public Transform ReturnNearestOpenAttackSlot(Transform unitTransform)
    {
        float distance     = Mathf.Infinity;
        int   runningIndex = -1;

        for (int i = 0; i < possibleSlots.Count; i++)
        {
            AttackSlot slot = possibleSlots[i].GetComponent <AttackSlot>();

            if (slot.isOpen)
            {
                float currentDistance = (possibleSlots[i].position - unitTransform.position).magnitude;

                if (currentDistance < distance)
                {
                    distance     = currentDistance;
                    runningIndex = i;
                }
            }
        }

        if (runningIndex < 0)
        {
            Debug.Log("No open spots found!");
            return(unitTransform);
        }
        else
        {
            possibleSlots[runningIndex].GetComponent <AttackSlot>().isOpen = false;
            return(possibleSlots[runningIndex]);
        }
    }
Ejemplo n.º 2
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 public void SwitchState(State newState, AttackSlot attack)
 {
     currentState.OnStateExit();
     currentState = newState;
     attackType   = attack;
     newState.OnStateEnter();
 }
Ejemplo n.º 3
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 private void Start()
 {
     if (transform.childCount > 0)
     {
         AttackSlot firstChild = transform.GetChild(0).GetComponent <AttackSlot>();
         if (firstChild.IsLightAttack && lightAttackComboContinuation == null)
         {
             lightAttackComboContinuation = firstChild;
         }
         else if (firstChild.IsHeavyAttack && heavyAttackComboContinuation == null)
         {
             heavyAttackComboContinuation = firstChild;
         }
         if (transform.childCount > 1)
         {
             AttackSlot secondChild = transform.GetChild(1).GetComponent <AttackSlot>();
             if (secondChild.IsLightAttack && lightAttackComboContinuation == null)
             {
                 lightAttackComboContinuation = secondChild;
             }
             else if (secondChild.IsHeavyAttack && heavyAttackComboContinuation == null)
             {
                 heavyAttackComboContinuation = secondChild;
             }
         }
     }
 }
Ejemplo n.º 4
0
        public void LoadDefense()
        {
            GameObject slot = Instantiate(_attackSlot);

            slot.transform.SetParent(transform.Find("ActionMask").Find("GridView"));
            slot.transform.localScale    = new Vector3(1, 1, 1);
            slot.transform.localPosition = Vector3.zero;

            slot.transform.Find("Crystal").GetComponentInChildren <Text>().text = 1 + "";
            slot.transform.Find("Image").GetComponent <Image>().sprite          = _defenseIcon[0];
            slot.transform.Find("Icon").gameObject.SetActive(false);
            SkillBlock skill = new SkillBlock();

            skill.slotId      = _blockCount;
            skill.defCrystal  = 1;
            skill.heroStoreId = 1;
            skill.color       = 5;
            skill.isAttack    = false;
            skill.blockStack  = 1;
            skill.crystal     = 1;
            skill.obj         = slot;
            AttackSlot atk = slot.GetComponent <AttackSlot>();

            atk._skill = skill;
            _attackList.Add(skill);
            _blockCount++;
            transform.Find("ActionMask").Find("GridView").localPosition = new Vector3(1, 0, 0);
        }
Ejemplo n.º 5
0
 public override void OnStateEnter()
 {
     base.OnStateEnter();
     character.timer       = 0;
     attack                = character.attackType;
     character.canAttack   = false;
     character.stateString = "attack";
     //Debug.Log(attack);
     Step();
 }
Ejemplo n.º 6
0
        public void LoadAttack()
        {
            if (_core == null)
            {
                _core = Camera.main.GetComponent <MainCore>();
            }
            if (_battleCon == null)
            {
                _battleCon = _core._battleCon;
            }

            int ranSlot = Random.Range(0, _battleCon._heroData.Length);

            if (_battleCon._heroData[ranSlot].hero.hp == 0)
            {
                //Debug.Log("old block "+ranSlot);
                ranSlot = Random.Range(0, _battleCon._heroData.Length);
                //Debug.Log("new ran block "+ ranSlot);
            }

            GameObject slot = Instantiate(_attackSlot);

            slot.transform.SetParent(transform.Find("ActionMask").Find("GridView"));
            slot.transform.localScale    = new Vector3(1, 1, 1);
            slot.transform.localPosition = Vector3.zero;

            if (getSpriteSet != _battleCon._heroData[ranSlot].hero.hero.spriteSet)
            {
                getSpriteSet = _battleCon._heroData[ranSlot].hero.hero.spriteSet;
                loadSprite   = Resources.LoadAll <Sprite>("Sprites/Character/Hero/" + getSpriteSet);
            }

            slot.transform.Find("Icon").GetComponent <Image>().sprite = loadSprite.Single(s => s.name == "Map_" + _battleCon._heroData[ranSlot].hero.hero.spriteName);
            SkillBlock skill = new SkillBlock();

            skill.slotId     = _blockCount;
            skill.defCrystal = _battleCon._heroData[ranSlot].hero.attack[0].skill.crystal;
            slot.transform.Find("Crystal").GetComponentInChildren <Text>().text = skill.defCrystal.ToString();
            slot.transform.Find("Image").GetComponent <Image>().sprite          = loadSprite.Single(s => s.name == "Skill_" + _battleCon._heroData[ranSlot].hero.hero.spriteName);
            skill.heroStoreId = _battleCon._heroData[ranSlot].hero.id;
            skill.blockStack  = 1;
            skill.color       = _battleCon._heroData[ranSlot].slotId;
            skill.isAttack    = true;
            skill.isUltimate  = false;
            skill.crystal     = skill.defCrystal;
            skill.obj         = slot;
            AttackSlot atk = slot.GetComponent <AttackSlot>();

            atk._skill = skill;
            _attackList.Add(skill);
            _blockCount++;
            transform.Find("ActionMask").Find("GridView").localPosition = new Vector3(1, 0, 0);
        }
 private void AcquireAttackSlots()
 {
     for (int i = 0; i < attackSlotHolder.childCount; i++)
     {
         Transform  child = attackSlotHolder.GetChild(i);
         AttackSlot slot  = child.GetComponent <AttackSlot>();
         if (slot != null)
         {
             slot.isOpen = true;
             possibleSlots.Add(child);
         }
     }
 }
        public void UseAttack(AttackSlot attack)
        {
            if (getCore().getMenuCon().UseCrystal(attack.crystal))
            {
                getCore().getBattCon()._currentHeroBatt.Attack(attack.skillSlot, attack.blockStack);

                DeleteBlock(attack);

                UpdateAttackSlot();
            }
            else
            {
                getCore().NotifyCrystal("Not enough crystal!");
            }
        }
        public void LoadAttack()
        {
#pragma warning disable CS0618 // Type or member is obsolete
            int skillSlot = Random.RandomRange(0, 3);
#pragma warning restore CS0618 // Type or member is obsolete
            Hero hero = getCore().getBattCon()._currentHeroBatt;
            if (hero.getStatus().hate == 100)
            {
                skillSlot = 3;
                hero.getStatus().hate = 0;
            }

            GameObject slot = Instantiate(_attackSlot);
            slot.transform.SetParent(transform.Find("ActionMask").Find("GridView"));
            slot.transform.localScale    = new Vector3(1, 1, 1);
            slot.transform.localPosition = Vector3.zero;

            if (getSpriteSet != hero.getSpriteSet())
            {
                getSpriteSet   = hero.getSpriteSet();
                loadSkillIcons = Resources.LoadAll <Sprite>("Sprites/IconSkill/");
            }
            slot.transform.Find("Image").GetComponent <Image>().sprite = loadSkillIcons.Single(s => s.name == "Skill_" + hero.getSpriteName() + "_" + skillSlot);
            AttackSlot script = slot.GetComponent <AttackSlot>();

            script.skillSlot  = skillSlot;
            script.number     = _blockCount;
            script.defCrystal = hero.getStatus().attack[skillSlot].crystal;
            slot.transform.Find("Crystal").GetComponentInChildren <Text>().text = script.defCrystal.ToString();
            script.blockStack = 1;
            script.color      = skillSlot;
            script.crystal    = script.defCrystal;
            script.obj        = slot;

            _attackList.Add(script);
            _blockCount++;
            transform.Find("ActionMask").Find("GridView").localPosition = new Vector3(1, 0, 0);
        }
        void DeleteBlock(AttackSlot attack)
        {
            string numberIsDelete = "";

            for (int i = 0; i < _attackList.Count; i++)
            {
                if (_attackList[i].number == attack.number)
                {
                    if (_attackList[i].blockStack == 3)
                    {
                        Destroy(_attackList[i - 1].obj);
                        numberIsDelete += _attackList[i - 1].number + ":";
                        Destroy(_attackList[i - 2].obj);
                        numberIsDelete += _attackList[i - 2].number + ":";
                    }
                    else if (_attackList[i].blockStack == 2)
                    {
                        Destroy(_attackList[i - 1].obj);
                        numberIsDelete += _attackList[i - 1].number + ":";
                    }
                    Destroy(_attackList[i].obj);
                    numberIsDelete += _attackList[i].number + "";
                    break;
                }
            }
            string[] splitSlotId = numberIsDelete.Split(':');
            for (int a = 0; a < splitSlotId.Length; a++)
            {
                foreach (AttackSlot data in _attackList.ToList())
                {
                    if (data.number == System.Int32.Parse(splitSlotId[a]))
                    {
                        _attackList.Remove(data);
                        break;
                    }
                }
            }
        }
Ejemplo n.º 11
0
    /// <summary>
    /// Actually switches the animation to the next attack
    /// </summary>
    /// <param name="attackType"></param>
    private void SwitchToNextAttack(AttackSlot.AttackType attackType)
    {
        _Animator.SetBool("AttackFine", false);
        _CurrentAttackCombo = attackType == AttackSlot.AttackType.Light? _CurrentAttackCombo.LightComboContinuation: _CurrentAttackCombo.HeavyComboContinuation;
        comboCounter++;

        _AnimatorOverride[_NextComboLabel] = _CurrentAttackCombo.AnimationToPlay;
        if (comboCounter % 2 == 1)
        {
            //_CurrentAnimLabelA = _CurrentAttackCombo.AnimationToPlay.name;
            _CurrentAnimClipA = _CurrentAttackCombo.AnimationToPlay;
        }
        else
        {
            //_CurrentAnimLabelB = _CurrentAttackCombo.AnimationToPlay.name;
            _CurrentAnimClipB = _CurrentAttackCombo.AnimationToPlay;
        }

        _Animator.SetTrigger("Attack");
        canDoSomethingElseAfterAttacking = false;
        checkIfPlayerWantsToKeepCombo    = false;
        transitioningToAnotherCombo      = true;
        playerWantsToKeepCombo           = false;
    }
Ejemplo n.º 12
0
    private void CheckAttack()
    {
        bool wantsToLightAttack = Input.GetButton("NormalAttack");
        bool wantsToHeavyAttack = Input.GetButton("HeavyAttack");
        bool wantsToAttack      = wantsToLightAttack || wantsToHeavyAttack;

        if (checkIfPlayerWantsToKeepCombo && wantsToAttack)
        {
            nextComboIsLight              = wantsToLightAttack;
            playerWantsToKeepCombo        = true;
            checkIfPlayerWantsToKeepCombo = false;
        }
        else if (canDoSomethingElseAfterAttacking)
        {
            bool canComboLight = wantsToLightAttack && _CurrentAttackCombo.HasLightCombo;
            if (canComboLight ||
                (wantsToHeavyAttack && _CurrentAttackCombo.HasHeavyCombo))
            {
                transitioningToAnotherCombo = true;
                if (m_ShowAttackDebugs)
                {
                    Debug.Log("[PlayerAttack] While he could choose something else, the player decided to attack!");
                }
                canDoSomethingElseAfterAttacking = false;
                checkIfPlayerWantsToKeepCombo    = false;
                playerWantsToKeepCombo           = false;
                SwitchToNextAttack(canComboLight?AttackSlot.AttackType.Light:AttackSlot.AttackType.Heavy);
            }
            else if (_TriesToDoSomethingElse)
            {
                if (m_ShowAttackDebugs)
                {
                    Debug.Log("[PlayerAttack] While he could choose something else, the player decided to choose something else!");
                }
                ChangeToIdle(); //Since the attack method occurs before any other method, the player will be able to actually dash
            }
        }
        else if (_CanStartAttacking && wantsToAttack)
        {
            if (m_ShowAttackDebugs)
            {
                Debug.Log("[PlayerAttack] While idling, the player decided to attack!");
            }
            comboCounter        = 1;
            _CurrentAttackCombo = wantsToLightAttack ? m_StartingLightAttack : m_StartingHeavyAttack;

            _Animator.SetBool("AttackFine", false);

            if (_CurrentAnimClipA == null)
            {
                _CurrentAnimClipA = _AnimatorOverride["AttackAPlaceHolder"];
            }
            if (_CurrentAnimClipB == null)
            {
                _CurrentAnimClipB = _AnimatorOverride["AttackBPlaceHolder"];
            }

            animatorOverride[_NextComboLabel] = _CurrentAttackCombo.AnimationToPlay;
            _CurrentAnimClipA = _CurrentAttackCombo.AnimationToPlay;
            _Animator.SetTrigger("Attack");
            ChangeState(PlayerState.Attacking);
            //Animation takes care of collision activation, what moment to deal damage and
        }
    }