private void AddWeapon(EWeaponId pWeapon) { switch (brainiacs.ItemManager.GetWeaponCathegory(pWeapon)) { case EWeaponCathegory.None: return; case EWeaponCathegory.HeroBasic: EHero hero = brainiacs.HeroManager.GetHeroOfWeapon(pWeapon); AddHeroBasicWeapon(hero); return; case EWeaponCathegory.HeroSpecial: hero = brainiacs.HeroManager.GetHeroOfWeapon(pWeapon); AddHeroSpecialWeapon(hero); return; case EWeaponCathegory.MapBasic: AddMapWeapon(pWeapon); return; case EWeaponCathegory.MapSpecial: AddMapWeaponSpecial(pWeapon); return; } Debug.LogError("Couldnt add weapon " + pWeapon); }
public PlayerScoreInfo(PlayerStats pStats) { PlayerNumber = pStats.Info.Number; Name = pStats.Info.Name; Hero = pStats.Info.Hero; Kills = pStats.Kills; Deaths = pStats.Deaths; }
public PlayerWeaponSpecial(Player pOwner, HeroSpecialWeaponConfig pConfig, EHero pHero) : base(pOwner, pConfig.Id, pConfig.SpecialWeaponInfo.InHandInfo, pConfig.VisualInfo) { hero = pHero; prefab = pConfig.SpecialWeaponInfo.Prefab; //Game.Instance.PlayerManager.OnAllPlayersAdded.AddAction(InstantiatePrefab); InstantiatePrefab(); }
internal void Update(PlayerInitInfo pNewInfo) { Number = pNewInfo.Number; Hero = pNewInfo.Hero; Name = pNewInfo.Name; Color = pNewInfo.Color; PlayerType = pNewInfo.PlayerType; PhotonPlayer = pNewInfo.PhotonPlayer; IsReady = pNewInfo.IsReady; }
public HeroConfig GetHeroConfig(EHero pHero) { heroConfigMap.TryGetValue(pHero, out HeroConfig config); if (config == null) { Debug.LogError($"No config for hero {pHero} found"); heroConfigMap.TryGetValue(EHero.Tesla, out config); } return(config); }
//DEBUG INIT public PlayerInitInfo( int pNumber, EHero pHero, string pName, EPlayerColor pColor, EPlayerType pPlayerType, EKeyset pKeyset = EKeyset.None, PhotonPlayer pPhotonPlayer = null) { Number = pNumber; Hero = pHero; Name = pName; Color = pColor; PlayerType = pPlayerType; PhotonPlayer = pPhotonPlayer; Keyset = pKeyset; }
internal void AddHeroBasicWeapon(EHero pHero) { HeroBasicWeaponConfig config = brainiacs.ItemManager.GetHeroBasicWeaponConfig(pHero); if (config == null) { Debug.LogError($"Added weapon was null"); return; } PlayerWeaponProjectile weaponProjectile = new PlayerWeaponProjectile(player, config); weapon.AddWeapon(weaponProjectile); }
internal void AddHeroSpecialWeapon(EHero pHero) { //Debug.Log("AddHeroSpecialWeapon " + pHero); HeroSpecialWeaponConfig config = brainiacs.ItemManager.GetHeroSpecialWeaponConfig(pHero); if (config == null) { Debug.LogError($"Added weapon was null"); return; } PlayerWeaponSpecial weaponSpecial = new PlayerWeaponSpecial(player, config, pHero); weapon.AddWeapon(weaponSpecial); }
//method define how to spawn player //after spawn get Iplayer or its derived class //set which num is player belong //return gameobject private GameObject SpawnPlayer(EHero hero, Transform spawnPos, int numPlayer, EColor color) { GameObject tempObject; tempObject = Instantiate(GameManager.instance.attribution.allHeroPrefab [(int)hero], spawnPos); IPlayer temp = null; temp = tempObject.GetComponent <IPlayer> ( ); if (temp != null) { players.Add(temp); temp.SetNumPlayer(numPlayer); temp.Color = color; temp.Init = true; temp.PlayerController = this; temp.Start( ); } tempObject.name = temp.NumPlayer; tempObject.layer = LayerMask.NameToLayer("Player" + color.ToString( )); return(tempObject); }
internal void Init(EHero pHero) { AddHeroBasicWeapon(pHero); AddHeroSpecialWeapon(pHero); weapon.SetDefaultWeaponActive(); foreach (var weapon in player.InitInfo.debug_StartupWeapon) { AddWeapon(weapon); } if (DebugData.TestExtraPlayerItem) { AddWeapon(EWeaponId.Flamethrower); AddWeapon(EWeaponId.Special_Curie); AddWeapon(EWeaponId.Special_Nobel); AddWeapon(EWeaponId.Special_Einstein); AddWeapon(EWeaponId.Lasergun); AddWeapon(EWeaponId.MP40); } }
public HeroBasicWeaponConfig GetHeroBasicWeaponConfig(EHero pHero) { HeroConfig heroConfig = brainiacs.HeroManager.GetHeroConfig(pHero); return(heroConfig.BasicWeapon); }
public HeroSpecialWeaponConfig GetHeroSpecialWeaponConfig(EHero pHero) { HeroConfig heroConfig = brainiacs.HeroManager.GetHeroConfig(pHero); return(heroConfig.SpecialWeapon); }
void Battle() { TurnSel(); if (m_bHeroturn1) { DestroyObject(M_t_v); SelectMonster(); e_hero = EHero.Hero1; if (m_cHeroPrefab1.Dead()) { hero1Die = true; m_cHeroPrefab1.SetStat(Stat.EStat.HP, 0); m_Herolist["Hero1"].SetActive(false); m_bHeroturn1 = false; TurnSel(); turncnt++; } else { if (m_bAttack) { m_Herolist["Hero1"].transform.position = new Vector3(-2.15f, 0.17856f, -1.4f); m_cHeroPrefab1.Attack(m_cS_Monster); m_Herolist["Hero1"].transform.position = new Vector3(1.65f, 0.6285628f, -2.0f); Debug.Log("ht1"); m_bHeroturn1 = false; TurnSel(); turncnt++; } if (m_bskillkey) { m_Herolist["Hero1"].transform.position = new Vector3(-2.15f, 0.17856f, -1.4f); m_cHeroPrefab1.Skill(m_cS_Monster, Stat.ESkill.SKILL_1); m_Herolist["Hero1"].transform.position = new Vector3(1.65f, 0.6285628f, -2.0f); m_bHeroturn1 = false; TurnSel(); turncnt++; } } } else if (m_bHeroturn2) { DestroyObject(M_t_v); SelectMonster(); e_hero = EHero.Hero2; if (m_cHeroPrefab1.Dead()) { hero1Die = true; m_cHeroPrefab2.SetStat(Stat.EStat.HP, 0); m_Herolist["Hero2"].SetActive(false); m_bHeroturn2 = false; TurnSel(); turncnt++; } else { if (m_bAttack) { m_Herolist["Hero2"].transform.position = new Vector3(-2.15f, 0.17856f, -0.08f); m_cHeroPrefab2.Attack(m_cS_Monster); m_Herolist["Hero2"].transform.position = new Vector3(1.65f, 0.6285628f, 0); Debug.Log("ht1"); m_bHeroturn2 = false; TurnSel(); turncnt++; } if (m_bskillkey) { m_Herolist["Hero2"].transform.position = new Vector3(-2.15f, 0.17856f, -0.08f); m_cHeroPrefab2.Skill(m_cS_Monster, Stat.ESkill.SKILL_1); m_Herolist["Hero2"].transform.position = new Vector3(1.65f, 0.6285628f, 0); m_bHeroturn2 = false; TurnSel(); turncnt++; } } } else if (m_bHeroturn3) { DestroyObject(M_t_v); SelectMonster(); e_hero = EHero.Hero3; if (m_cHeroPrefab3.Dead()) { hero1Die = true; m_cHeroPrefab3.SetStat(Stat.EStat.HP, 0); m_Herolist["Hero3"].SetActive(false); m_bHeroturn3 = false; TurnSel(); turncnt++; } else { if (m_bAttack) { m_Herolist["Hero3"].transform.position = new Vector3(-2.15f, 0.17856f, 1.19f); m_cHeroPrefab3.Attack(m_cS_Monster); m_Herolist["Hero3"].transform.position = new Vector3(1.65f, 0.6285628f, 2.0f); Debug.Log("ht1"); m_bHeroturn3 = false; TurnSel(); turncnt++; } if (m_bskillkey) { m_Herolist["Hero3"].transform.position = new Vector3(-2.15f, 0.17856f, 1.19f); m_cHeroPrefab3.Skill(m_cS_Monster, Stat.ESkill.SKILL_1); m_Herolist["Hero3"].transform.position = new Vector3(1.65f, 0.6285628f, 2.0f); m_bHeroturn2 = false; TurnSel(); turncnt++; } } } if (m_bMonsterturn1) { Debug.Log("Monster1"); DestroyObject(M_t_v); SelectHero(); SelectMonster_view(1.4f); MonsterMove(); m_fTime = 0; m_fTime = Time.time; if (m_cMonsterPrefab_1.Dead()) { m_cMonsterPrefab_1.SetStat(Stat.EStat.HP, 0); m_bMonsterturn1 = false; TurnSel(); turncnt++; } else { m_Monsterlist["Monster1"].transform.position = new Vector3(m_fMonsterMoveAxisX, 1.8f, m_fMonsterMoveAxisZ); m_cMonsterPrefab_1.Attack(m_cS_Hero); ; if (m_fAttackDlaytime < m_fTime) { m_Monsterlist["Monster1"].transform.position = MonsterResetPosition(m_Monsterlist["Monster1"]); Debug.Log("Monster1at"); m_bMonsterturn1 = false; TurnSel(); turncnt++; } else { return; } } } else if (m_bMonsterturn2) { Debug.Log("Monster2"); DestroyObject(M_t_v); SelectMonster_view(0); SelectHero(); m_fTime = 0; m_fTime = Time.time; if (m_cMonsterPrefab_2.Dead()) { m_cMonsterPrefab_2.SetStat(Stat.EStat.HP, 0); m_bMonsterturn2 = false; TurnSel(); turncnt++; } else { m_Monsterlist["Monster2"].transform.position = new Vector3(m_fMonsterMoveAxisX, 1.8f, m_fMonsterMoveAxisZ); m_cMonsterPrefab_2.Attack(m_cS_Hero);; if (m_fAttackDlaytime < m_fTime) { m_Monsterlist["Monster2"].transform.position = MonsterResetPosition(m_Monsterlist["Monster2"]); Debug.Log("Monster2at"); m_bMonsterturn2 = false; TurnSel(); turncnt++; } else { return; } } } else if (m_bMonsterturn3) { Debug.Log("Monster3"); DestroyObject(M_t_v); SelectMonster_view(-1.4f); SelectHero(); m_fTime = 0; m_fTime = Time.time; if (m_cMonsterPrefab_3.Dead()) { m_cMonsterPrefab_3.SetStat(Stat.EStat.HP, 0); m_bMonsterturn3 = false; TurnSel(); turncnt++; } else { m_Monsterlist["Monster3"].transform.position = new Vector3(m_fMonsterMoveAxisX, 1.8f, m_fMonsterMoveAxisZ); m_cMonsterPrefab_3.Attack(m_cS_Hero);; if (m_fAttackDlaytime < m_fTime) { m_Monsterlist["Monster3"].transform.position = MonsterResetPosition(m_Monsterlist["Monster3"]); Debug.Log("Monster3at"); m_bMonsterturn3 = false; TurnSel(); turncnt++; } else { return; } } } }