Beispiel #1
0
    void Update()
    {
        if (infoDump == null)
        {
            GameObject[] temp = GameObject.FindGameObjectsWithTag("DustCloud");
            for (int i = 0; i < temp.Length; i++)
            {
                if (temp[i].transform.position.x >= transform.parent.GetComponent <BattleHolderScript>().player.transform.position.x - .6f && temp[i].transform.position.x <= transform.parent.GetComponent <BattleHolderScript>().player.transform.position.x + .6f)
                {
                    if (temp[i].transform.position.y >= transform.parent.GetComponent <BattleHolderScript>().player.transform.position.y - .6f && temp[i].transform.position.y <= transform.parent.GetComponent <BattleHolderScript>().player.transform.position.y + .6f)
                    {
                        if (temp[i].GetComponent <SpriteRenderer>().enabled)
                        {
                            print("Assign infodump");
                            infoDump = temp[i].GetComponent <OverworldBattle>();
                        }
                    }
                }
            }
        }
        if (playerNum >= 0 || playerNum < 3)
        {
            setEnemyHP();
            setPlayerHP();
            setFightMessage();
        }
        // print(state.curState);

        //FOR TESTING TODO: REMOVE
        if (Input.GetKeyDown("space"))
        {
            toggleState();
        }

        if (Input.GetKeyDown(KeyCode.J))
        {
            numEnemies++;
            if (numEnemies > 3)
            {
                numEnemies = 3;
            }
            moreEnemies();
            toggleState();
        }
        if (Input.GetKeyDown(KeyCode.K))
        {
            numPlayers++;
            morePlayers();
            toggleState();
        }
        if (!dumpLoad)
        {
            checkBattleOver();
        }
        stateCheck();
    }
Beispiel #2
0
    public void CmdPlayerToggle(bool toggle, GameObject monster, GameObject player, GameObject battleDumpThing, bool existingBattle)
    {
        /*if (toggle)
         * {
         *  if(battleDumpThing != null)
         *    battleDumpThing.GetComponentInChildren<CircleCollider2D>().enabled = true;
         * }*/


        // Battle?
        if (toggle == false)
        {
            if (!existingBattle)
            {
                print("Network server battle dump should spawn");
                print("Spawn and auth?");
                GameObject tempB = (GameObject)Instantiate(overworldBattle, transform.position, Quaternion.identity);
                NetworkServer.SpawnWithClientAuthority(tempB, connectionToClient);

                OverworldBattle temp2 = tempB.GetComponent <OverworldBattle>();
                temp2.CmdAddMonster(monster);     // Make sure wandering monsters have this script

                temp2.CmdAddPlayer(player);

                if (temp2 == null)
                {
                    print("Assigning a null to infodump");
                }

                if (temp2.battle0 != null)
                {
                    if (temp2.battle1 != null)
                    {
                        if (temp2.battle2 != null)
                        {
                            return;
                        }
                        else
                        {
                            temp2.battle2 = player.GetComponent <PlayerMovement>().battle.GetComponentInChildren <BattleLogic>();
                        }
                    }
                    else
                    {
                        temp2.battle1 = player.GetComponent <PlayerMovement>().battle.GetComponentInChildren <BattleLogic>();
                    }
                }

                if (player.GetComponent <PlayerMovement>().battle != null)
                {
                    temp2.battle0 = player.GetComponent <PlayerMovement>().battle.GetComponentInChildren <BattleLogic>();
                }
                else
                {
                    print("battle is null");
                }
                RpcUpdatePlayerDump(player, tempB);
            }
            else
            {
                battleDumpThing.GetComponent <OverworldBattle>().CmdAddPlayer(player);

                RpcUpdatePlayerDump(player, battleDumpThing);
            }
        }
        else
        {
            // Destroy the overwold battle thing. Not pulling any data, should be done already. Not doing network, seeing if that
            // avoids issues from slow leaving.
            if (battleDumpThing != null)
            {
                /*battleDumpThing.GetComponent<CircleCollider2D>().enabled = false;
                 * battleDumpThing.GetComponent<SpriteRenderer>().enabled = false;
                 */
            }
            else
            {
                print("batlte udmp thing null");
            }
            if (battleDump != null)
            {
                //battleDump.GetComponent<CircleCollider2D>().enabled = false;
                //Destroy(battleDump);
            }
            // Destroy(battleDumpThing);
            // battleDumpThing.GetComponent<OverworldBattle>().cmdR
            player.GetComponent <PlayerMovement>().inBattle = false;
        }
        print("Player hitbox and stuff setting " + toggle);
        player.GetComponent <Renderer>().enabled      = toggle;
        player.GetComponent <BoxCollider2D>().enabled = toggle;
        if (monster != null)
        {
            monster.GetComponent <Renderer>().enabled      = toggle;
            monster.GetComponent <BoxCollider2D>().enabled = toggle;
        }
        else
        {
            print("Null monsters");
        }

        RpcUpdatePlayer(toggle, monster, player, battleDumpThing);
    }