public void Sit() //Abilité avec Target
 {
     if (Target != null)
     {
         Destroy(Target);
     }
     Target = Instantiate(prefabSkill, position, prefabSkill.transform.rotation);
     Target.transform.localScale = new Vector3(Target.transform.localScale.x * ScaleFactor * 2, Target.transform.localScale.y * ScaleFactor * 2, Target.transform.localScale.z);
     curentSkill = SKILLS.SIT;
     firstClick  = true;
 }
 public void Move()      //Abilité avec Target
 {
     if (Target != null) //Detruit le sort précedent si l'on appuit sur un autre sort
     {
         Destroy(Target);
     }
     Target = Instantiate(prefabSkill, position, prefabSkill.transform.rotation);                                                                                        //Apparition de la zone du spell
     Target.transform.localScale = new Vector3(Target.transform.localScale.x * ScaleFactor, Target.transform.localScale.y * ScaleFactor, Target.transform.localScale.z); //Scale de la Zone
     curentSkill = SKILLS.MOVE;
     firstClick  = true;
 }
Beispiel #3
0
    public void TryToLearnSkill(SKILLS aSkill)
    {
        float chanceToLearn = UnityEngine.Random.Range(0.0f, 100.0f);

        //Debug.Log("Trying to learn : " + chanceToLearn);
        if (chanceToLearn < learnChance)
        {
            mSkills.Add(aSkill);
            Debug.Log("SKILLLZZZ");
            // TODO : Animation
            GetComponent <Renderer>().material = LearnMaterial;
        }
    }
Beispiel #4
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    // Returns all Units GameObjects who doesn't have the param skill
    public List <Unit> GetIgnorants(SKILLS skill)
    {
        List <Unit> resultList = new List <Unit>();

        foreach (GameObject obj in AllAgents)
        {
            Unit unitComponent = obj.GetComponentInChildren <Unit> ();
            if (unitComponent != null && !unitComponent.haveSkill(skill))
            {
                resultList.Add(unitComponent);
            }
        }
        return(resultList);
    }
Beispiel #5
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 // returns true if unit have a skill
 public bool haveSkill(SKILLS skill)
 {
     return(mSkills.Contains(skill));
 }
Beispiel #6
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    private void Update()
    {
        //		if(Input.GetKeyUp("up"))
        //		{
        //			ponteiro.transform.position += new Vector3(stressMesure,0,0);
        //			stress++;
        //		}
        //
        //		if(Input.GetKeyUp("down"))
        //		{
        //			ponteiro.transform.position -= new Vector3(stressMesure,0,0);
        //			stress--;
        //		}

        if (!stop)
        {
            this._Input();
        }
        if (this.life <= 0)
        {
            this.dead = true;
        }
        if (this.verifyCharge)
        {
            this.StartTime();
            if (this.timeForCharge > this.timeMaxForCharge)
            {
                this.verifyCharge = false;
                this.timeForCharge = 0;
            }
        }

        //Skill Maganer
        if (Input.GetKeyDown("1")) {
            skill = SKILLS.AXE;
        }

        if (Input.GetKeyDown("2")) {
            skill = SKILLS.GUN;
        }

        if (Input.GetKeyDown("q")) {
            switch(skill){
            case SKILLS.AXE:
                skill = SKILLS.GUN;
                break;
            case SKILLS.GUN:
                skill = SKILLS.AXE;
                break;
            }
        }
        icon.guiText.text = skill.ToString();

        print (stress);
    }
Beispiel #7
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 private void Start()
 {
     animator = GetComponent<Animator>();
     icon = GameObject.Find("skillIcon");
     skill = SKILLS.AXE;
     stressAux = stress;
 }