Beispiel #1
0
    // Attack Controls
    public void PlayerRangedAttack(float damage)
    {
        if (battle_Control.selectedCharacter != null)
        {
            // Stop displaying cursor
            StopCoroutine("PathCursorDisplay");
            if (pathEnd_cursor != null)
            {
                ObjectPool.instance.PoolObject(pathEnd_cursor);
            }

            // Do Damage
            if (Mouse_Controller.Instance.EnemyUnderMouse != null)
            {
                currTargetEnemy = Mouse_Controller.Instance.EnemyUnderMouse;
                DamageEnemy(10, currTargetEnemy);
            }

            // Subtract AP
            Player_ChargeActionPoints();

            // Set a new Enemy Target if it doesn't have one already
            Enemy_BattleController.Instance.SetTarget(battle_Control.selectedCharacter);

            // End Action to check for end of turn
            EndAction();
        }
    }
    // Attack Controls
    public void PlayerRangedAttack(float damage)
    {
        if (battle_Control.selectedCharacter != null)
        {
            // Stop displaying cursor
            StopCoroutine("PathCursorDisplay");
            if (pathEnd_cursor != null)
            {
                ObjectPool.instance.PoolObject(pathEnd_cursor);
            }

            // Do Damage
            if (Mouse_Controller.Instance.EnemyUnderMouse != null)
            {
                currTargetEnemy = Mouse_Controller.Instance.EnemyUnderMouse;
                DamageEnemy(10, currTargetEnemy);
            }

            // Subtract AP
            Player_ChargeActionPoints();

            // Set a new Enemy Target if it doesn't have one already
            Enemy_BattleController.Instance.SetTarget(battle_Control.selectedCharacter);

            // End Action to check for end of turn
            EndAction();
        }


    }
Beispiel #3
0
 void DamageEnemy(float damage, Enemy_Handler enemy)
 {
     if (enemy != null && enemy.gameObject.activeSelf)
     {
         enemy.TakeDamage(damage);
         Debug.Log(enemy.myChar.Name + " takes " + damage + " damage!");
     }
 }
Beispiel #4
0
 public void SetNewNPCPosition(Vector2 newPos, Enemy_Handler NPC)
 {
     if (!NPCPositionsMap.ContainsKey(newPos))
     {
         NPCPositionsMap.Add(newPos, NPC);
         Debug.Log("BATTLE CONTROL: Set new NPC position at " + newPos);
     }
 }
    void DamageEnemy(float damage, Enemy_Handler enemy)
    {
        if (enemy != null && enemy.gameObject.activeSelf)
        {
            enemy.TakeDamage(damage);
            Debug.Log(enemy.myChar.Name + " takes " + damage + " damage!");
        }

    }
Beispiel #6
0
    public void ReSetNPCPosition(Vector2 oldPos, Vector2 newPos, Enemy_Handler NPC)
    {
        if (NPCPositionsMap.ContainsKey(oldPos))
        {
            NPCPositionsMap.Remove(oldPos);
            Debug.Log("BATTLE CONTROL: Removed NPC position at " + oldPos);

            SetNewNPCPosition(newPos, NPC);
        }
        else
        {
            SetNewNPCPosition(newPos, NPC);
        }
    }
Beispiel #7
0
    public void ReSetNPCPosition(Vector2 oldPos, Vector2 newPos, Enemy_Handler NPC)
    {
        if (NPCPositionsMap.ContainsKey(oldPos))
        {
            NPCPositionsMap.Remove(oldPos);
            Debug.Log("BATTLE CONTROL: Removed NPC position at " + oldPos);

            SetNewNPCPosition(newPos, NPC);
        }
        else
        {
            SetNewNPCPosition(newPos, NPC);
        }
    }
Beispiel #8
0
 public void SetNewNPCPosition(Vector2 newPos, Enemy_Handler NPC)
 {
     if (!NPCPositionsMap.ContainsKey(newPos))
     {
         NPCPositionsMap.Add(newPos, NPC);
         Debug.Log("BATTLE CONTROL: Set new NPC position at " + newPos);
     }
 }