Beispiel #1
0
        private void Update()
        {
            switch (_currentCombatState)
            {
            case CombatState.LoadingScene:     //we want to wait until we have enemy combatants populated

                _musicController.EndTravelMusic();

                _musicController.PlayBattleMusic();

                //todo travel manager checks for testing in combat scene
                if (_travelManager != null && _travelManager.Party != null && Enemies != null && Enemies.Count > 0)
                {
                    _currentCombatState = CombatState.Start;
                }

                break;

            case CombatState.Start:
                CurrentTurnNumber = 1;

                var party = _travelManager.Party.GetCompanions();

                var combatants = new List <Entity>();
                Companions = new Dictionary <Entity, CompanionCombatStats>();

                foreach (var companion in party)
                {
                    if (companion.IsDerpus())
                    {
                        continue;
                    }

                    combatants.Add(companion);
                    Companions.Add(companion, new CompanionCombatStats());
                }

                combatants.AddRange(Enemies);

                Map = GenerateMap(combatants);

                DrawMap();

                foreach (var combatant in combatants)
                {
                    foreach (var ability in combatant.Abilities.Values)
                    {
                        ability.SetupForCombat();
                    }
                }

                TurnOrder = DetermineTurnOrder(combatants);

                ActiveEntity = TurnOrder.Peek();

                ActiveEntity.RefillActionPoints();

                HighlightActiveEntitySprite();

                if (ActiveEntityPlayerControlled())
                {
                    _currentCombatState = CombatState.PlayerTurn;
                }
                else
                {
                    _currentCombatState = CombatState.StartAiTurn;
                }

                SubscribeToEvents();

                _eventMediator.Broadcast(GlobalHelper.CombatSceneLoaded, this, Map);
                _eventMediator.Broadcast(RefreshUi, this, ActiveEntity);

                break;

            case CombatState.PlayerTurn:

                _eventMediator.Broadcast(GlobalHelper.PlayerTurn, this);

                var activePlayerSprite = ActiveEntity.CombatSpriteInstance;

                if (activePlayerSprite == null)
                {
                    RemoveEntity(ActiveEntity);
                    _currentCombatState = CombatState.EndTurn;
                    return;
                }

                var playerController = activePlayerSprite.GetComponent <AiController>();

                if (ReferenceEquals(playerController, null))
                {
                    return;
                }

                _currentCombatState = CombatState.AiTurn;
                playerController.TakeAction();
                break;

            case CombatState.StartAiTurn:
                _currentCombatState = CombatState.AiTurn;

                _eventMediator.Broadcast(GlobalHelper.AiTurn, this);

                var activeSprite = ActiveEntity.CombatSpriteInstance;

                if (ReferenceEquals(activeSprite, null))
                {
                    return;
                }

                var aiController = activeSprite.GetComponent <AiController>();

                if (ReferenceEquals(aiController, null))
                {
                    return;
                }

                aiController.TakeAction();
                break;

            case CombatState.AiTurn:
                break;

            case CombatState.EndTurn:
                if (IsCombatFinished())
                {
                    _currentCombatState = CombatState.EndCombat;
                }
                else
                {
                    ActiveEntity = GetNextInTurnOrder();

                    MoveCameraToObject(ActiveEntity.CombatSpriteInstance.transform);

                    ActiveEntity.RefillActionPoints();

                    ActiveEntity.UpdateMovedFlags();

                    HighlightActiveEntitySprite();

                    if (ActiveEntityPlayerControlled())
                    {
                        _currentCombatState = CombatState.PlayerTurn;
                    }
                    else
                    {
                        _currentCombatState = CombatState.StartAiTurn;
                    }

                    CurrentTurnNumber++;

                    _eventMediator.Broadcast(RefreshUi, this, ActiveEntity);

                    ActiveEntity.TriggerEffects();
                }
                break;

            case CombatState.EndCombat:
                _eventMediator.UnsubscribeFromAllEvents(this);

                if (_result != CombatResult.Retreat)
                {
                    if (PlayerRetreated())
                    {
                        _result = CombatResult.Retreat;

                        //_musicController.PlayBattleVictoryMusic();

                        _musicController.EndBattleMusic();
                    }
                    else if (PlayerDead())
                    {
                        _result = CombatResult.Defeat;

                        _musicController.PlayBattleGameOverMusic();
                    }
                    else
                    {
                        _result = CombatResult.Victory;

                        //_musicController.PlayBattleVictoryMusic();

                        _musicController.EndBattleMusic();
                    }
                }

                GlobalHelper.InvokeAfterDelay(() => DisplayPostCombatPopup(_result), 2.5f);

                _currentCombatState = CombatState.NotActive;

                break;

            case CombatState.NotActive:
                break;

            case CombatState.LoadFromSave:
                _eventMediator.UnsubscribeFromAllEvents(this);

                SubscribeToEvents();

                _musicController.PlayBattleMusic();

                _eventMediator.Broadcast(GlobalHelper.CombatSceneLoaded, this, Map);
                _eventMediator.Broadcast(RefreshUi, this, ActiveEntity);

                MoveCameraToObject(ActiveEntity.CombatSpriteInstance.transform);

                _currentCombatState = CombatState.PlayerTurn;
                break;

            default:
                throw new ArgumentOutOfRangeException();
            }
        }