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DropZone.cs
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DropZone.cs
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using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class DropZone : MonoBehaviour, IDropHandler, IPointerEnterHandler, IPointerExitHandler {
public TileMap map;
public float damage = 0;
public float heal;
public float healDot;
public int movementCost = 0;
public int range = 0;
public int areaRange = 0;
// private string playingPlayer;
public Effects effect;
public Targets target;
public DamageTypes damageType;
public string selectedTarget;
public bool mobility;
private Draggable d;
public int cardCost;
private GameObject ButtonScripts;
private ButtonScripts buttonScripts;
void Start()
{
ButtonScripts = GameObject.Find ("ButtonsCanvas");
buttonScripts = ButtonScripts.GetComponent<ButtonScripts> ();
}
public void OnPointerEnter (PointerEventData eventData)
{
if(eventData.pointerDrag == null){
return;
}
Draggable d = eventData.pointerDrag.GetComponent<Draggable> ();
if (d != null) {
}
}
public void OnPointerExit (PointerEventData eventData)
{
if (eventData.pointerDrag == null) {
return;
}
Draggable d = eventData.pointerDrag.GetComponent<Draggable> ();
if (d != null && d.placeholderParent == this.transform) {
d.placeholderParent = d.parentToReturnTo;
}
}
public void OnDrop (PointerEventData eventData)
{
d = eventData.pointerDrag.GetComponent<Draggable> ();
// GameObject GameController = GameObject.Find ("GameController");
// GameController gameController = GameController.GetComponent<GameController> ();
// GameObject ButtonScripts = GameObject.Find ("ButtonsCanvas");
// ButtonScripts buttonScripts = ButtonScripts.GetComponent<ButtonScripts> ();
buttonScripts.TurnEverythingFalse();
GameController.control.TurnFalsePlayerButtons();
// Debug.Log("OnDrop cone");
// if (d != null ) {
// Debug.Log(d.attack);
// attack = d.attack;
// movementCost = d.movementCost;
// effect = d.effect;
d.parentToReturnTo = this.transform;
// }
mobility = false;
// else{
// Debug.Log("OnDrop cone");
// Debug.Log(d.cardType);
switch (d.cardType) {
case CardTypes.Damage:
// GameObject Unit = GameObject.Find(map.selecterPlayer);
// Unit unit = Unit.GetComponent<Unit> ();
DamageCard damageCard = d.GetComponentInParent<DamageCard>();
// DamageCard damageCard = eventData.pointerDrag.GetComponent<DamageCard>();
Debug.Log (damageCard.DamageType);
mobility = damageCard.Mobility;
range = damageCard.Range;
target = damageCard.Target;
areaRange = damageCard.Area;
damageType = damageCard.DamageType;
GameController.control.cardCost = damageCard.CardCost;
DamageType();
effect = damageCard.Effect;
RunTargets();
break;
case CardTypes.Heal:
HealCard healCard = d.GetComponentInParent<HealCard>();
GameObject Player = GameObject.Find(map.selecterPlayer);
PlayableCharacter player = Player.GetComponent<PlayableCharacter> ();
// DamageCard damageCard = eventData.pointerDrag.GetComponent<DamageCard>();
// mobility = damageCard.Mobility;
// buttonScripts.healSelected = true;
// playingPlayer = map.selecterPlayer;
range = healCard.Range;
target = healCard.Target;
areaRange = healCard.Area;
effect = healCard.Effect;
healDot = player.PlayerClass.HealValue / 2;
heal = (player.PlayerClass.HealValue * healCard.CardHeal) / 3;
GameController.control.cardCost = healCard.CardCost;
RunTargets();
break;
case CardTypes.Utility:
UtilityCard utilityCard = d.GetComponentInParent<UtilityCard>();
// DamageCard damageCard = eventData.pointerDrag.GetComponent<DamageCard>();
// mobility = damageCard.Mobility;
range = utilityCard.Range;
target = utilityCard.Target;
areaRange = utilityCard.Area;
effect = utilityCard.Effect;
GameController.control.cardCost = utilityCard.CardCost;
RunTargets();
break;
default:
break;
}
// }
//TODO värjää väärin
if (d != null ) {
GameObject HighlightTiles = GameObject.Find ("_Scripts");
HighlightTiles highlightTiles = HighlightTiles.GetComponent<HighlightTiles> ();
highlightTiles.HighlightTilesInRange();
}
}
void RunTargets()
{
// GameObject ButtonScripts = GameObject.Find ("ButtonsCanvas");
// ButtonScripts buttonScripts = ButtonScripts.GetComponent<ButtonScripts> ();
GameObject HighlightTiles = GameObject.Find ("_Scripts");
HighlightTiles highlightTiles = HighlightTiles.GetComponent<HighlightTiles> ();
// Debug.Log(effect);
/* if (effect == Effects.Attack) {
buttonScripts.TurnEverythingFalse();
map.HideAllowedTiles();
map.ShowAttackableTiles();
// GameObject Unit = GameObject.Find("UnitOne");
// Unit unit = Unit.GetComponent<Unit> ();
// unit.Attack();
buttonScripts.attackSelected = true;
// changeAreaTiles = false;
// moveSelected = false;
// moveSelected = false;
}
else if (effect == Effects.ChangeArea) {
// Debug.Log(effect);
buttonScripts.TurnEverythingFalse();
buttonScripts.changeAreaTiles = true;
Debug.Log(buttonScripts.changeAreaTiles);
map.HideAllowedTiles();
}
*/
switch (target) {
case Targets.Ally:
// GameObject[] Players = GameObject.FindGameObjectsWithTag("Player");
// foreach (GameObject PlayerAlly in Players) {
// GameObject Distance = GameObject.Find ("_Scripts");
// CalculateDistance distance = Distance.GetComponent<CalculateDistance> ();
// PlayableCharacter playerAlly = PlayerAlly.GetComponent<PlayableCharacter> ();
// GameObject TileAlly = GameObject.Find ("Hex_" + playerAlly.PlayerClass.TileX + "_" + playerAlly.PlayerClass.TileY );
// ClickableTile tileAlly = TileAlly.GetComponent<ClickableTile> ();
buttonScripts.allySelected = true;
// distance.range = range;
// tileAlly.ChangeMaterial();
// }
break;
case Targets.Area:
GameObject Area = GameObject.Find ("_Scripts");
ChangeTilesArea area = Area.GetComponent<ChangeTilesArea> ();
area.area = areaRange;
area.skillDistance = range;
buttonScripts.changeAreaTiles = true;
break;
case Targets.Cone:
// Debug.Log("Runeffect Cone");
GameObject Cone = GameObject.Find ("_Scripts");
Cone cone = Cone.GetComponent<Cone> ();
cone.skillDistance = range;
buttonScripts.coneSelected = true;
break;
case Targets.Enemy:
buttonScripts.attackSelected = true;
break;
case Targets.Line:
GameObject Line = GameObject.Find ("LineRenderer");
DrawLine line = Line.GetComponent<DrawLine> ();
line.skillDistance = range;
buttonScripts.drawSelected = true;
break;
case Targets.Self:
selectedTarget = map.selecterPlayer;
GameObject PlayerSelf = GameObject.Find (map.selecterPlayer);
PlayableCharacter playerSelf = PlayerSelf.GetComponent<PlayableCharacter> ();
GameObject TileSelf = GameObject.Find ("Hex_" + playerSelf.PlayerClass.TileX + "_" + playerSelf.PlayerClass.TileY );
ClickableTile tileSelf = TileSelf.GetComponent<ClickableTile> ();
highlightTiles.tileX = tileSelf.tileX;
highlightTiles.tileY = tileSelf.tileY;
highlightTiles.ShowHoveringTileSkill();
break;
case Targets.AreaMobility:
GameObject AreaMobility = GameObject.Find ("_Scripts");
ChangeTilesArea areaMobility = AreaMobility.GetComponent<ChangeTilesArea> ();
areaMobility.area = areaRange;
areaMobility.skillDistance = range;
buttonScripts.changeAreaTilesNoMid = true;
break;
case Targets.Trap:
buttonScripts.trapSelected = true;
break;
default:
break;
}
}
public void RunEffect(){
GameObject effects = GameObject.Find ("Effects");
switch (effect) {
case Effects.ArmorUp:
// less inc physical dmg
break;
case Effects.Burn:
Burn burn = effects.GetComponent<Burn> ();
damage = burn.Damage(damage, 3);
//= damage / 3;
burn.ApplyBurn(3, damage);
break;
case Effects.Bleed:
// GameObject Bleed = GameObject.Find ("_Scripts");
Bleed bleed = effects.GetComponent<Bleed> ();
bleed.ApplyBleed();
break;
case Effects.Chill:
// same as slow, but second proc will apply "frozen". Also apply frozen if speed = 0
Chill chill = effects.GetComponent<Chill> ();
chill.ApplyChill();
break;
case Effects.Slow:
// GameObject Slow = GameObject.Find ("_Scripts");
Slow slow = effects.GetComponent<Slow> ();
slow.ApplySlow();
break;
case Effects.Freeze:
// enemy will turns as long as frozen. Burn will neutralize effect. 50% less physical dmg
Frozen frozen = effects.GetComponent<Frozen> ();
frozen.ApplyFrozen();
break;
case Effects.Poison:
// GameObject Poison = GameObject.Find ("_Scripts");
Poison poison = effects.GetComponent<Poison> ();
poison.damage = damage / 5;
poison.ApplyPoison();
break;
case Effects.ShieldUp:
// block next melee or ranged attack
break;
case Effects.SpeedUp:
// 20% more MS
break;
case Effects.Stun:
// GameObject Stun = GameObject.Find ("_Scripts");
Stun stun = effects.GetComponent<Stun> ();
stun.ApplyStun();
break;
case Effects.Blind:
// GameObject Stun = GameObject.Find ("_Scripts");
Blind blind = effects.GetComponent<Blind> ();
blind.Applyblind();
break;
case Effects.RemoveBleed:
// Remove bleed stacks from target
break;
case Effects.MagicResUp:
// less inc magic dmg
break;
case Effects.Restoration:
// GameObject Restoration = GameObject.Find ("_Scripts");
Restoration restoration = effects.GetComponent<Restoration> ();
restoration.heal = healDot;
restoration.ApplyRestoration();
break;
case Effects.Fly:
// walk through objects
break;
case Effects.FullVision:
// see full map
break;
case Effects.SharedVision:
// all players see shared vision
break;
case Effects.VisionTotem:
// tetem taht grands only vision
break;
case Effects.SpellTotem:
// "playable" totem
break;
case Effects.Cure:
// remove all negative effect
break;
case Effects.AiAlly:
// summon AI ally
break;
case Effects.Empty:
break;
default:
break;
}
}
void DamageType()
{
GameObject Player = GameObject.Find(map.selecterPlayer);
PlayableCharacter player = Player.GetComponent<PlayableCharacter> ();
DamageCard damageCard = d.GetComponentInParent<DamageCard>();
switch (damageType) {
case DamageTypes.Magic:
damage = player.PlayerClass.MagicAttackDMG * damageCard.CardDamage;
break;
case DamageTypes.Physical:
damage = player.PlayerClass.PhysicalAttackDMG * damageCard.CardDamage;
break;
case DamageTypes.Ranged:
damage = player.PlayerClass.RangedAttackDMG * damageCard.CardDamage;
break;
default:
break;
}
}
}