Beispiel #1
0
	protected void adaptAnimPrefabPositionByOffset(GameObject aAnimPrefab,bool aIsLeftMove,MoveAnimationLibItem aLibItem) {
		Vector3 pos = aAnimPrefab.transform.localPosition;
		if(aIsLeftMove) {
			pos.x += aLibItem.xOffset;
		} else {
			pos.x -= aLibItem.xOffset;
		}
		aAnimPrefab.transform.localPosition = pos; 
	}
Beispiel #2
0
	public MoveLibItem(MoveDataRow aInitData) {
		 
	
		this._id = aInitData._ID;
		this._name = aInitData._MoveName; 
		this._moveSpeedMultiplier = aInitData._MoveSpeedMultiplier;

		switch (aInitData._PowerApplicationType) {
			case("Normal"):this._powerApplicationType = EPowerApplicationTypes.Normal;break;
			case("Power is HP"): this._powerApplicationType = EPowerApplicationTypes.PowerIsHP;break;
			case("Power is Percentage of HP"): this._powerApplicationType = EPowerApplicationTypes.PowerIsPercentOfHP;break;
		}
		this._description = aInitData._Description;
		oneHitKillInvulnerable = aInitData._AddsOneHitKOInvulnerability;
		decisiveBlowsImmunity = aInitData._DecisiveBlowsImmunity;
		
		this._elementalType = ElementalLibrary.REF.getElement (aInitData._ElementalType);
		switch (aInitData._MeleeRangedStatus) {
			case("Melee"):this._meleeRangedStatus = ERangedStatus.Melee;break;
			case("Ranged"):this._meleeRangedStatus = ERangedStatus.Ranged;break;
		}

		this._effort = aInitData._Effort;
		this._power = aInitData._Power;
		this._splashpercent = aInitData._SplashPercent;
		cameraShake = aInitData._CameraShake;
		switch (aInitData._SplashRange) {
			case("Hit 1 Only"):this._splashRange = ESplashRange.Hit1Only;break;
			case("Hit All"):this._splashRange = ESplashRange.HitAll;break;		
			case("Splash Range 1"):this._splashRange = ESplashRange.SplashRange1;break;
			case("Boost Me"):this._splashRange = ESplashRange.BoostMe;break;	
			case("Boost 1"):this._splashRange = ESplashRange.Boost1;break;	
			case("Boost 1 And Me"):this._splashRange = ESplashRange.Boost1AndMe;break;
			case("Boost All"):this._splashRange = ESplashRange.BoostAll;break;
			case("Boost 2"):this._splashRange = ESplashRange.Boost2;break;
			case("Boost whole Field"):this._splashRange = ESplashRange.BoostWholeField;break;
			case("Random Opponent"):this._splashRange = ESplashRange.RandomOpponent;break;
		}
		this._accuracy = aInitData._Accuracy;
		this._particlesAnimation = MovesAnimationLib.REF.getAnimation(aInitData._AttackParticlesAnimation);
		this._hitParticlesAnimation = MovesAnimationLib.REF.getAnimation(aInitData._AttackParticlesAnimationHit);
		this._attackMecanim = aInitData._AttackMecanim;
		this._hitMecanim = aInitData._HitMecanim;
		this._paralyzePercent = aInitData._ParalyzePercent;
		this._sleepPercent = aInitData._SleepPercent;
		this._poisonPercent = aInitData._PoisonPercent;
		this._freezePercent = aInitData._FreezePercent;
		this._flinchPercent = aInitData._FlinchPercent;
		this._confusionPercent = aInitData._ConfusionPercent;
		this._burnPercent = aInitData._BurnPercent;
		this._rangeAttackMultiplier = aInitData._RangeAttackMultiplier;
		this._meleeAttackMultiplier = aInitData._MeleeAttackMultiplier;
		this._rangeDefenseMultiplier = aInitData._RangeDefenseMultiplier;
		this._meleeDefenseMultiplier = aInitData._MeleeDefenseMultiplier;
		this._speedStatMultiplier = aInitData._SpeedStatMultiplier;
		this.agilityMultiplier = aInitData._AgilityMultiplier;
		this._accuracyMultiplier = aInitData._AccuracyMultiplier;
		this._minHitsPerTurn = aInitData._MinHitsPerTurn;
		this._maxHitsPerTurn = aInitData._MaxHitsPerTurn;
		this._minTurns = aInitData._MinTurns;
		this._maxTurns = aInitData._MaxTurns;
		this._effectsDuration = aInitData._EffectsDuration;
		this._criticalHitChance = aInitData._CriticalHitChance;
		this.powerOnlyIfTheseStatusEffects = (EStatusEffects) aInitData._OnlyApplyPowerIfTheirStatusEffect;
		switch (aInitData._DamageDistribution) {
			case("Standard"):default:this._damageDistribution = EDamageDistributionTypes.Standard;break;		
		}
		this._addsVulnerability = ElementalLibrary.REF.getElement (aInitData._AddVulnerabilityType);
		this._changeIfIHaveStatusEffects = aInitData._IfMyStatusEffect;
		this._changeToThisIfIHaveStatusEffects = aInitData._DoAlternativeMove;
		this._changeIfTheyHaveStatusEffects = aInitData._IfTheirStatusEffect;
		this._changeToThisIfIHaveStatusEffects = aInitData._DoAlternativeMove;
		this._maxUnlockLevel = (byte) aInitData._MaxUnlockLevel;
		this._chanceOfAddVulnerability = aInitData._PercentChangeOfVulnerability;
		this._addsInvulnerabilityStatTo = (EMonsterStat) aInitData._AddInvulnerabilityToStatChange;
		this._addsInvulnerabilityToStatus = (EStatusEffects) aInitData._AddInvulnerabilityToStatus;
		this.isPassiveEffect = aInitData._IsPassiveEffect;
		this.decisiveBlowsChangeMultiplier = aInitData._DecisiveBlowsChanceMultiplier;
		_selfHitPercent = aInitData._HitMyselfWithThisPercentageOfMove;
		removesWeaknessesTo = aInitData._RemovesWeaknessTo;
		
		mirrorStatusEffects = aInitData._MirrorStatusEffects;
		this.alsoApplyThisString = aInitData._AlsoApplyThisMove;
		this.percentChanceOfFollowOn = aInitData._PercentChanceOfFollowOn;
		
		if(aInitData._Struggle==1) {
			isStruggleMove = true;
		}
//		this.removesWeaknessesTo = aInitData._
	//	this.agilityMultiplier = aInitData.A
	}