Beispiel #1
0
 public int runCheckWithMovement(CharacterStatus theTarget, int abilNum, int range)
 {
     if (_casterStatus._numMovesRemaining > 0 && theTarget.currentHealth > 0 && _casterStatus.currentHealth > 0 && _casterStatus.currentAction < _casterStatus.maxAction)
     {
         if (Math.Abs(_unit.tileX - theTarget.GetComponent <Unit>().tileX) <= range &&
             Math.Abs(_unit.tileZ - theTarget.GetComponent <Unit>().tileZ) <= range)
         {
             if (range != 0 && range != 1)
             {
                 if (Math.Abs(_unit.tileX - theTarget.GetComponent <Unit>().tileX) == range &&
                     Math.Abs(_unit.tileZ - theTarget.GetComponent <Unit>().tileZ) == range)
                 {
                     return(-1);
                 }
             }
             if (!rangeCheck)
             {
                 _unit.abil = abilNum;
             }
             _unit.UnhighlightWalkableTiles();
             return(range);
         }
         else
         {
             return(-1);
         }
     }
     else
     {
         return(-1);
     }
 }
Beispiel #2
0
    public int runCheck(CharacterStatus theTarget, int AP, int abilNum, int range)
    {
        if (_casterStatus.currentAction >= AP && theTarget.currentHealth > 0 && _casterStatus.currentHealth > 0)
        {
            if (Math.Abs(_unit.tileX - theTarget.GetComponent <Unit>().tileX) <= range &&
                Math.Abs(_unit.tileZ - theTarget.GetComponent <Unit>().tileZ) <= range)
            {
                if (range != 0 && range != 1)
                {
                    if (Math.Abs(_unit.tileX - theTarget.GetComponent <Unit>().tileX) == range &&
                        Math.Abs(_unit.tileZ - theTarget.GetComponent <Unit>().tileZ) == range)
                    {
                        return(-1);
                    }
                }
                if (!rangeCheck)
                {
                    _unit.abil = abilNum;

                    _unit.CmdSynchAnimations(abilNum, _unit._isMoving, _unit.react, _unit.dead);
                }
                _unit.UnhighlightWalkableTiles();
                return(range);
            }
            else
            {
                return(-1);
            }
        }
        else
        {
            return(-1);
        }
    }
Beispiel #3
0
 private void Start()
 {
     chStatus   = GetComponent <CharacterStatus>();
     chAnim     = GetComponent <CharacterAnimation>();
     navAngent  = GetComponent <NavMeshAgent>();
     chSkillSys = chStatus.GetComponent <CharacterSkillSystem>();
 }
Beispiel #4
0
    public bool IsEnemy(CharacterStatus unit)
    {
        var identity = unit.characterIdentity;

        switch (identity)
        {
        case CharacterIdentity.transfiguration:
            if (playerNumber != unit.playerNumber)
            {
                var buff = (TransfigurationBuff)unit.Buffs.Find(b => b.GetType() == typeof(TransfigurationBuff));
                //buff中的目标不是自己人,则一定可以判定为敌人。
                if (buff.target.GetComponent <Unit>().playerNumber != playerNumber)
                {
                    return(true);
                }
                //buff中的目标是自己人,则只有与该目标相同外观的角色能判定其为敌人。
                else if (unit.GetComponent <Animator>().runtimeAnimatorController == GetComponent <Animator>().runtimeAnimatorController)
                {
                    return(true);
                }
            }
            break;

        default:
            return(playerNumber != unit.playerNumber);
        }
        return(false);
    }
Beispiel #5
0
    public override bool InitMagicalObject(GameObject Weapon, GameObject Direction)
    {
        CharacterStatus Charstats = Weapon.GetComponentInParent <CharacterStatus>();
        GameObject      target    = Charstats.GetComponent <MouseControl>().SelectedObject;

        if (Charstats.CurrentMana >= Cost && target != null)
        {
            GameObject Sphere = Instantiate(SpellPrefab);
            Sphere.transform.position = Weapon.transform.position - Weapon.transform.right * 2;
            Sphere.transform.LookAt(Direction.transform);
            HomingObj homingSphere = Sphere.GetComponent <HomingObj>();
            homingSphere.onExplosion = OnExplosion;
            homingSphere.Duration    = EffectDuration;
            homingSphere.Target      = target.GetComponent <CharacterStatus>();
            homingSphere.Caster      = Charstats.gameObject.name;
            homingSphere.Go          = true;
            Charstats.CurMana        = -Cost;
            return(true);
        }
        return(false);
    }
Beispiel #6
0
    //this function actually applies the spell effect to the target
    public void castAbility(CharacterStatus target, float damage, float healing, float apCost, float armorPen, float magicPen, float buff, bool isMagic)
    {
        _unit.UnhighlightWalkableTiles();
        _unit.CmdLookAt(target.gameObject);
        //if the target is not dead
        if (target.currentHealth > 0)
        {
            float resistance = 0;
            //check if the caster has enough AP to cast a spell - currently redundant
            if (_casterStatus.currentAction >= apCost)
            {
                //use casters ability points
                _casterStatus.CmdLoseAction(apCost);

                //check if the spell effect is reduced by magic resistance or armor
                if (isMagic)
                {
                    magicPen += _casterStatus.tempMagicPen;
                    if (magicPen == 0)
                    {
                        resistance = target.magicArmor + target.tempPhysicalArmor;
                    }
                    else
                    {
                        resistance = (target.magicArmor + target.tempMagicArmor) * (1 - magicPen);
                    }
                    //ensure penetration doesnt add damage and that resistance doesn't cause healing
                    if (resistance < 0)
                    {
                        resistance = 0;
                    }
                    if (resistance >= 1)
                    {
                        resistance = 1;
                    }
                    target.tempMagicArmor      -= .1f;
                    _casterStatus.tempMagicPen -= .1f;
                    if (target.tempMagicArmor < 0)
                    {
                        target.tempMagicArmor = 0;
                    }
                    if (_casterStatus.tempMagicPen < 0)
                    {
                        _casterStatus.tempMagicPen = 0;
                    }
                    //deal damage wieghted by resistance
                    target.loseHealth(damage * (1 - resistance));
                }
                else
                {
                    armorPen += _casterStatus.tempArmorPen;
                    if (armorPen == 0)
                    {
                        resistance = target.physicalArmor + target.tempPhysicalArmor;
                    }
                    else
                    {
                        resistance = target.physicalArmor * (1 - armorPen);
                    }

                    //ensure penetration doesnt add damage and that resistance doesn't cause healing
                    if (resistance < 0)
                    {
                        resistance = 0;
                    }
                    if (resistance >= 1)
                    {
                        resistance = 1;
                    }

                    target.tempPhysicalArmor   -= .1f;
                    _casterStatus.tempArmorPen -= .1f;
                    if (target.tempPhysicalArmor < 0)
                    {
                        target.tempPhysicalArmor = 0;
                    }
                    if (_casterStatus.tempArmorPen < 0)
                    {
                        _casterStatus.tempArmorPen = 0;
                    }

                    //deal damage weighted by resistance
                    target.loseHealth(damage * (1 - resistance));
                }

                //check if target is dead - may have received damage before healing
                if (target.currentHealth <= 0)
                {
                    target.GetComponent <CapsuleCollider>().enabled = false;
                    target.currentHealth = 0;
                    target.GetComponentInChildren <StatusBars>().gameObject.SetActive(false);
                    if (target.isLeader)
                    {
                        _casterStatus.CmdEndGame(target.teamNum);
                    }
                }
                else
                {
                    //if alive heal the target
                    target.gainHealth(healing);
                    if (target.currentHealth > target.maxHealth)
                    {
                        target.currentHealth = target.maxHealth;
                    }
                    if (buff > 0)
                    {
                        if (isMagic)
                        {
                            target.maxAction += buff;
                        }
                        else
                        {
                            target.maxHealth += buff;
                        }
                    }
                }

                //ability is finished set boolean
                usingAbility = false;
            }
            else
            {
                //not enough AP - set boolean
                usingAbility = false;
            }

            //syncs the server values with those of the clinet
            target.CmdSyncValues(target.teamNum, target.maxAction, target.currentAction,
                                 target.maxHealth, target.currentHealth, target.physicalArmor, target.magicArmor);
        }
    }