Beispiel #1
0
    public void UseMagic(string skillName)
    {
        // Get the info of the skill.
        BattleSkills skillUsed = null;

        for (int i = 0; i < skillsList.Length; i++)
        {
            if (skillsList[i].skillName == skillName)
            {
                skillUsed = skillsList[i];
            }
        }

        if (activeBattleCharacters[currentTurn].currentMP >= skillUsed.manaCost)
        {
            // Close the magic info and magic window.
            CloseAllWindows();
            OpenTargetWindow(skillName);
            manaCost = skillUsed.manaCost;
        }

        else
        {
            // Not enough MP.
            battleNotifications.notificationsText.text = activeBattleCharacters[currentTurn].characterName + " does not have enough MP.";
            battleNotifications.Activate();
            magicInfoWindow.SetActive(false);
        }
    }
Beispiel #2
0
    // Open the magic info window.
    public void OpenMagicInfoWindow(string skillName)
    {
        magicInfoWindow.SetActive(true);

        useMagicButton.skillName = skillName;

        // Get the info of the skill.
        BattleSkills skillUsed = null;

        for (int i = 0; i < skillsList.Length; i++)
        {
            if (skillsList[i].skillName == skillName)
            {
                skillUsed = skillsList[i];
            }
        }

        magicNameText.text = skillUsed.skillName;

        if (skillUsed.isAHealMove)
        {
            magicPowerText.text = "Factor: " + (skillUsed.damagePower * (-100)).ToString() + "%";
        }

        else
        {
            magicPowerText.text = "Power: " + (skillUsed.damagePower * 100).ToString() + "%";
        }

        magicMPCostText.text = "MP: " + skillUsed.manaCost.ToString();
        magicInfoText.text   = skillUsed.skillInfo;
    }
Beispiel #3
0
    // Let the enemy attack.
    private IEnumerator EnemyAttack()
    {
        List <int> characters = new List <int>();

        for (int i = 0; i < activeBattleCharacters.Count; i++)
        {
            if (activeBattleCharacters[i].isPlayer && activeBattleCharacters[i].currentHP > 0)
            {
                characters.Add(i);
            }
        }

        //Target to attack of the enemy
        int          target    = characters[Random.Range(0, characters.Count)];
        BattleSkills skillUsed = null;

        // Select a skill to use.
        int selectedAttack = Random.Range(0, activeBattleCharacters[currentTurn].skillsAvailable.Length);

        for (int i = 0; i < skillsList.Length; i++)
        {
            if (skillsList[i].skillName == activeBattleCharacters[currentTurn].skillsAvailable[selectedAttack])
            {
                skillUsed = skillsList[i];
            }
        }

        // Roll the dice to get the dice values.
        Dice.selfReference.playerNumberOfDiceFaces = activeBattleCharacters[target].numberOfDiceFaces;
        Dice.selfReference.enemyNumberOfDiceFaces  = activeBattleCharacters[currentTurn].numberOfDiceFaces;
        yield return(StartCoroutine(Dice.selfReference.RollTheDice()));

        yield return(new WaitForSeconds(0.5f));

        // Play the enemy's attack effect.
        if (activeBattleCharacters[currentTurn].isABoss)
        {
            activeBattleCharacters[currentTurn].GetComponent <Animator>().SetTrigger("Attack");
        }

        else
        {
            Instantiate(enemyAttackEffect, activeBattleCharacters[currentTurn].transform.position, activeBattleCharacters[currentTurn].transform.rotation);
        }

        //Play the skill's animation.
        Instantiate(skillUsed.visualEffect, activeBattleCharacters[target].transform.position, activeBattleCharacters[target].transform.rotation);

        // Inflict damage/heal a target
        int damageInflicted = inflictDamage(target, skillUsed.damagePower, skillUsed.isAHealMove, Dice.selfReference.enemyValue, Dice.selfReference.playerValue);

        activeBattleCharacters[target].currentHP -= damageInflicted;
        DamagePopup.Create(activeBattleCharacters[target].transform.position, System.Math.Abs(damageInflicted), false);

        // Update stats to the screen.
        UpdateStats();
    }
Beispiel #4
0
    // Open the target window.
    public void OpenTargetWindow(string skillName)
    {
        targetWindow.SetActive(true);

        // A list of targets.
        List <int> targets = new List <int>();

        // Get the info of the skill.
        BattleSkills skillUsed = null;

        for (int i = 0; i < skillsList.Length; i++)
        {
            if (skillsList[i].skillName == skillName)
            {
                skillUsed = skillsList[i];
            }
        }

        // If it is a heal move, the targets are members of the team.
        for (int i = 0; i < activeBattleCharacters.Count; i++)
        {
            if (!skillUsed.isAHealMove)
            {
                if (!activeBattleCharacters[i].isPlayer)
                {
                    targets.Add(i);
                }
            }

            else
            {
                if (activeBattleCharacters[i].isPlayer)
                {
                    targets.Add(i);
                }
            }
        }

        // Update the target buttons.
        for (int i = 0; i < targetButtons.Length; i++)
        {
            if (targets.Count > i && activeBattleCharacters[targets[i]].currentHP > 0)
            {
                targetButtons[i].gameObject.SetActive(true);

                targetButtons[i].skillName       = skillName;
                targetButtons[i].target          = targets[i];
                targetButtons[i].targetName.text = activeBattleCharacters[targets[i]].characterName;
            }

            else
            {
                targetButtons[i].gameObject.SetActive(false);
            }
        }
    }
Beispiel #5
0
    // Let a player attack (coroutine function).
    private IEnumerator PlayerAttackCo(string skillName, int target)
    {
        // Close the target window
        targetWindow.SetActive(false);

        // Let the game know the player is attacking.
        playerIsAttacking = true;

        BattleSkills skillUsed = null;

        for (int i = 0; i < skillsList.Length; i++)
        {
            if (skillsList[i].skillName == skillName)
            {
                skillUsed = skillsList[i];
            }
        }

        // Roll the dice to get the dice values.
        Dice.selfReference.playerNumberOfDiceFaces = activeBattleCharacters[currentTurn].numberOfDiceFaces;
        Dice.selfReference.enemyNumberOfDiceFaces  = activeBattleCharacters[target].numberOfDiceFaces;
        yield return(StartCoroutine(Dice.selfReference.RollTheDice()));

        yield return(new WaitForSeconds(0.5f));

        // Play the attack animation of the battle character.
        activeBattleCharacters[currentTurn].GetComponent <Animator>().SetTrigger("Attack");

        yield return(new WaitForSeconds(0.5f));

        //Play the skill's animation.
        Instantiate(skillUsed.visualEffect, activeBattleCharacters[target].transform.position, activeBattleCharacters[target].transform.rotation);

        // Inflict damage/heal a target
        int damageInflicted = inflictDamage(target, skillUsed.damagePower, skillUsed.isAHealMove, Dice.selfReference.playerValue, Dice.selfReference.enemyValue);

        activeBattleCharacters[target].currentHP -= damageInflicted;
        DamagePopup.Create(activeBattleCharacters[target].transform.position, System.Math.Abs(damageInflicted), false);

        // Update stats to the screen.
        UpdateStats();

        yield return(new WaitForSeconds(0.5f));

        // Let the game know the player is not attacking.
        playerIsAttacking = false;

        NextTurn();
    }