Beispiel #1
0
	public PassiveEffect hasPassiveEffectForTime(EWhenToApply aTimeToApply,float aTargetHPVal,float aMyHP,ElementalType aAttackerType,ElementalType aDefendentType,BetterList<BattleMonster> aAllies,BetterList<BattleMonster> aOpponents,ERangedStatus aRange,BattleMonster aAttacker,ElementalType aAttackingMoveElement,EStatusEffects aStatusEffectInduced = EStatusEffects.None) {
		for(int i = 0;i<_effects.size;i++) {
			if(_effects[i].applyAt==aTimeToApply) {
				
				if((_effects[i].applyAt==EWhenToApply.AtEndOfMoveQueue)||
				   (_effects[i].applyAt==EWhenToApply.BattleStart)||
				   (_effects[i].applyAt==EWhenToApply.WhenHit)
				) {
					return _effects[i];
				}
				if((_effects[i].applyAt==EWhenToApply.WhenAttackingWithMoveType)&&(aAttackingMoveElement==_effects[i].whenMoveElementType)) {
					return _effects[i];
				}
				if((_effects[i].applyAt==EWhenToApply.WhenTheirHPHigherThan)&&(aTargetHPVal>_effects[i].HPPercentage)) {
					return _effects[i];
				}
				if((_effects[i].applyAt==EWhenToApply.WhenTheirHPLowerThan)&&(aTargetHPVal<_effects[i].HPPercentage)) {
					return _effects[i];
				}
				if((_effects[i].applyAt==EWhenToApply.WhenMyHPHigherThan)&&(aMyHP>(1/_effects[i].HPPercentage))) {
					return _effects[i];
				}
				if((_effects[i].applyAt==EWhenToApply.WhenMyHPLowerThan)&&(aMyHP<(1/_effects[i].HPPercentage))) {
					return _effects[i];
				}
				if((_effects[i].applyAt==EWhenToApply.WhenAttackerIsType)&&(aAttackerType==_effects[i].whenMoveElementType)) {
					return _effects[i];
				}
				if((_effects[i].applyAt==EWhenToApply.WhenDefendentIsType)&&(aDefendentType==_effects[i].whenMoveElementType)) {
					return _effects[i];
				}
				if((_effects[i].applyAt==EWhenToApply.WhenAlliesAreType)&&(listContainsElement(_effects[i].whenMoveElementType,aAllies).size>0)) {
					return _effects[i];
				}
				if((_effects[i].applyAt==EWhenToApply.WhenDefendentIsType)&&(listContainsElement(_effects[i].whenMoveElementType,aOpponents).size>0)) {
					return _effects[i];
				}
				if((_effects[i].applyAt==EWhenToApply.WhenOneOpponentisSameAsEffectOwner)&&(listContainsElement(aAttackerType,aOpponents).size>0)) {
					return _effects[i];
				}
				if((_effects[i].applyAt==EWhenToApply.WhenHitByMoveType)&&(aAttackerType==_effects[i].whenMoveElementType)) {
					return _effects[i];
				}
				if((_effects[i].applyAt==EWhenToApply.WhenHitByRangeType)&&(aRange==_effects[i].whenRangeType)) {
					return _effects[i];
				}
				if((_effects[i].applyAt==EWhenToApply.WhenOpponentHasStatusEffect)&&(listContainsStatusEffect(_effects[i].whenStatusEffects,aOpponents).size>0)) {
					return _effects[i];
				}
				if((_effects[i].applyAt==EWhenToApply.WhenStatusEffectsSuffered)&&((_effects[i].whenStatusEffects&aAttacker.statusEffects)!=EStatusEffects.None)) {
					return _effects[i];
				}
				
				if((_effects[i].applyAt==EWhenToApply.WhenHitByMoveTypeAtEndOfMoveQueue)&&(_effects[i].whenMoveElementType==aAttackingMoveElement)) {
					return _effects[i];
				}
			}
		}
		return null;
	}
Beispiel #2
0
		public void init(BattleMonster aMonster,int aXPToAdd,double aDelayToAdd,float aBestMeleeAtck,float aBestMeleeDef,float aBestRangeAtck,float aBestRangeDef,float aBestSpeed,float aBestAccuracy,float aBestAgility) {
			aMonster.healthBarEnabled = false;
			_xpToAdd = (int) Convert.ToInt32((float) aXPToAdd * XP_MULTIPLIER);
			_monsterRef = aMonster;
			levelUpLabel.gameObject.SetActive(false);
			xpGained.text = "";
			xpBar.value = _monsterRef.monster.XPAsPercentage;
			this.monsterName.text = aMonster.name;
			StartCoroutine(delayedStartToAddXP(aDelayToAdd));
			xpBarLabel.text = _monsterRef.monster.XpToNext().ToString()+" XP To Next";
			hpBarLabel.text = _monsterRef.monster.hp.ToString()+" / "+_monsterRef.monster.MaxHP.ToString();
			health.value = _monsterRef.monster.HpAsPercentage;
			_lastLevel = _monsterRef.monster.level;

			this.transform.FindChild("MovesBtn").FindChild("Glow").gameObject.tag = "ParticlesUnderPlayer";
			Transform t = this.transform.FindChild("MovesBtn").FindChild("Glow");
			ParticleSystem[] p = t.GetComponentsInChildren<ParticleSystem>();
			for(int i =0;i<p.Length;i++) {
				p[i].gameObject.tag = "ParticlesUnderPlayer";
				p[i].gameObject.layer =  14;
			}
			GameObject[] allParticles = GameObject.FindGameObjectsWithTag("ParticlesUnderPlayer");
			for(int i = 0;i<allParticles.Length;i++) {
				allParticles[i].GetComponent<ParticleSystem>().GetComponent<Renderer>().sortingLayerName = "ParticlesUnderPlayer";
				ParticleSystem[] children = allParticles[i].GetComponentsInChildren<ParticleSystem>();
				for(int j = 0;j<children.Length;j++) {
					children[j].GetComponent<Renderer>().sortingLayerName = "ParticlesUnderPlayer";
				}
			}

			checkAvailableMovePoints();
			if(aMonster.ownersName!=PlayerMain.REF.name) {
				Destroy (this.gameObject);
				return;
			}
			
			// Do the ev's where appropriat
			
			if(this._monsterRef.monster.accuracy<aBestAccuracy) {
				this._monsterRef.monster.canBoostAccuracyEV((aBestAccuracy-this._monsterRef.monster.accuracy)/EV_ADDER_DIVIDER,true);
			}
			if(this._monsterRef.monster.agility<aBestAgility) {
				this._monsterRef.monster.canBoostAgilityEV((aBestAgility-this._monsterRef.monster.agility)/EV_ADDER_DIVIDER,true);
			}
			if(this._monsterRef.monster.meleeAttack<aBestMeleeAtck) {
				this._monsterRef.monster.canBoostMeleeAtckEV((aBestMeleeAtck-this._monsterRef.monster.meleeAttack)/EV_ADDER_DIVIDER,true);
			}
			if(this._monsterRef.monster.rangeAttack<aBestRangeAtck) {
				this._monsterRef.monster.canBoostRangeAtckEV((aBestRangeAtck-this._monsterRef.monster.rangeAttack)/EV_ADDER_DIVIDER,true);
			}
			if(this._monsterRef.monster.meleeDefense<aBestMeleeDef) {
				this._monsterRef.monster.canBoostMeleeDefEV((aBestMeleeDef-this._monsterRef.monster.meleeDefense)/EV_ADDER_DIVIDER,true);
			}
			if(this._monsterRef.monster.rangeDefense<aBestRangeDef) {
				this._monsterRef.monster.canBoostMeleeDefEV((aBestRangeDef-this._monsterRef.monster.rangeDefense)/EV_ADDER_DIVIDER,true);
			}
			if(this._monsterRef.monster.speed<aBestSpeed) {
				this._monsterRef.monster.canBoostMeleeDefEV((aBestSpeed-this._monsterRef.monster.speed)/EV_ADDER_DIVIDER,true);
			}
		}
Beispiel #3
0
		public CommentaryMessageSettings (string aMessage,ECommentaryMessageType aType,ECommentaryMessagePosition aMessagePosition,PassiveEffect aEffect,BattleMonster aMonster)
		{
			message = aMessage;
			type = aType;
			position = aMessagePosition;
			passiveEffect = aEffect;
			monster = aMonster;
			
		}
Beispiel #4
0
		public void initMonster(MonsterDataMain aMonster,BattleMonster aBattleMonster) {
			for(int i = 0;i<buttons.Length;i++) {
				if(aMonster.selectedMoves[i]!=null) {
					if(aMonster.selectedMoves[i].hasMoveData) {
						labels[i].text = aMonster.selectedMoves[i].moveData.Name;
						buttons[i].gameObject.SetActive(true); 
						ElementalType e = aMonster.selectedMoves[i].moveData.elementType;
						ElementalLibrary.REF.recolourButtonForElement(buttons[i].GetComponent<UIButton>(),e);
						} else {
							buttons[i].gameObject.SetActive(false);
						}
				}
			}
			_battleMonster = aBattleMonster;
			if(aMonster.movePointsAvailable>0) {
				if(hasMovePointsAvailable!=null) {
					hasMovePointsAvailable.gameObject.SetActive(true);
				}
			} else {
				if(hasMovePointsAvailable!=null) {
					hasMovePointsAvailable.gameObject.SetActive(false);
				}
			}
		}
Beispiel #5
0
		private void onEasyTargetClicked (BattleMonster aMonster, BattleTeam aTeam) {
			aTeam.onMonsterClicked(aMonster);
			easyTarget.gameObject.SetActive(false);
		}
Beispiel #6
0
		private void onMoveHasBeenSet(BattleTeam aTeam,BattleMonster aMonster,MoveQueueItem aMoveQueue,bool aAutomatic) {
	//		Debug.Log ("onMoveHasbeenSet");
			if(aTeam.isLocalTeam) {
				easyTarget.gameObject.SetActive(false);
				this._positionOfMoveQueueEntry++;
				BattleBase.MultiplayerDebugText("onMoveHasBeenSet (LocalTeam)!!!!!!!!!!!!!!!!!!!!!!!!");
				if(aMoveQueue.moveData!=null) {
					
					BattleBase.MultiplayerDebugText("Move was not null");
					if(aMoveQueue.moveData.isBoost) {
						
						BattleBase.MultiplayerDebugText("Is boost for team, find target in team");
						aMoveQueue.targetTeam = positionFromTeam(aTeam);
						findTargetInTeam(aTeam,aTeam,aMonster,aMoveQueue,aAutomatic);
					} else {
						
						BattleBase.MultiplayerDebugText("Is not boost for team, find target in opponent");
						findTargetInTeam(aTeam,otherTeam(aTeam),aMonster,aMoveQueue,aAutomatic);
						}
				} else {
					if(aMoveQueue.usedItem!=null) {
						aMoveQueue.targetTeam = positionFromTeam(aTeam);
						findTargetInTeam(aTeam,aTeam,aMonster,aMoveQueue,true);
					}
					
					if(aTeam.allMonstersHaveMoves) {
						
						
						aTeam.declareReadyForNextTurn();
					}
				}
			} else {
				if(aTeam.allMonstersHaveMoves) {
					aTeam.declareReadyForNextTurn();
				}
			}
		}
Beispiel #7
0
		public BetterList<BattleMonster> monstersApartFrom(BattleMonster aMonster) {
			BetterList<BattleMonster> r = new BetterList<BattleMonster>();
			BetterList<BattleMonster> ms = this.monstersAsBattleMonster;
			
			for(int i = 0;i<ms.size;i++) {
				if(ms[i]!=aMonster) {
					r.Add(ms[i]);
				}
			}
			return r;
		}
Beispiel #8
0
		public BetterList<BattleMonster> getBoostTargetsForMove(EMonsterPos aPrimaryTarget,MoveLibItem aMove,BattleMonster aActioningMonster) {
			BetterList<BattleMonster> ms = this.monstersAsBattleMonster;
			BetterList<BattleMonster> r = new BetterList<BattleMonster>();
			if(aMove==null) {
				Debug.LogError ("Move for "+aActioningMonster.name+" was "+aMove+". Monsters passive effect was: "+aActioningMonster.monster.passiveEffect.name);
				return r;
			}
			ESplashRange splashRange = aMove.splashRange;
			int boostInfo = (int) aMove.splashRange;
			if((splashRange&ESplashRange.AllBoosts)==0) {
				return new BetterList<BattleMonster>();
			}
			if(aMove.splashRange==ESplashRange.Boost2) {
				for(int i = 0;i<ms.size;i++) {
					if(ms[i]!=aActioningMonster) {
						r.Add(ms[i]);
					}
				}
				r = cleanReturnTargets(r);
				return r;
			}
			switch(aPrimaryTarget) {
			case(EMonsterPos.Front): {
				r.Add(ms[BattleConstants.FRONT_INDEX]);
				if(aMove.splashRange==ESplashRange.BoostAll/*||aMove.splashRange==ESplashRange.Boost1*/) {
					// Middle monster has no splash range 1, only lessened damage to splashers
					r.Add(ms[BattleConstants.TOP_INDEX]);
					r.Add(ms[BattleConstants.BOTTOM_INDEX]);
				}
			}
				break;
			case(EMonsterPos.Top): {
				r.Add(ms[BattleConstants.TOP_INDEX]);
				if(aMove.splashRange==ESplashRange.BoostAll/*||aMove.splashRange==ESplashRange.Boost1*/) {
					r.Add(ms[BattleConstants.FRONT_INDEX]);
					if(aMove.splashRange==ESplashRange.BoostAll)
						r.Add (ms[BattleConstants.BOTTOM_INDEX]);
				}
			}
				break;
			case(EMonsterPos.Bottom): {
				r.Add(ms[BattleConstants.BOTTOM_INDEX]);
				if(aMove.splashRange==ESplashRange.BoostAll/*||aMove.splashRange==ESplashRange.Boost1*/) {
					// Middle monster has no splash range 1, only lessened damage to splashers
					r.Add(ms[BattleConstants.FRONT_INDEX]);
					if(aMove.splashRange==ESplashRange.BoostAll)
						r.Add (ms[BattleConstants.TOP_INDEX]);
				}
			}
				break;
			}

			
			r = cleanReturnTargets(r);
			
			if(r.size==0&&!this.teamIsDead) {
				// Aim downwards if we can
				switch(aPrimaryTarget) {
					case(EMonsterPos.Top): return getBoostTargetsForMove(EMonsterPos.Front,aMove,aActioningMonster);
					case(EMonsterPos.Front): return getBoostTargetsForMove(EMonsterPos.Bottom,aMove,aActioningMonster);
					case(EMonsterPos.Bottom): return getBoostTargetsForMove(EMonsterPos.Top,aMove,aActioningMonster);
				}
				
			}
			return r;
		}
Beispiel #9
0
		private PassiveEffect getAttackHPHitPassiveEffect(BattleMonster aAttacker,BattleMonster aDefender,MoveLibItem aMove) {
			PassiveEffect p = aAttacker.monster.hasPassiveEffectForTime(EWhenToApply.WhenAttackingWithMoveType,
			aDefender.monster.HpAsPercentage,
			aAttacker.monster.HpAsPercentage,
			aAttacker.monster.elementType,
			aDefender.monster.elementType,
			this.monstersAsBattleMonster,
			null,
			aMove.rangeStatus,
			aAttacker,
			aMove.elementType);
			
			if(p!=null) {
				return p;
			}
			
			p = aAttacker.monster.hasPassiveEffectForTime(EWhenToApply.WhenMyHPHigherThan,
			                                                            aDefender.monster.HpAsPercentage,
			                                                            aAttacker.monster.HpAsPercentage,
			                                                            aAttacker.monster.elementType,
			                                                            aDefender.monster.elementType,
			                                                            this.monstersAsBattleMonster,
			                                                            null,
			                                                            aMove.rangeStatus,
			                                             				 aAttacker,
			                                             				 aMove.elementType);
			if(p!=null) {
				return p;
			}
			
			p = aAttacker.monster.hasPassiveEffectForTime(EWhenToApply.WhenMyHPLowerThan,
			                                              aDefender.monster.HpAsPercentage,
			                                              aAttacker.monster.HpAsPercentage,
			                                              aAttacker.monster.elementType,
			                                              aDefender.monster.elementType,
			                                              this.monstersAsBattleMonster,
			                                              null,
			                                              aMove.rangeStatus,
			                                              aAttacker,
			                                              aMove.elementType);
			if(p!=null) {
				return p;
			}
			
			p = aAttacker.monster.hasPassiveEffectForTime(EWhenToApply.WhenOpponentHasStatusEffect,
			                                              aDefender.monster.HpAsPercentage,
			                                              aAttacker.monster.HpAsPercentage,
			                                              aAttacker.monster.elementType,
			                                              aDefender.monster.elementType,
			                                              this.monstersAsBattleMonster,
			                                              null,
			                                              aMove.rangeStatus,
			                                              aAttacker,
			                                              aMove.elementType);
			if(p!=null) {
				return p;
			}

			p = aAttacker.monster.hasPassiveEffectForTime(EWhenToApply.WhenStatusEffectsSuffered,
			                                              aDefender.monster.HpAsPercentage,
			                                              aAttacker.monster.HpAsPercentage,
			                                              aAttacker.monster.elementType,
			                                              aDefender.monster.elementType,
			                                              this.monstersAsBattleMonster,
			                                              null,
			                                              aMove.rangeStatus,
			                                              aAttacker,
			                                              aMove.elementType);
			if(p!=null) {
				return p;
			}
			
			
			return null;
		}
Beispiel #10
0
		// TODO Apply HP Boosts to team?
		public bool applyHPBoostsToTeam(PassiveEffect aEffect,BattleMonster aActioningMonster,MoveQueueItem aMoveQueueItem,ETeamPosition aTeamPosition) {
			if(containsMonster(aActioningMonster)) {
				ESplashRange splash = aEffect.moveRef.splashRange;
				float splashPercent = aEffect.moveRef.splashPercent;
				if(aEffect.applyAt==EWhenToApply.WhenHitByMoveTypeAtEndOfMoveQueue&&((aMoveQueueItem.moveData.elementType==aEffect.whenMoveElementType)||(aEffect.whenMoveElementType==null))) {
				
					EMonsterPos target = positionForMonster(aActioningMonster);
					BetterList<BattleMonster> targets = getBoostTargetsForMove(target,aEffect.moveRef,aActioningMonster);
					
					if(targets.size>0) {
						for(int i =0;i<targets.size;i++) {
							if(i==0)
								targets[i].applyHPBoostForMove(aEffect.moveRef,1.0f,aTeamPosition,positionForMonster(targets[i])); else {
								targets[i].applyHPBoostForMove(aEffect.moveRef,splashPercent,aTeamPosition,positionForMonster(targets[i]));
							}
						}
					} else {
						
					}
				}
			} else {
				
			}
			return false;
		}
Beispiel #11
0
		protected byte indexForMonster(BattleMonster aMonster) {
			BetterList<BattleMonster> ms = this.monstersAsBattleMonster;
			
			for(byte i = 0;i<ms.size;i++) {
				if(ms[i]==aMonster) {
					return i;
				}
			}
			return 255;
		}
Beispiel #12
0
		public EMonsterPos positionForMonster(BattleMonster aMonster) {
			BetterList<BattleMonster> ms = this.monstersAsBattleMonster;
			if(ms.size>BattleConstants.FRONT_INDEX&&ms[BattleConstants.FRONT_INDEX]==aMonster) {
				return EMonsterPos.Front;
			}
			if(ms.size>BattleConstants.BOTTOM_INDEX&&ms[BattleConstants.BOTTOM_INDEX]==aMonster) {
				return EMonsterPos.Bottom;
			}
			if(ms.size>BattleConstants.TOP_INDEX&&ms[BattleConstants.TOP_INDEX]==aMonster) {
				return EMonsterPos.Top;
			}
			return EMonsterPos.Unset;
		}
Beispiel #13
0
		private void onFaintComplete(BattleMonster aMonster) {
			Debug.Log("Monster Has finished Fainting");
			if(this.onMonsterFainted!=null) {
				this.onMonsterFainted(this as BattleTeam,aMonster);
			}
		}
Beispiel #14
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		protected void onMonsterCommentary(BattleMonster aMonster,string aMessage,ECommentaryMessageType aMessageType) {
			if(onCommentaryMessage!=null) {
				EMonsterPos monsterPosition = positionForMonster(aMonster);
				if(aMessageType==ECommentaryMessageType.StandardMessage) {
					this.onCommentaryMessage(aMonster.monster.ownersName+"'s "+aMessage,aMessageType,monsterPosition,this._position);
				} else {
					this.onCommentaryMessage(aMessage,aMessageType,monsterPosition,this._position);
				}
			}
		}
Beispiel #15
0
		protected virtual void onMonsterMoveSet(BattleMonster aMonster,MoveLibItem aMove,bool aAutomatic) {
			

/*

			*/
			if(this.onMoveHasBeenSet!=null) {
					
				this.onMoveHasBeenSet(this as BattleTeam,aMonster,aMonster.futureMove,aAutomatic);
			} else {
			}
		}
Beispiel #16
0
		public bool containsMonster(BattleMonster aMonster) {
			BetterList<BattleMonster> ms = this.monstersAsBattleMonster;
			for(byte i=0;i<ms.size;i++) {
				if(ms[i]==aMonster) {
					return true;
				}
			}
			return false;
		}
Beispiel #17
0
		protected void onMonsterMoveSet(BattleMonster aMonster,MoveLibItem aMove,bool aAutomatic) {
			base.onMonsterMoveSet(aMonster,aMove,aAutomatic);
		}
Beispiel #18
0
		protected BattleTeam teamFromMonster(BattleMonster aMonster) {
			if(_teams[0].containsMonster(aMonster)) {
				return _teams[0];
			} else {
				return _teams[1];
			}
		}
Beispiel #19
0
		private float applyStatEffectsToMonster(BattleMonster aMonster,MoveLibItem aMoveData,MoveQueueItem aMoveQueueItem) {
			return aMonster.applyStatEffectsFromMove(aMoveData,aMoveQueueItem);
		}
Beispiel #20
0
	public void init(string aName,byte aLevel,BattleMonster aMonster) {
		monsterName.text = aName+" Lvl: "+aLevel;
		_monsterRef = aMonster;
		
	}
Beispiel #21
0
		// From passive effect
		public void applyHPEffectToTeam(PassiveEffect aEffect,BattleMonster aMonster,EMonsterPos aPositions) {
			if(containsMonster(aMonster)) {
				Debug.Log("NO HP Effect to apply");
			} else {
				ESplashRange splash = aEffect.moveRef.splashRange;
				float splashPrecent = aEffect.moveRef.splashPercent;
				
				EMonsterPos target = EMonsterPos.Unset;
				BetterList<BattleMonster> targets = getTargetsForMove(target,aEffect.moveRef);
				
				for(byte c = 0;c<targets.size;c++) {
					if(c == 0) {
						applyHPEffectToMonster(aMonster,aEffect.moveRef,1.0f,targets[c],null,aPositions);
					} else {
						applyHPEffectToMonster(aMonster,aEffect.moveRef,splashPrecent,targets[c],null,aPositions);
					}
				}
			}
			
		}
Beispiel #22
0
		public void addTargettedMonster(BattleMonster aMonster) {
			for(int i =0;i<this.targettedMonster.size;i++) {
				if(targettedMonster[i]==aMonster) {
					return;
				}
			}
			targettedMonster.Add(aMonster);
		}
Beispiel #23
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		protected EMonsterPos monsterPositionByMonster(BattleMonster aMonster) {
			BetterList<BattleMonster> ms = this.monstersAsBattleMonster;
			for(byte c = 0 ; c < ms.size ; c++ ) {
				if(aMonster==ms[c]) {
					switch(c) {
						case(0):return EMonsterPos.Top;break;
						case(1):return EMonsterPos.Front;break;
						case(2):return EMonsterPos.Bottom;break;
					}
				}
			}
			return EMonsterPos.Unset;
		}
Beispiel #24
0
		protected void showMovesForMonster(BattleMonster aMonster) {
			startConversation();
			barController.gameObject.SetActive(true);
			barController.show = true;
			barController.setMonsterMoves(aMonster);
			if (aMonster != null) {
				this.setCamera(aMonster.gameObject,EMonsterCamPosition.FrontCamera,true,true,false,aMonster.transform);
			}
			this.FadeBlackScreen(0.8f,0.1f);
			topLabel.text = "";//aMonster.name+" L"+aMonster.monster.level;
			topLabel.gameObject.SetActive(true);

			 
		}
Beispiel #25
0
		public void addHitMonster(BattleMonster aMonster) {
			for(int i =0;i<this.hitMonsters.size;i++) {
				if(hitMonsters[i]==aMonster) {
					return;
				}
			}
			hitMonsters.Add(aMonster);
		}
Beispiel #26
0
		public float applyPassiveEffectToMonsters(EWhenToApply aWhen,PassiveEffect aEffect,BattleMonster aPassiveEffectOwner,EMonsterPos aEffectOwnerPosition,MoveQueueItem aMoveQueueItem) {
			float delayAmount = 0f;
			if(aEffect.applyAt==aWhen) {
				if(this.containsMonster(aPassiveEffectOwner)) {
						// Check Splash on this passive effect
						BetterList<BattleMonster> monsters = new BetterList<BattleMonster>();
						if(aMoveQueueItem!=null) 
							monsters = this.getBoostTargetsForMove(positionForMonster(aPassiveEffectOwner),aEffect.moveRef,(BattleMonster) aMoveQueueItem.actioningMonster); else 
								monsters = this.getBoostTargetsForMove(positionForMonster(aPassiveEffectOwner),aEffect.moveRef,aPassiveEffectOwner);
						
						if(aEffect.moveRef==null) {
							Debug.LogError("Passive effect for: "+aPassiveEffectOwner.name+" is "+aEffect.moveRef+" passive effect is: "+aPassiveEffectOwner.monster.passiveEffect.name);
							return 0f;
						}
						if(aEffect.moveRef.elementType!=ElementalLibrary.REF.getElement("Normal")) {
							// This passive effect can only be applied to monsters of type: aEffect.moveRef.elementType
							for(int i = 0;i<monsters.size;i++) {
								if(monsters[i].monster.elementType!=aEffect.moveRef.elementType) {
									monsters.RemoveAt(i);
									i--;
								}
							}
					
						for(int i = 0;i<monsters.size;i++) {
							monsters[i].applyStatEffectsFromMove(aEffect.moveRef,null,aEffect);
							delayAmount += monsters[i].applyStatusEffectsForMove(aEffect.moveRef,1,aEffect);
							this.applyHPBoostsToTeam(aEffect,aPassiveEffectOwner,aMoveQueueItem,this._position);
							if(aEffect.moveRef.decisiveBlowsImmunity>0f) {
								monsters[i].criticalHitImmune = true;
							}
							if(aEffect.moveRef.oneHitKillInvulnerable>0f) {
								monsters[i].oneHitKOImmune = true;
							}
						}
					} 
				} else {
					BetterList<BattleMonster> monsters = this.getTargetsForMove(EMonsterPos.Unset,aEffect.moveRef);
					for(int i = 0;i<monsters.size;i++) {
						monsters[i].applyStatEffectsFromMove(aEffect.moveRef,null,aEffect);
						delayAmount += monsters[i].applyStatusEffectsForMove(aEffect.moveRef,1,aEffect);
						applyHPEffectToTeam(aEffect,aPassiveEffectOwner,aEffectOwnerPosition);
					}
				}
			}
			return delayAmount;
		}
Beispiel #27
0
		protected void moveMonsterToLayer(BattleMonster aMonster,string aLayer) {
			aMonster.sortingLayer = aLayer;
		}
Beispiel #28
0
		private void onMonsterFainted(BattleTeamBase aTeam,BattleMonster aMonster) {
			//if(aTeam.isLocalTeam) {
				this._commentaryManager.addCommentaryMessage(aMonster.ownersName+"'s "+aMonster.name+" has Fainted!",ECommentaryMessageType.StandardMessage,ECommentaryMessagePosition.CenterMessage);
			//}
			if(aTeam.teamIsDead) {
				handleBattleOver(aTeam as BattleTeam);
			}
		}
Beispiel #29
0
		private void findTargetInTeam(BattleTeam aAttacking,BattleTeam aDefending,BattleMonster aMonster,MoveQueueItem aMoveQueue,bool aAutomatic) {
			if((aDefending.monsterCount==1)||(aAutomatic)) {
				if(aAttacking.nextUnsetMonster!=null) {
					StartCoroutine(delayToShowNextMonster(aAttacking));
				} else {
					aAttacking.declareReadyForNextTurn();
				}
			} else {
				if(aMoveQueue.moveData.splashRange==ESplashRange.RandomOpponent) {
					// Doesn't matter what target we put here, it will be randomized later
					aMoveQueue.targetMonster = aDefending.positionForMonster(aDefending.monstersAsBattleMonster[0]);
					if(aAttacking.nextUnsetMonster!=null) {
						StartCoroutine(delayToShowNextMonster(aAttacking));
					} else {
						aAttacking.declareReadyForNextTurn();
					}
					return;
				}
				topLabel.text = "Select a Target";
				aAttacking.healthBars = false;
				aDefending.healthBars = false;
				FadeBlackScreen(0.8f,0.1f);
				aAttacking.bringMonsterToFront(aMonster);
				aMonster.healthBarEnabled = true;
				BetterList<BattleMonster> otherMonsters = aDefending.monstersAsBattleMonster;
				easyTarget.gameObject.SetActive(true);
				easyTarget.initTargets(otherMonsters,aDefending);
				for(byte c = 0;c<otherMonsters.size;c++) {
					aDefending.bringMonsterToFront(otherMonsters[c]);
					otherMonsters[c].healthBarEnabled = true;
				}
				aDefending.onTargetFound += onFoundTargetForMove;
				aDefending.findTargetForMove(aMoveQueue);
				
				
			}
		}
Beispiel #30
0
		private void onDoSpawnRangeAttack(BattleMonster aActionMonster) {
			
			aActionMonster.onSpawnAttack -= onDoSpawnRangeAttack;
			this._currentItem.onMoveQueueItemChange += onMoveQueueItemChanged;
			this._currentItem.advanceMoveQueueFromState(EMoveQueueItemStatus.Start);
			this.setCamera(aActionMonster.gameObject,EMonsterCamPosition.TVCamera,true,true,false,aActionMonster.transform);
			//this.setCamera (closestOpponent.gameObject, EMonsterCamPosition.FrontSide, true, false, true, closestOpponent.transform); 
			aActionMonster.returnPosition = BattleConstants.getMyPosition(this.positionFromTeam(this.teamFromMonster(aActionMonster)),this.teamFromMonster(aActionMonster).positionForMonster(aActionMonster.gameObject),this.transform.parent.gameObject.transform.position);
			
			
		}