Ejemplo n.º 1
0
    public virtual GameObject adapt(GameObject entity)
    {
        // attach extra abilities if necessary
        if (extraAbilities.Count > 0)
        {
            AbilityList           list           = entity.GetComponent <AbilityList>();
            AbilityRangeList      rangeList      = entity.GetComponent <AbilityRangeList>();
            AbilityMutatorManager mutatorManager = null;
            bool addChargeManager = false;

            // check that there is an ability list and ability range list
            if (list && rangeList)
            {
                // add each ability in order
                foreach (ExtraAbility extra in extraAbilities)
                {
                    // add the new ability
                    if (extra.lowPriority)
                    {
                        list.abilities.Add(extra.ability);
                    }
                    else
                    {
                        list.AddAbilityToStart(extra.ability);
                    }

                    // add the ranges to use the ability at
                    AbilityRangeList.AbilityRanges abilityRanges = new AbilityRangeList.AbilityRanges();
                    abilityRanges.minRange     = extra.minRange;
                    abilityRanges.engageRange  = extra.engageRange;
                    abilityRanges.maxRange     = extra.maxRange;
                    abilityRanges.persuitRange = extra.persuitRange;
                    if (extra.lowPriority)
                    {
                        rangeList.ranges.Add(abilityRanges);
                    }
                    else
                    {
                        rangeList.addRangeToStart(abilityRanges);
                    }

                    // if the ability has a cooldown add a mutator for it unless one already exists, in which case change the cooldown on it
                    if (extra.addedCharges + extra.ability.maxCharges != 0)
                    {
                        addChargeManager = true;

                        if (!mutatorManager)
                        {
                            mutatorManager = entity.GetComponent <AbilityMutatorManager>();
                        }
                        if (!mutatorManager)
                        {
                            mutatorManager = entity.AddComponent <AbilityMutatorManager>();
                        }

                        // get a reference to, or add, a mutator
                        AbilityMutator        myMutator = null;
                        List <AbilityMutator> mutators  = mutatorManager.getMutators(extra.ability);
                        if (mutators != null && mutators.Count > 0)
                        {
                            myMutator = mutators[0];
                        }
                        else
                        {
                            myMutator = entity.AddComponent <GenericMutator>();
                            myMutator.changeAbility(extra.ability);
                        }

                        // replace the cooldown on the mutator
                        myMutator.addedCharges     = extra.addedCharges;
                        myMutator.addedChargeRegen = extra.addedChargeRegen;
                    }
                }
            }

            if (addChargeManager)
            {
                if (!entity.GetComponent <ChargeManager>())
                {
                    entity.AddComponent <ChargeManager>();
                }

                //check if a null ability needs to be added
                bool needsNull = false;
                foreach (ExtraAbility extra in extraAbilities)
                {
                    if (extra.lowPriority)
                    {
                        if (extra.addedCharges + extra.ability.maxCharges != 0)
                        {
                            needsNull = true;
                        }
                        else
                        {
                            needsNull = false;
                        }
                    }
                }
                if (needsNull && !list.abilities.Contains(AbilityIDList.getAbility(AbilityID.nullAbility)))
                {
                    list.abilities.Add(AbilityIDList.getAbility(AbilityID.nullAbility));
                    float highestRange = 0f;
                    foreach (AbilityRangeList.AbilityRanges range in rangeList.ranges)
                    {
                        if (range.persuitRange > highestRange)
                        {
                            highestRange = range.persuitRange;
                        }
                    }
                    AbilityRangeList.AbilityRanges ranges = new AbilityRangeList.AbilityRanges(highestRange, 1f, 0.5f, 0f);
                    rangeList.ranges.Add(ranges);
                }
            }
        }


        // add retaliators if necessary
        if (retaliators.Count > 0)
        {
            foreach (Retaliator retal in retaliators)
            {
                GameObject retalObj = new GameObject();
                retalObj.transform.parent        = entity.transform;
                retalObj.transform.localPosition = Vector3.zero;

                RetaliateWhenParentHit retalComponent = retalObj.AddComponent <RetaliateWhenParentHit>();
                retalComponent.ability                 = retal.ability;
                retalComponent.sourceOfAbility         = RetaliateWhenParentHit.SourceOfAbilityObjectConstructor.Parent;
                retalComponent.damageTakenTrigger      = retal.threshold;
                retalComponent.damageTakenSinceTrigger = retal.startingDamage;
            }
        }

        return(entity);
    }
Ejemplo n.º 2
0
    public GameObject constructAbilityObject(Ability ability, Vector3 location, Vector3 targetLocation, GameObject overridePrefab = null, bool InheritSharedHitDetector = true)
    {
        // create the ability object
        GameObject abilityObject = null;

        if (overridePrefab == null)
        {
            // if there is no override prefab instantiate the ability's ability prefab
            abilityObject = Instantiate(ability.abilityPrefab, location, Quaternion.Euler(targetLocation - location));
        }
        else // othewise instrantiate the override prefab
        {
            abilityObject = Instantiate(overridePrefab, location, Quaternion.Euler(targetLocation - location));
        }

        // apply the relevant mutator if this entity has one
        if (mutatorManager)
        {
            mutators = mutatorManager.getMutators(ability);
            if (mutators != null)
            {
                foreach (AbilityMutator mutator in mutators)
                {
                    abilityObject = mutator.Mutate(abilityObject, location, targetLocation);
                    if (mutator.changeLocation)
                    {
                        targetLocation = mutator.newLocation;
                    }
                    if (mutator.changeTargetLocation)
                    {
                        targetLocation = mutator.newTargetLocation;
                    }
                }
            }
        }

        // move the ability object if necessary
        foreach (DefineStartLocation defineStartLocation in abilityObject.GetComponents <DefineStartLocation>())
        {
            if (defineStartLocation.active)
            {
                defineStartLocation.setLocation(location, targetLocation);
                // the direction from the cast point needs to be maintained
                if (defineStartLocation.maintainDirectionFromCastPoint())
                {
                    targetLocation = abilityObject.transform.position + targetLocation - location;
                }
            }
        }


        // initialise a location detector if necessary
        LocationDetector locationDetector = abilityObject.GetComponent <LocationDetector>();

        if (locationDetector)
        {
            locationDetector.startLocation  = abilityObject.transform.position;
            locationDetector.targetLocation = targetLocation;
        }

        // rotate the ability object
        abilityObject.transform.LookAt(targetLocation);

        // give the ability object its alignment
        AlignmentManager abilityAlignmentManager = abilityObject.GetComponent <AlignmentManager>();

        if (!abilityAlignmentManager)
        {
            abilityAlignmentManager = abilityObject.AddComponent <AlignmentManager>();
        }
        abilityAlignmentManager.alignment = myAlignmentManager.alignment;

        // give the ability object its creation references
        CreationReferences abilityCreationReferences = abilityObject.GetComponent <CreationReferences>();

        if (!abilityCreationReferences)
        {
            abilityCreationReferences = abilityObject.AddComponent <CreationReferences>();
        }
        abilityCreationReferences.thisAbility         = ability;
        abilityCreationReferences.locationCreatedFrom = location;
        // if this an ability object then the creator is this objects creator, otherwise the creator is this object
        if (myCreationReferences && GetComponent <AbilityObjectIndicator>())
        {
            abilityCreationReferences.creator = myCreationReferences.creator;
        }
        else
        {
            abilityCreationReferences.creator = gameObject;
        }

        // check whether there should be a shared hit detector
        HitDetector abilityHitDetector = abilityObject.GetComponent <HitDetector>();

        if (abilityHitDetector)
        {
            SharedHitDetector sharedHitDetector = null;
            if (myHitDetector && myHitDetector.sharedHitDetector && InheritSharedHitDetector)
            {
                sharedHitDetector = myHitDetector.sharedHitDetector;
            }
            // create a shared hit detector
            else if (ability.sharedHitDetector)
            {
                GameObject newGameObject = new GameObject();
                sharedHitDetector = newGameObject.AddComponent <SharedHitDetector>();
                sharedHitDetector.gameObject.AddComponent <SelfDestroyer>();
                sharedHitDetector.name = abilityObject.name + "'s shared hit detector";
            }
            if (sharedHitDetector != null && !abilityHitDetector.cannotHaveSharedhitDetector)
            {
                abilityHitDetector.sharedHitDetector = sharedHitDetector;
            }
        }

        // build the damage stats for each damage stats holder
        foreach (DamageStatsHolder damageStatsHolder in abilityObject.GetComponents <DamageStatsHolder>())
        {
            damageStatsHolder.damageStats = DamageStats.buildDamageStats(damageStatsHolder, GetComponent <TaggedStatsHolder>());
        }

        // attach any on hit status appliers if this ability deals damage on hit
        if (myTaggedStatsHolder && abilityObject.GetComponent <DamageEnemyOnHit>() && !abilityObject.GetComponent <CannotApplyAdditionalStatuses>())
        {
            ChanceToApplyStatusOnEnemyHit applier;
            float poisonChance = myTaggedStatsHolder.GetStatValue(Tags.Properties.PoisonChance, ability.useTags);
            if (poisonChance > 0)
            {
                applier = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
                applier.statusEffect             = StatusEffectList.getEffect(StatusEffectID.Poison);
                applier.chance                   = poisonChance;
                applier.canApplyToSameEnemyAgain = false;
            }
            float igniteChance = myTaggedStatsHolder.GetStatValue(Tags.Properties.IgniteChance, ability.useTags);
            if (igniteChance > 0)
            {
                applier = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
                applier.statusEffect             = StatusEffectList.getEffect(StatusEffectID.Ignite);
                applier.chance                   = igniteChance;
                applier.canApplyToSameEnemyAgain = false;
            }
            float chillChance = myTaggedStatsHolder.GetStatValue(Tags.Properties.ChillChance, ability.useTags);
            if (chillChance > 0)
            {
                applier = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
                applier.statusEffect             = StatusEffectList.getEffect(StatusEffectID.Chill);
                applier.chance                   = chillChance;
                applier.canApplyToSameEnemyAgain = false;
            }
            float slowChance = myTaggedStatsHolder.GetStatValue(Tags.Properties.SlowChance, ability.useTags);
            if (slowChance > 0)
            {
                applier = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
                applier.statusEffect             = StatusEffectList.getEffect(StatusEffectID.Slow);
                applier.chance                   = slowChance;
                applier.canApplyToSameEnemyAgain = false;
            }
            float blindChance = myTaggedStatsHolder.GetStatValue(Tags.Properties.BlindChance, ability.useTags);
            if (blindChance > 0)
            {
                applier = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
                applier.statusEffect             = StatusEffectList.getEffect(StatusEffectID.Blind);
                applier.chance                   = blindChance;
                applier.canApplyToSameEnemyAgain = false;
            }

            float bleedChance = myTaggedStatsHolder.GetStatValue(Tags.Properties.BleedChance, ability.useTags);
            if (bleedChance > 0)
            {
                applier = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
                applier.statusEffect             = StatusEffectList.getEffect(StatusEffectID.Bleed);
                applier.chance                   = bleedChance;
                applier.canApplyToSameEnemyAgain = false;
            }
            float shockChance = myTaggedStatsHolder.GetStatValue(Tags.Properties.ShockChance, ability.useTags);
            if (shockChance > 0)
            {
                applier = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
                applier.statusEffect             = StatusEffectList.getEffect(StatusEffectID.Shock);
                applier.chance                   = shockChance;
                applier.canApplyToSameEnemyAgain = false;
            }
        }


        // if the ability has an ability object constructor give it a tagged stats holder with your tagged stats
        if (myTaggedStatsHolder && abilityObject.GetComponent <RequiresTaggedStats>())
        {
            TaggedStatsHolder holder = abilityObject.GetComponent <TaggedStatsHolder>();
            if (holder == null)
            {
                holder = abilityObject.AddComponent <TaggedStatsHolder>();
            }
            holder.simpleStats.AddRange(myTaggedStatsHolder.simpleStats);
            holder.taggedStats.AddRange(myTaggedStatsHolder.taggedStats);
        }

        // set the direction if there is an ability mover
        if (abilityObject.GetComponent <AbilityMover>())
        {
            abilityObject.GetComponent <AbilityMover>().positionDelta = Vector3.Normalize(targetLocation - location);
            // if the ability object defines its own start direction then let it
            if (abilityObject.GetComponent <DefineStartDirection>())
            {
                abilityObject.GetComponent <DefineStartDirection>().setDirection();
            }
        }

        // run any on creation methods
        foreach (OnCreation component in abilityObject.GetComponents <OnCreation>())
        {
            if (component.runOnCreation)
            {
                component.onCreation();
            }
        }

        // invoke the event
        if (abilityObjectCreatedEvent != null)
        {
            abilityObjectCreatedEvent.Invoke(ability, abilityObject);
        }

        return(abilityObject);
    }