//change the character panel stats base on equip armor public void ChangeStatsCharacterPanel(CharButton equipment) { healthStat_characerPanel.MyMaxValue += equipment.MyEquippedArmor.MyHealth; healthStat_characerPanel.MyCurrentValue += equipment.MyEquippedArmor.MyHealth; magicStat_characerPanel.MyMaxValue += equipment.MyEquippedArmor.MyMagic; magicStat_characerPanel.MyCurrentValue += equipment.MyEquippedArmor.MyMagic; movementSpeedStat.MyMaxValue += equipment.MyEquippedArmor.MySpeed; movementSpeedStat.MyCurrentValue += equipment.MyEquippedArmor.MySpeed; resistanceStat_characterPanel.MyMaxValue += equipment.MyEquippedArmor.MyResistance; resistanceStat_characterPanel.MyCurrentValue += equipment.MyEquippedArmor.MyResistance; magicRegenerationStat_characterPanel.MyMaxValue += equipment.MyEquippedArmor.MyMagicRecovery; magicRegenerationStat_characterPanel.MyCurrentValue += equipment.MyEquippedArmor.MyMagicRecovery; healthRegenerationStat_characterPanel.MyMaxValue += equipment.MyEquippedArmor.MyHealthRecovery; healthRegenerationStat_characterPanel.MyCurrentValue += equipment.MyEquippedArmor.MyHealthRecovery; physicalStrengthStat_characterPanel.MyMaxValue += equipment.MyEquippedArmor.MyphsicalDamage; physicalStrengthStat_characterPanel.MyCurrentValue += equipment.MyEquippedArmor.MyphsicalDamage; magicStrengthStat_characterPanel.MyMaxValue += equipment.MyEquippedArmor.myMagicDamage; magicStrengthStat_characterPanel.MyCurrentValue += equipment.MyEquippedArmor.myMagicDamage; }
private void LoadEquipment(SaveData data) { foreach (EquipmentData equipmentData in data.MyEquipmentData) { CharButton cb = Array.Find(equipment, x => x.name == equipmentData.MyType); cb.EquipArmor(Array.Find(items, x => x.MyTitle == equipmentData.MyTitle) as Armor); } }
private void Awake() { this.weapon = weapon.GetComponent <CharButton>(); this.outfit = outfit.GetComponent <CharButton>(); this.accessory1 = accessory1.GetComponent <CharButton>(); this.accessory2 = accessory2.GetComponent <CharButton>(); this.accessory3 = accessory3.GetComponent <CharButton>(); }
private void LoadEquipment(SaveData data) { foreach (EquipmenntData equipmenntData in data.MyEquipmentData) { CharButton cb = Array.Find(equipment, x => x.name == equipmenntData.MyType); //Looking after the Character Buttons cb.EquipArmor(Array.Find(items, x => x.MyTitle == equipmenntData.MyTitle) as Armor); //After finding it, equiping it to the armor place } }
private void LoadEquipment(SaveData data) { foreach (EquipmentData equipmentData in data.MyEquipmentData) { //이름을 통해 어떠한 장비창인지 찾음 CharButton cb = Array.Find(equipment, x => x.name == equipmentData.MyType); //장비창에 장비의 이름을 찾아 장착 cb.EquipArmor(Array.Find(items, x => x.MyTitle == equipmentData.MyTitle) as Armor); } }
//change the Player health/magic ui stats base on equip armor public void ChangeStatFrame(CharButton equipment) { //player health/magic UI healthStat.MyMaxValue += equipment.MyEquippedArmor.MyHealth; healthStat.MyCurrentValue += equipment.MyEquippedArmor.MyHealth; healthStat.MyRegenearationAmount += equipment.MyEquippedArmor.MyHealthRecovery; //player health/magic UI magicStat_Frame.MyMaxValue += equipment.MyEquippedArmor.MyMagic; magicStat_Frame.MyCurrentValue += equipment.MyEquippedArmor.MyMagic; magicStat_Frame.MyRegenearationAmount += equipment.MyEquippedArmor.MyMagicRecovery; }
private void AI() { if (curChar == null) { var characters = FindObjectsOfType <CharButton>(); curChar = characters[Mathf.FloorToInt(Random.Range(0, characters.Length - Mathf.Epsilon))]; } transform.position = Vector2.MoveTowards(transform.position, curChar.transform.position, speed * Time.deltaTime); if (transform.position == curChar.transform.position) { SelectedChar = curChar; FindObjectOfType <CSS>().CheckSelected(); } }
public void OnTriggerExit2D(Collider2D collision) { curChar = null; selectable = false; }
public void OnTriggerEnter2D(Collider2D collision) { curChar = collision.GetComponent <CharButton>(); selectable = true; }
//Listen to the players input private void getInput() { direction = Vector3.zero; // Detect if we want to start a conversation if (Input.GetKeyDown(KeyCode.E)) { CheckForNearbyNPC(); } //direction and control exit points if (Input.GetKey(KeybindManager.MyInstance.Keybinds["UP"])) { exitIndex = 0; direction += new Vector3(0, 1); lastDirection = Vector3.up; minimapIcon.eulerAngles = new Vector3(0, 0, 0); } if (Input.GetKey(KeybindManager.MyInstance.Keybinds["LEFT"])) { exitIndex = 3; direction += new Vector3(-1, 0); lastDirection = Vector3.left; if (direction.y == 0) { minimapIcon.eulerAngles = new Vector3(0, 0, 90); } } if (Input.GetKey(KeybindManager.MyInstance.Keybinds["DOWN"])) { exitIndex = 2; direction += new Vector3(0, -1); lastDirection = Vector3.down; minimapIcon.eulerAngles = new Vector3(0, 0, 180); } if (Input.GetKey(KeybindManager.MyInstance.Keybinds["RIGHT"])) { exitIndex = 1; direction += new Vector3(1, 0); lastDirection = Vector3.right; if (direction.y == 0) { minimapIcon.eulerAngles = new Vector3(0, 0, 270); } } if (Input.GetKeyDown(KeyCode.Space)) { //manage player dash isDashDownButton = true; } foreach (string action in KeybindManager.MyInstance.ActionBinds.Keys) { if (Input.GetKeyDown(KeybindManager.MyInstance.ActionBinds[action])) { UIManager.MyInstance.ClickActionButton(action); } } //weapons attack if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject()) //check to see if not over an ui { if (!MyIsAttack_Basic && !MyIsAttacking_Spells) { //the mouse click position RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero, Mathf.Infinity, 512); //if the mouse pointer isn't over pickupable item if (!hit || hit.collider.tag == "Enemy") { try { //check to see if we have a weapon in hand CharButton weapon = this.weapon; //check to see if there's a weapon equipped if (weapon.MyEquippedArmor.MyTitle != null) { //change the character direction base on the mouse pointer direction CheckMouseDir(); } playerWeaponAttack = true; } catch (NullReferenceException ex) { Debug.Log("Can't attack " + ex); } } } } //test code if (Input.GetKeyDown(KeyCode.P)) { InMemoryVariableStorage.MyInstance.SetValue("$open_Chest", true); healthStat.MyCurrentValue -= 10; magicStat_Frame.MyCurrentValue -= 20; } if (Input.GetKeyDown(KeyCode.O)) { healthStat.MyCurrentValue += 10; magicStat_Frame.MyCurrentValue += 20; } //test code }