abilityPrimaryValue = frostboltPrimaryValue;
     *  frostbolt.abilitySecondaryValue = frostboltSecondaryValue;
     *  frostbolt.abilityImage = frostboltImage;
     *
     *  AllAbilities.Add(frostbolt);
     * }
     *
     * public void CreateFireBallData()
     * {
     *  Ability fireball = gameObject.AddComponent<Ability>();
     *
     *  fireball.abilityName = fireballName;
     *  fireball.abilityDescription = fireballDescription;
     *  fireball.abilityBaseCooldownTime = fireballCooldownTime;
     *  fireball.abilityAPCost = fireballAPCost;
     *  fireball.abilityRange = fireballRange;
     *  fireball.abilityPrimaryValue = fireballPrimaryValue;
     *  fireball.abilitySecondaryValue = fireballSecondaryValue;
     *  fireball.abilityImage = fireballImage;
     *
     *  AllAbilities.Add(fireball);
     * }
     *
     * public void CreateShootData()
     * {
     *  Ability shoot = gameObject.AddComponent<Ability>();
     *
     *  shoot.abilityName = shootName;
     *  shoot.abilityDescription = shootDescription;
     *  shoot.abilityBaseCooldownTime = shootCooldownTime;
     *  shoot.abilityAPCost = shootAPCost;
     *  shoot.abilityRange = shootRange;
     *  shoot.abilityPrimaryValue = shootPrimaryValue;
     *  shoot.abilitySecondaryValue = shootSecondaryValue;
     *  shoot.abilityImage = shootImage;
     *
     *  AllAbilities.Add(shoot);
     * }
     *
     * public void CreateRapidFireData()
     * {
     *  Ability rapidFire = gameObject.AddComponent<Ability>();
     *
     *  rapidFire.abilityName = rapidFireName;
     *  rapidFire.abilityDescription = rapidFireDescription;
     *  rapidFire.abilityBaseCooldownTime = rapidFireCooldownTime;
     *  rapidFire.abilityAPCost = rapidFireAPCost;
     *  rapidFire.abilityRange = rapidFireRange;
     *  rapidFire.abilityPrimaryValue = rapidFirePrimaryValue;
     *  rapidFire.abilitySecondaryValue = rapidFireSecondaryValue;
     *  rapidFire.abilityImage = rapidFireImage;
     *
     *  AllAbilities.Add(rapidFire);
     * }
     *
     * public void CreateImpalingBoltData()
     * {
     *  Ability impalingBolt = gameObject.AddComponent<Ability>();
     *
     *  impalingBolt.abilityName = impalingBoltName;
     *  impalingBolt.abilityDescription = impalingBoltDescription;
     *  impalingBolt.abilityBaseCooldownTime = impalingBoltCooldownTime;
     *  impalingBolt.abilityAPCost = impalingBoltAPCost;
     *  impalingBolt.abilityRange = impalingBoltRange;
     *  impalingBolt.abilityPrimaryValue = impalingBoltPrimaryValue;
     *  impalingBolt.abilitySecondaryValue = impalingBoltSecondaryValue;
     *  impalingBolt.abilityImage = impalingBoltImage;
     *
     *  AllAbilities.Add(impalingBolt);
     * }
     *
     * public void CreateForestMedicineData()
     * {
     *  Ability forestMedicine = gameObject.AddComponent<Ability>();
     *
     *  forestMedicine.abilityName = forestMedicineName;
     *  forestMedicine.abilityDescription = forestMedicineDescription;
     *  forestMedicine.abilityBaseCooldownTime = forestMedicineCooldownTime;
     *  forestMedicine.abilityAPCost = forestMedicineAPCost;
     *  forestMedicine.abilityRange = forestMedicineRange;
     *  forestMedicine.abilityPrimaryValue = forestMedicinePrimaryValue;
     *  forestMedicine.abilitySecondaryValue = forestMedicineSecondaryValue;
     *  forestMedicine.abilityImage = forestMedicineImage;
     *
     *  AllAbilities.Add(forestMedicine);
     * }
     *
     * public void CreateWhirlwindData()
     * {
     *  Ability whirlwind = gameObject.AddComponent<Ability>();
     *
     *  whirlwind.abilityName = whirlwindName;
     *  whirlwind.abilityDescription = whirlwindDescription;
     *  whirlwind.abilityBaseCooldownTime = whirlwindCooldownTime;
     *  whirlwind.abilityAPCost = whirlwindAPCost;
     *  whirlwind.abilityRange = whirlwindRange;
     *  whirlwind.abilityPrimaryValue = whirlwindPrimaryValue;
     *  whirlwind.abilitySecondaryValue = whirlwindSecondaryValue;
     *  whirlwind.abilityImage = whirlwindImage;
     *
     *  AllAbilities.Add(whirlwind);
     * }
     *
     * public void CreateSummonUndeadData()
     * {
     *  Ability summonUndead = gameObject.AddComponent<Ability>();
     *
     *  summonUndead.abilityName = summonUndeadName;
     *  summonUndead.abilityDescription = summonUndeadDescription;
     *  summonUndead.abilityBaseCooldownTime = summonUndeadCooldownTime;
     *  summonUndead.abilityAPCost = summonUndeadAPCost;
     *  summonUndead.abilityRange = summonUndeadRange;
     *  summonUndead.abilityPrimaryValue = summonUndeadPrimaryValue;
     *  summonUndead.abilitySecondaryValue = summonUndeadSecondaryValue;
     *  summonUndead.abilityImage = summonUndeadImage;
     *
     *  AllAbilities.Add(summonUndead);
     * }
     *
     * public void CreateChaosBoltData()
     * {
     *  Ability chaosBolt = gameObject.AddComponent<Ability>();
     *
     *  chaosBolt.abilityName = chaosBoltName;
     *  chaosBolt.abilityDescription = chaosBoltDescription;
     *  chaosBolt.abilityBaseCooldownTime = chaosBoltCooldownTime;
     *  chaosBolt.abilityAPCost = chaosBoltAPCost;
     *  chaosBolt.abilityRange = chaosBoltRange;
     *  chaosBolt.abilityPrimaryValue = chaosBoltPrimaryValue;
     *  chaosBolt.abilitySecondaryValue = chaosBoltSecondaryValue;
     *  chaosBolt.abilityImage = chaosBoltImage;
     *
     *  AllAbilities.Add(chaosBolt);
     * }
     *
     * public void CreateCrushingBlowData()
     * {
     *  Ability crushingBlow = gameObject.AddComponent<Ability>();
     *
     *  crushingBlow.abilityName = crushingBlowName;
     *  crushingBlow.abilityDescription = crushingBlowDescription;
     *  crushingBlow.abilityBaseCooldownTime = crushingBlowCooldownTime;
     *  crushingBlow.abilityAPCost = crushingBlowAPCost;
     *  crushingBlow.abilityRange = crushingBlowRange;
     *  crushingBlow.abilityPrimaryValue = crushingBlowPrimaryValue;
     *  crushingBlow.abilitySecondaryValue = crushingBlowSecondaryValue;
     *  crushingBlow.abilityImage = crushingBlowImage;
     *
     *  AllAbilities.Add(crushingBlow);
     * }
     *
     * public void CreateEnvigorateData()
     * {
     *  Ability envigorate = gameObject.AddComponent<Ability>();
     *
     *  envigorate.abilityName = invigorateName;
     *  envigorate.abilityDescription = invigorateDescription;
     *  envigorate.abilityBaseCooldownTime = invigorateCooldownTime;
     *  envigorate.abilityAPCost = invigorateAPCost;
     *  envigorate.abilityRange = invigorateRange;
     *  envigorate.abilityPrimaryValue = invigoratePrimaryValue;
     *  envigorate.abilitySecondaryValue = invigorateSecondaryValue;
     *  envigorate.abilityImage = invigorateImage;
     *
     *  AllAbilities.Add(envigorate);
     * }
     *
     * public void CreateHolyFireData()
     * {
     *  Ability holyFire = gameObject.AddComponent<Ability>();
     *
     *  holyFire.abilityName = holyFireName;
     *  holyFire.abilityDescription = holyFireDescription;
     *  holyFire.abilityBaseCooldownTime = holyFireCooldownTime;
     *  holyFire.abilityAPCost = holyFireAPCost;
     *  holyFire.abilityRange = holyFireRange;
     *  holyFire.abilityPrimaryValue = holyFirePrimaryValue;
     *  holyFire.abilitySecondaryValue = holyFireSecondaryValue;
     *  holyFire.abilityImage = holyFireImage;
     *
     *  AllAbilities.Add(holyFire);
     * }
     * public void CreateVoidBombData()
     * {
     *  Ability voidBomb = gameObject.AddComponent<Ability>();
     *
     *  voidBomb.abilityName = voidBombName;
     *  voidBomb.abilityDescription = voidBombDescription;
     *  voidBomb.abilityBaseCooldownTime = voidBombCooldownTime;
     *  voidBomb.abilityAPCost = voidBombAPCost;
     *  voidBomb.abilityRange = voidBombRange;
     *  voidBomb.abilityPrimaryValue = voidBombPrimaryValue;
     *  voidBomb.abilitySecondaryValue = voidBombSecondaryValue;
     *  voidBomb.abilityImage = voidBombImage;
     *
     *  AllAbilities.Add(voidBomb);
     * }
     * public void CreateNightmareData()
     * {
     *  Ability nightmare = gameObject.AddComponent<Ability>();
     *
     *  nightmare.abilityName = nightmareName;
     *  nightmare.abilityDescription = nightmareDescription;
     *  nightmare.abilityBaseCooldownTime = nightmareCooldownTime;
     *  nightmare.abilityAPCost = nightmareAPCost;
     *  nightmare.abilityRange = nightmareRange;
     *  nightmare.abilityPrimaryValue = nightmarePrimaryValue;
     *  nightmare.abilitySecondaryValue = nightmareSecondaryValue;
     *  nightmare.abilityImage = nightmareImage;
     *
     *  AllAbilities.Add(nightmare);
     * }
     *
     * public void CreateTwinStrikeData()
     * {
     *  Ability twinStrike = gameObject.AddComponent<Ability>();
     *
     *  twinStrike.abilityName = twinStrikeName;
     *  twinStrike.abilityDescription = twinStrikeDescription;
     *  twinStrike.abilityBaseCooldownTime = twinStrikeCooldownTime;
     *  twinStrike.abilityAPCost = twinStrikeAPCost;
     *  twinStrike.abilityRange = twinStrikeRange;
     *  twinStrike.abilityPrimaryValue = twinStrikePrimaryValue;
     *  twinStrike.abilitySecondaryValue = twinStrikeSecondaryValue;
     *  twinStrike.abilityImage = twinStrikeImage;
     *
     *  AllAbilities.Add(twinStrike);
     * }
     *
     * public void CreateDashData()
     * {
     *  Ability dash = gameObject.AddComponent<Ability>();
     *
     *  dash.abilityName = dashName;
     *  dash.abilityDescription = dashDescription;
     *  dash.abilityBaseCooldownTime = dashCooldownTime;
     *  dash.abilityAPCost = dashAPCost;
     *  dash.abilityRange = dashRange;
     *  dash.abilityPrimaryValue = dashPrimaryValue;
     *  dash.abilitySecondaryValue = dashSecondaryValue;
     *  dash.abilityImage = dashImage;
     *
     *  AllAbilities.Add(dash);
     * }
     *
     * public void CreatePreparationData()
     * {
     *  Ability preparation = gameObject.AddComponent<Ability>();
     *
     *  preparation.abilityName = preparationName;
     *  preparation.abilityDescription = preparationDescription;
     *  preparation.abilityBaseCooldownTime = preparationCooldownTime;
     *  preparation.abilityAPCost = preparationAPCost;
     *  preparation.abilityRange = preparationRange;
     *  preparation.abilityPrimaryValue = preparationPrimaryValue;
     *  preparation.abilitySecondaryValue = preparationSecondaryValue;
     *  preparation.abilityImage = preparationImage;
     *
     *  AllAbilities.Add(preparation);
     * }
     * public void CreateSnipeData()
     * {
     *  Ability snipe = gameObject.AddComponent<Ability>();
     *
     *  snipe.abilityName = snipeName;
     *  snipe.abilityDescription = snipeDescription;
     *  snipe.abilityBaseCooldownTime = snipeCooldownTime;
     *  snipe.abilityAPCost = snipeAPCost;
     *  snipe.abilityRange = snipeRange;
     *  snipe.abilityPrimaryValue = snipePrimaryValue;
     *  snipe.abilitySecondaryValue = snipeSecondaryValue;
     *  snipe.abilityImage = snipeImage;
     *
     *  AllAbilities.Add(snipe);
     * }
     *
     * public void CreateHealingLightData()
     * {
     *  Ability healingLight = gameObject.AddComponent<Ability>();
     *
     *  healingLight.abilityName = healingLightName;
     *  healingLight.abilityDescription = healingLightDescription;
     *  healingLight.abilityBaseCooldownTime = healingLightCooldownTime;
     *  healingLight.abilityAPCost = healingLightAPCost;
     *  healingLight.abilityRange = healingLightRange;
     *  healingLight.abilityPrimaryValue = healingLightPrimaryValue;
     *  healingLight.abilitySecondaryValue = healingLightSecondaryValue;
     *  healingLight.abilityImage = healingLightImage;
     *
     *  AllAbilities.Add(healingLight);
     * }
     * public void CreateRockTossData()
     * {
     *  Ability rockToss = gameObject.AddComponent<Ability>();
     *
     *  rockToss.abilityName = rockTossName;
     *  rockToss.abilityDescription = rockTossDescription;
     *  rockToss.abilityBaseCooldownTime = rockTossCooldownTime;
     *  rockToss.abilityAPCost = rockTossAPCost;
     *  rockToss.abilityRange = rockTossRange;
     *  rockToss.abilityPrimaryValue = rockTossPrimaryValue;
     *  rockToss.abilitySecondaryValue = rockTossSecondaryValue;
     *  rockToss.abilityImage = rockTossImage;
     *
     *  AllAbilities.Add(rockToss);
     * }
     * public void CreateSiphonLifeData()
     * {
     *  Ability siphonLife = gameObject.AddComponent<Ability>();
     *
     *  siphonLife.abilityName = siphonLifeName;
     *  siphonLife.abilityDescription = siphonLifeDescription;
     *  siphonLife.abilityBaseCooldownTime = siphonLifeCooldownTime;
     *  siphonLife.abilityAPCost = siphonLifeAPCost;
     *  siphonLife.abilityRange = siphonLifeRange;
     *  siphonLife.abilityPrimaryValue = siphonLifePrimaryValue;
     *  siphonLife.abilitySecondaryValue = siphonLifeSecondaryValue;
     *  siphonLife.abilityImage = siphonLifeImage;
     *
     *  AllAbilities.Add(siphonLife);
     * }
     * public void CreateTeleportData()
     * {
     *  Ability teleport = gameObject.AddComponent<Ability>();
     *
     *  teleport.abilityName = teleportName;
     *  teleport.abilityDescription = teleportDescription;
     *  teleport.abilityBaseCooldownTime = teleportCooldownTime;
     *  teleport.abilityAPCost = teleportAPCost;
     *  teleport.abilityRange = teleportRange;
     *  teleport.abilityPrimaryValue = teleportPrimaryValue;
     *  teleport.abilitySecondaryValue = teleportSecondaryValue;
     *  teleport.abilityImage = teleportImage;
     *
     *  AllAbilities.Add(teleport);
     * }
     *
     * public void CreateSliceAndDiceData()
     * {
     *  Ability sliceAndDice = gameObject.AddComponent<Ability>();
     *
     *  sliceAndDice.abilityName = sliceAndDiceName;
     *  sliceAndDice.abilityDescription = sliceAndDiceDescription;
     *  sliceAndDice.abilityBaseCooldownTime = sliceAndDiceCooldownTime;
     *  sliceAndDice.abilityAPCost = sliceAndDiceAPCost;
     *  sliceAndDice.abilityRange = sliceAndDiceRange;
     *  sliceAndDice.abilityPrimaryValue = sliceAndDicePrimaryValue;
     *  sliceAndDice.abilitySecondaryValue = sliceAndDiceSecondaryValue;
     *  sliceAndDice.abilityImage = sliceAndDiceImage;
     *
     *  AllAbilities.Add(sliceAndDice);
     * }
     *
     * public void CreatePoisonDartData()
     * {
     *  Ability poisonDart = gameObject.AddComponent<Ability>();
     *
     *  poisonDart.abilityName = poisonDartName;
     *  poisonDart.abilityDescription = poisonDartDescription;
     *  poisonDart.abilityBaseCooldownTime = poisonDartCooldownTime;
     *  poisonDart.abilityAPCost = poisonDartAPCost;
     *  poisonDart.abilityRange = poisonDartRange;
     *  poisonDart.abilityPrimaryValue = poisonDartPrimaryValue;
     *  poisonDart.abilitySecondaryValue = poisonDartSecondaryValue;
     *  poisonDart.abilityImage = poisonDartImage;
     *
     *  AllAbilities.Add(poisonDart);
     * }
     *
     * public void CreateChemicalReactionData()
     * {
     *  Ability chemicalReaction = gameObject.AddComponent<Ability>();
     *
     *  chemicalReaction.abilityName = chemicalReactionName;
     *  chemicalReaction.abilityDescription = chemicalReactionDescription;
     *  chemicalReaction.abilityBaseCooldownTime = chemicalReactionCooldownTime;
     *  chemicalReaction.abilityAPCost = chemicalReactionAPCost;
     *  chemicalReaction.abilityRange = chemicalReactionRange;
     *  chemicalReaction.abilityPrimaryValue = chemicalReactionPrimaryValue;
     *  chemicalReaction.abilitySecondaryValue = chemicalReactionSecondaryValue;
     *  chemicalReaction.abilityImage = chemicalReactionImage;
     *
     *  AllAbilities.Add(chemicalReaction);
     * }
     * public void CreateBloodLustData()
     * {
     *  Ability bloodLust = gameObject.AddComponent<Ability>();
     *
     *  bloodLust.abilityName = bloodLustName;
     *  bloodLust.abilityDescription = bloodLustDescription;
     *  bloodLust.abilityBaseCooldownTime = bloodLustCooldownTime;
     *  bloodLust.abilityAPCost = bloodLustAPCost;
     *  bloodLust.abilityRange = bloodLustRange;
     *  bloodLust.abilityPrimaryValue = bloodLustPrimaryValue;
     *  bloodLust.abilitySecondaryValue = bloodLustSecondaryValue;
     *  bloodLust.abilityImage = bloodLustImage;
     *
     *  AllAbilities.Add(bloodLust);
     * }
     *
     * public void CreateGetDownData()
     * {
     *  Ability getDown = gameObject.AddComponent<Ability>();
     *
     *  getDown.abilityName = getDownName;
     *  getDown.abilityDescription = getDownDescription;
     *  getDown.abilityBaseCooldownTime = getDownCooldownTime;
     *  getDown.abilityAPCost = getDownAPCost;
     *  getDown.abilityRange = getDownRange;
     *  getDown.abilityPrimaryValue = getDownPrimaryValue;
     *  getDown.abilitySecondaryValue = getDownSecondaryValue;
     *  getDown.abilityImage = getDownImage;
     *
     *  AllAbilities.Add(getDown);
     * }
     *
     * public void CreateDoomData()
     * {
     *  Ability doom = gameObject.AddComponent<Ability>();
     *
     *  doom.abilityName = doomName;
     *  doom.abilityDescription = doomDescription;
     *  doom.abilityBaseCooldownTime = doomCooldownTime;
     *  doom.abilityAPCost = doomAPCost;
     *  doom.abilityRange = doomRange;
     *  doom.abilityPrimaryValue = doomPrimaryValue;
     *  doom.abilitySecondaryValue = doomSecondaryValue;
     *  doom.abilityImage = doomImage;
     *
     *  AllAbilities.Add(doom);
     * }
     *
     * public void CreateSmashData()
     * {
     *  Ability smash = gameObject.AddComponent<Ability>();
     *
     *  smash.abilityName = smashName;
     *  smash.abilityDescription = smashDescription;
     *  smash.abilityBaseCooldownTime = smashCooldownTime;
     *  smash.abilityAPCost = smashAPCost;
     *  smash.abilityRange = smashRange;
     *  smash.abilityPrimaryValue = smashPrimaryValue;
     *  smash.abilitySecondaryValue = smashSecondaryValue;
     *  smash.abilityImage = smashImage;
     *
     *  AllAbilities.Add(smash);
     * }
     *
     * public void CreateLightningShieldData()
     * {
     *  Ability lightningShield = gameObject.AddComponent<Ability>();
     *
     *  lightningShield.abilityName = lightningShieldName;
     *  lightningShield.abilityDescription = lightningShieldDescription;
     *  lightningShield.abilityBaseCooldownTime = lightningShieldCooldownTime;
     *  lightningShield.abilityAPCost = lightningShieldAPCost;
     *  lightningShield.abilityRange = lightningShieldRange;
     *  lightningShield.abilityPrimaryValue = lightningShieldPrimaryValue;
     *  lightningShield.abilitySecondaryValue = lightningShieldSecondaryValue;
     *  lightningShield.abilityImage = lightningShieldImage;
     *
     *  AllAbilities.Add(lightningShield);
     * }
     *
     * public void CreateElectricalDischargeData()
     * {
     *  Ability electricalDischarge = gameObject.AddComponent<Ability>();
     *
     *  electricalDischarge.abilityName = electricalDischargeName;
     *  electricalDischarge.abilityDescription = electricalDischargeDescription;
     *  electricalDischarge.abilityBaseCooldownTime = electricalDischargeCooldownTime;
     *  electricalDischarge.abilityAPCost = electricalDischargeAPCost;
     *  electricalDischarge.abilityRange = electricalDischargeRange;
     *  electricalDischarge.abilityPrimaryValue = electricalDischargePrimaryValue;
     *  electricalDischarge.abilitySecondaryValue = electricalDischargeSecondaryValue;
     *  electricalDischarge.abilityImage = electricalDischargeImage;
     *
     *  AllAbilities.Add(electricalDischarge);
     * }
     * public void CreateChainLightningData()
     * {
     *  Ability chainLightning = gameObject.AddComponent<Ability>();
     *
     *  chainLightning.abilityName = chainLightningName;
     *  chainLightning.abilityDescription = chainLightningDescription;
     *  chainLightning.abilityBaseCooldownTime = chainLightningCooldownTime;
     *  chainLightning.abilityAPCost = chainLightningAPCost;
     *  chainLightning.abilityRange = chainLightningRange;
     *  chainLightning.abilityPrimaryValue = chainLightningPrimaryValue;
     *  chainLightning.abilitySecondaryValue = chainLightningSecondaryValue;
     *  chainLightning.abilityImage = chainLightningImage;
     *
     *  AllAbilities.Add(chainLightning);
     * }
     * public void CreatePrimalRageData()
     * {
     *  Ability primalRage = gameObject.AddComponent<Ability>();
     *
     *  primalRage.abilityName = primalRageName;
     *  primalRage.abilityDescription = primalRageDescription;
     *  primalRage.abilityBaseCooldownTime = primalRageCooldownTime;
     *  primalRage.abilityAPCost = primalRageAPCost;
     *  primalRage.abilityRange = primalRageRange;
     *  primalRage.abilityPrimaryValue = primalRagePrimaryValue;
     *  primalRage.abilitySecondaryValue = primalRageSecondaryValue;
     *  primalRage.abilityImage = primalRageImage;
     *
     *  AllAbilities.Add(primalRage);
     * }
     * public void CreatePrimalBlastData()
     * {
     *  Ability primalBlast = gameObject.AddComponent<Ability>();
     *
     *  primalBlast.abilityName = primalBlastName;
     *  primalBlast.abilityDescription = primalBlastDescription;
     *  primalBlast.abilityBaseCooldownTime = primalBlastCooldownTime;
     *  primalBlast.abilityAPCost = primalBlastAPCost;
     *  primalBlast.abilityRange = primalBlastRange;
     *  primalBlast.abilityPrimaryValue = primalBlastPrimaryValue;
     *  primalBlast.abilitySecondaryValue = primalBlastSecondaryValue;
     *  primalBlast.abilityImage = primalBlastImage;
     *
     *  AllAbilities.Add(primalBlast);
     * }
     * public void CreatePhaseShiftData()
     * {
     *  Ability phaseShift = gameObject.AddComponent<Ability>();
     *
     *  phaseShift.abilityName = phaseShiftName;
     *  phaseShift.abilityDescription = phaseShiftDescription;
     *  phaseShift.abilityBaseCooldownTime = phaseShiftCooldownTime;
     *  phaseShift.abilityAPCost = phaseShiftAPCost;
     *  phaseShift.abilityRange = phaseShiftRange;
     *  phaseShift.abilityPrimaryValue = phaseShiftPrimaryValue;
     *  phaseShift.abilitySecondaryValue = phaseShiftSecondaryValue;
     *  phaseShift.abilityImage = phaseShiftImage;
     *
     *  AllAbilities.Add(phaseShift);
     * }
     * public void CreateSanctityData()
     * {
     *  Ability sanctity = gameObject.AddComponent<Ability>();
     *
     *  sanctity.abilityName = sanctityName;
     *  sanctity.abilityDescription = sanctityDescription;
     *  sanctity.abilityBaseCooldownTime = sanctityCooldownTime;
     *  sanctity.abilityAPCost = sanctityAPCost;
     *  sanctity.abilityRange = sanctityRange;
     *  sanctity.abilityPrimaryValue = sanctityPrimaryValue;
     *  sanctity.abilitySecondaryValue = sanctitySecondaryValue;
     *  sanctity.abilityImage = sanctityImage;
     *
     *  AllAbilities.Add(sanctity);
     * }
     * public void CreateBlessData()
     * {
     *  Ability bless = gameObject.AddComponent<Ability>();
     *
     *  bless.abilityName = blessName;
     *  bless.abilityDescription = blessDescription;
     *  bless.abilityBaseCooldownTime = blessCooldownTime;
     *  bless.abilityAPCost = blessAPCost;
     *  bless.abilityRange = blessRange;
     *  bless.abilityPrimaryValue = blessPrimaryValue;
     *  bless.abilitySecondaryValue = blessSecondaryValue;
     *  bless.abilityImage = blessImage;
     *
     *  AllAbilities.Add(bless);
     * }
     */

    public AbilityDataSO GetAbilityByName(string name)
    {
        AbilityDataSO abilityReturned = null;

        foreach (AbilityDataSO ability in AllAbilities)
        {
            if (ability.abilityName == name)
            {
                abilityReturned = ability;
            }
        }

        if (abilityReturned == null)
        {
            Debug.Log("AbilityLibrary.GetAbilityByName() couldn't find a matching ability, returning null...");
        }

        return(abilityReturned);
    }
Beispiel #19
0
    // Ability Tome Logic
    #region
    public void AddAbilityTomeToInventory(AbilityDataSO abilityData, bool showOverlayCardEffect = false)
    {
        // Create game object
        GameObject newAbilityTomeGO          = Instantiate(PrefabHolder.Instance.AbilityTomeInventoryCard, itemsParent.transform);
        AbilityTomeInventoryCard abilityTome = newAbilityTomeGO.GetComponent <AbilityTomeInventoryCard>();

        // Enable char roster sparkle
        UIManager.Instance.SetCharacterRosterButtonParticleViewState(true);

        // play screen overlay VFX
        if (showOverlayCardEffect)
        {
            CardRewardScreenManager.Instance.CreateAbilityCardRewardEffect(abilityData);
        }

        // Place in inventory
        PlaceAbilityTomeOnInventorySlot(abilityTome, GetNextAvailableSlot());

        // Initialize tome
        abilityTome.BuildFromAbilityData(abilityData);
    }
Beispiel #20
0
    public void BuildAbilityTypeIconViewsFromData(AbilityInfoSheet sheet, AbilityDataSO data)
    {
        Debug.Log("AbilityInfoSheetController.BuildAbilityTypeIconViewsFromData() called...");

        sheet.meleeAttackIconParent.SetActive(false);
        sheet.rangedAttackIconParent.SetActive(false);
        sheet.skillIconParent.SetActive(false);

        if (data.abilityType == AbilityDataSO.AbilityType.MeleeAttack)
        {
            sheet.meleeAttackIconParent.SetActive(true);
        }
        else if (data.abilityType == AbilityDataSO.AbilityType.RangedAttack)
        {
            sheet.rangedAttackIconParent.SetActive(true);
        }
        else if (data.abilityType == AbilityDataSO.AbilityType.Skill)
        {
            sheet.skillIconParent.SetActive(true);
        }
    }
Beispiel #21
0
    // Ability Data Search Methods
    #region
    public AbilityDataSO GetAbilityByName(string _name)
    {
        Debug.Log("AbilityLibrary.GetAbilityByName() called, searching with provided string: " + _name);

        AbilityDataSO abilityReturned = null;

        foreach (AbilityDataSO ability in AllAbilities)
        {
            if (ability.abilityName == _name)
            {
                abilityReturned = ability;
                break;
            }
        }

        if (abilityReturned == null)
        {
            Debug.Log("AbilityLibrary.GetAbilityByName() couldn't find an ability called '" + _name + "', returning null...");
        }

        return(abilityReturned);
    }
Beispiel #22
0
    public void SetupBaseProperties(AbilityDataSO abilityFromLibrary)
    {
        myAbilityData = abilityFromLibrary;

        abilityImage = abilityFromLibrary.abilityImage;
        Image image = GetComponent <Image>();

        // only for defenders. enemies don't have ability button gameobjects, so GetComponent<Image> will cause a null ref on enemies.
        if (image)
        {
            GetComponent <Image>().sprite = abilityImage;
        }

        abilityName             = abilityFromLibrary.abilityName;
        abilityDescription      = abilityFromLibrary.abilityDescription;
        abilityBaseCooldownTime = abilityFromLibrary.abilityBaseCooldownTime;
        abilityAPCost           = abilityFromLibrary.abilityAPCost;
        abilityRange            = abilityFromLibrary.abilityRange;
        abilityPrimaryValue     = abilityFromLibrary.abilityPrimaryValue;
        abilitySecondaryValue   = abilityFromLibrary.abilitySecondaryValue;

        abilityAttackType = abilityFromLibrary.abilityAttackType;
        abilityDamageType = abilityFromLibrary.abilityDamageType;
        usesMeleeWeapon   = abilityFromLibrary.usesMeleeWeapon;
        usesRangedWeapon  = abilityFromLibrary.usesRangedWeapon;

        // Set up info panel for defenders
        if (myLivingEntity.GetComponent <Defender>())
        {
            cdText.text          = abilityFromLibrary.abilityBaseCooldownTime.ToString();
            rangeText.text       = abilityFromLibrary.abilityRange.ToString();
            apCostText.text      = abilityFromLibrary.abilityAPCost.ToString();
            nameText.text        = abilityFromLibrary.abilityName.ToString();
            descriptionText.text = abilityFromLibrary.abilityDescription.ToString();
        }
    }
Beispiel #23
0
 // Setup
 #region
 public void InitializeSetup(AbilityDataSO data)
 {
     abilityImage.sprite = data.sprite;
     myData = data;
     BuildInfoPanelFromData(myData);
 }
Beispiel #24
0
    private IEnumerator CreateAbilityCardRewardEffectCoroutine(AbilityDataSO abilityData, Action action)
    {
        // Create Card object
        GameObject newAbilityCardGO             = Instantiate(abilityCardEffectPrefab, cardParent);
        AbilityCardRewardOverlay newAbilityCard = newAbilityCardGO.GetComponent <AbilityCardRewardOverlay>();

        // Set up card properties
        BuildAbilityCardRewardOverlayFromData(abilityData, newAbilityCard);

        // Scale down card
        SetParentScale(newAbilityCard.abilityCardScaleParent, new Vector3(0.005f, 0.005f, 0.005f));

        // Insert Delay, break up multiple simoltaenous reveals
        yield return(new WaitForSeconds(CalculateCardRevealDelay()));

        // Get next available slot position
        CardRewardScreenSlot mySlot = GetNextAvailableSlotPosition();

        // dont proceed unless a slot is available
        if (mySlot == null)
        {
            action.actionResolved = true;
            yield break;
        }

        // Move to starting slot position
        newAbilityCard.masterLocationParent.position = mySlot.parentTransform.position;

        // Start scaling card back to normal size
        Action scaleEffect = ScaleUpCard(newAbilityCard.abilityCardScaleParent, 1);

        yield return(new WaitUntil(() => scaleEffect.actionResolved == true));

        // Brief pause, so player can read the card
        yield return(new WaitForSeconds(1));

        // Free up slot
        mySlot.occupied = false;

        // Start scaling card back down
        ScaleDownCard(newAbilityCard.abilityCardScaleParent, 0.01f);

        // Start card rotation towards destination
        RotateCardZAxis(newAbilityCard.abilityCardScaleParent, -45);

        // Enable Sparkle Effect
        newAbilityCard.sparkleParticleEffectParent.SetActive(true);

        // Move character panel button position
        Action moveEffect = MoveCardToDestination(newAbilityCard.masterLocationParent, charRosterButtonEndPosition.position);

        yield return(new WaitUntil(() => moveEffect.actionResolved == true));

        // Create mini explosion on char roster button
        GameObject newPE = Instantiate(lootExplosionEffectPrefab, cardParent);

        newPE.transform.position = charRosterButtonEndPosition.position;

        // Destroy item card
        Destroy(newAbilityCardGO);

        // Resolve
        action.actionResolved = true;
    }
Beispiel #25
0
 public void BuildInfoPanelFromData(AbilityDataSO data)
 {
     // build text and images assets
     AbilityInfoSheetController.Instance.BuildSheetFromData(abilityInfoSheet, data, AbilityInfoSheet.PivotDirection.Upwards);
 }
Beispiel #26
0
 public void BuildAbilityCardRewardOverlayFromData(AbilityDataSO data, AbilityCardRewardOverlay card)
 {
     AbilityInfoSheetController.Instance.BuildSheetFromData(card.abilityCard, data, AbilityInfoSheet.PivotDirection.Downwards);
 }
Beispiel #27
0
    public void UpdateCharacterAbilitiesFromWeapons(CharacterData character)
    {
        Debug.Log("InventoryController.UpdateCharacterAbilitiesFromWeapons() called...");
        List <AbilityDataSO> abilitiesToLearn = new List <AbilityDataSO>();

        ItemDataSO mainHandWeapon = character.mainHandWeapon;
        ItemDataSO offHandWeapon  = character.offHandWeapon;

        AbilityDataSO strike     = AbilityLibrary.Instance.GetAbilityByName("Strike");
        AbilityDataSO defend     = AbilityLibrary.Instance.GetAbilityByName("Defend");
        AbilityDataSO shoot      = AbilityLibrary.Instance.GetAbilityByName("Shoot");
        AbilityDataSO twinStrike = AbilityLibrary.Instance.GetAbilityByName("Twin Strike");

        // Unlearn previous weapon related abilities first
        if (character.DoesCharacterAlreadyKnowAbility(strike))
        {
            character.HandleUnlearnAbility(strike);
        }
        if (character.DoesCharacterAlreadyKnowAbility(shoot))
        {
            character.HandleUnlearnAbility(shoot);
        }
        if (character.DoesCharacterAlreadyKnowAbility(defend))
        {
            character.HandleUnlearnAbility(defend);
        }
        if (character.DoesCharacterAlreadyKnowAbility(twinStrike))
        {
            character.HandleUnlearnAbility(twinStrike);
        }


        // Twin Strike
        if (mainHandWeapon.itemType == ItemDataSO.ItemType.MeleeOneHand &&
            offHandWeapon != null && offHandWeapon.itemType == ItemDataSO.ItemType.MeleeOneHand)
        {
            Debug.Log(character.myName + " learning Twin Strike from weapon loadout");
            abilitiesToLearn.Add(twinStrike);
        }

        // Strike and Defend
        else if (mainHandWeapon.itemType == ItemDataSO.ItemType.MeleeOneHand &&
                 offHandWeapon != null && offHandWeapon.itemType == ItemDataSO.ItemType.Shield)
        {
            Debug.Log(character.myName + " learning Strike and Defend from weapon loadout");
            abilitiesToLearn.Add(strike);
            abilitiesToLearn.Add(defend);
        }

        // Strike
        else if (mainHandWeapon.itemType == ItemDataSO.ItemType.MeleeOneHand ||
                 mainHandWeapon.itemType == ItemDataSO.ItemType.MeleeTwoHand)
        {
            Debug.Log(character.myName + " learning Strike from weapon loadout");
            abilitiesToLearn.Add(strike);
        }

        // Shoot
        else if (mainHandWeapon.itemType == ItemDataSO.ItemType.RangedTwoHand)
        {
            Debug.Log(character.myName + " learning Shoot from weapon loadout");
            abilitiesToLearn.Add(shoot);
        }

        // Learn abilities
        foreach (AbilityDataSO ability in abilitiesToLearn)
        {
            character.HandleLearnAbility(ability);
        }
    }
    public void AddAbilityToolTipToView(AbilityDataSO ability)
    {
        GameObject newAbilityTabGO = Instantiate(PrefabHolder.Instance.abilityTabPrefab, abilityTabParent.transform);

        newAbilityTabGO.GetComponent <AbilityTab>().InitializeSetup(ability);
    }