Ejemplo n.º 1
0
 public static void poison(Unit onDef, float damage)
 {
     if (Random.Range(0.0f, 100.0f) <= 40.0f)
     {
         BattleEventController.setAffect(onDef, (int)affect.poison, 2, 0.2f * damage);
     }
 }
Ejemplo n.º 2
0
 public static void dazzle(Unit onDef)
 {
     if (Random.Range(0.0f, 100.0f) <= 10.0f)
     {
         BattleEventController.setAffect(onDef, (int)affect.missing, 2, 65.0f);
     }
 }
Ejemplo n.º 3
0
 public static void defenceClick(bool value, int region)
 {
     isDefenceClicked = value;
     heroDefRegion    = region;
     BattleEventController.isBoth();
     Debug.Log("Event defenceClick created, isDefenceCliked = " + isDefenceClicked);
     Debug.Log("BattleEventController. defenceClick. region = " + heroDefRegion);
 }
Ejemplo n.º 4
0
 public static void attackClick(bool value, int region)
 {
     isAttackClicked  = value;
     heroAttackRegion = region;
     BattleEventController.isBoth();
     Debug.Log("Event attackClick created, isAttackCliked = " + isAttackClicked);
     Debug.Log("BattleEventController. attackClick. region = " + heroAttackRegion);
 }
Ejemplo n.º 5
0
    private IEnumerator Stagger()
    {
        isStaggered = true;
        BattleEventController.EnemyStaggered();
        enemyEventController.Stagger();

        yield return(new WaitForSeconds(stats.GetStaggerTime()));

        ResetStagger();
    }
Ejemplo n.º 6
0
 public void isBoth()
 {
     if (BattleEventController.isBoth())
     {
         gameObject.GetComponent <Button> ().interactable = true;
     }
     else
     {
         gameObject.GetComponent <Button> ().interactable = false;
     }
 }
Ejemplo n.º 7
0
 public void setNotReady()
 {
     Debug.Log("set not ready to true");
     BattleEventController.setReady(false);
     isTrue = false;
 }
Ejemplo n.º 8
0
 public void setReady()
 {
     Debug.Log("set ready to true");
     BattleEventController.setReady(true);
     isTrue = true;
 }
Ejemplo n.º 9
0
 public void defClick(int region)
 {
     Debug.Log("defence toggle selected with " + gameObject.GetComponent <Toggle>().isOn);
     BattleEventController.defenceClick(gameObject.GetComponent <Toggle>().isOn, region);
 }
Ejemplo n.º 10
0
 public void attackClick(int region)
 {
     Debug.Log("attack toggle selected with " + gameObject.GetComponent <Toggle>().isOn);
     BattleEventController.attackClick(gameObject.GetComponent <Toggle>().isOn, region);
 }
Ejemplo n.º 11
0
 public void Attack()
 {
     BattleEventController.PlayerHit(attackPower);
     isReady = false;
     BeginCooldown();
 }
Ejemplo n.º 12
0
    public static void hit(Unit onAt, Unit onDef, int attackRegion, int defRegion)
    {
        Debug.Log("Hit!");
        float damage = onAt.getStats().GetStat((int)statName.damage);

        Debug.Log("Default damage " + damage);
        bool isMiss     = false;
        bool isGodsHelp = false;

        if (onAt.getAffect((int)affect.missing).time > 0)
        {
            isMiss = Effects.miss();
            onAt.decAffectTime((int)affect.missing);
            Debug.Log("wtf 1");
        }
        else if (onDef.getEffect((int)effect.divineTear))
        {
            isGodsHelp = Effects.divineTear();
            Debug.Log("wtf 2");
        }

        if (isMiss || isGodsHelp)
        {
            damage = 0;
            Debug.Log("wtf 3");
        }
        else
        {
            float resist = onDef.getStats().GetStat((int)statName.resist);

            if (onAt.getEffect((int)effect.breakout))
            {
                if (Effects.breakout())
                {
                    resist = resist / 2;
                }

                Debug.Log("wtf 5");
            }

            if (onAt.getEffect((int)effect.concentrating))
            {
                if (Effects.concentrating())
                {
                    damage = damage * 2;
                }
                Debug.Log("wtf 6");
            }

            if (onAt.getEffect((int)effect.dazzle))
            {
                Effects.dazzle(onDef);
                Debug.Log("wtf 7");
            }

            if (onAt.getEffect((int)effect.poison))
            {
                Effects.poison(onDef, damage);
                Debug.Log("wtf 8");
            }

            if (onAt.getEffect((int)effect.vampirism))
            {
                BattleEventController.updHealth(Effects.vampirism(damage), onAt);
                Debug.Log("wtf 9");
            }

            if (attackRegion == defRegion)
            {
                damage -= resist;
            }
            else
            {
                damage -= resist / 2;
            }
        }
        Debug.Log("final damage" + damage);
        BattleEventController.updHealth(-damage, onDef);
    }
Ejemplo n.º 13
0
    public static void step(int type)
    {
        Stats heroStats         = EventController.hero.getStats();
        Stats enemyStats        = EventController.enemy.getStats();
        int   enemyAttackRegion = Random.Range((int)region.chest, (int)region.right_leg);
        int   enemyDefRegion    = Random.Range((int)region.chest, (int)region.right_leg);

        Debug.Log("New fight step with type = " + type);
        Debug.Log("Fight step. Enemy attack region = " + enemyAttackRegion.ToString());
        Debug.Log("Fight step. Enemy defence region = " + enemyDefRegion.ToString());

        BattleEventController.toDefault();

        switch (type)
        {
        case (int)attackType.meele:
            Debug.Log("Fight. Step. Meele.");
            BattleEventController.toAttack(true);
            hit(EventController.hero, EventController.enemy, BattleEventController.heroAttackRegion, enemyDefRegion);
//			BattleEventController.setReady (false);
            break;

        case (int)attackType.magic:
            BattleEventController.toMagic(true);
            magicHit(EventController.enemy);
            BattleEventController.setReady(false);
            break;

        default:
            Debug.Log("Error! Wrong attack type");
            break;
        }

        if (EventController.enemy.getAffect((int)affect.poison).time > 0)
        {
            BattleEventController.updHealth(EventController.enemy.getAffect((int)affect.poison).value, EventController.enemy);
            EventController.enemy.decAffectTime((int)affect.poison);
        }

        Debug.Log("Fight! Current health = " + enemyStats.GetCurPoints((int)statName.health));
        if (enemyStats.GetCurPoints((int)statName.health) == 0.0f)
        {
            BattleEventController.toDeath(false);
        }
        else
        {
            BattleEventController.toAttack(false);
            hit(EventController.enemy, EventController.hero, enemyAttackRegion, BattleEventController.heroAttackRegion);

            Debug.Log("EventControler hero time = " + EventController.hero.getAffect((int)affect.poison).time);
            Debug.Log("EventControler hero time = " + EventController.enemy.getAffect((int)affect.poison).time);
            if (EventController.hero.getAffect((int)affect.poison).time > 0)
            {
                BattleEventController.updHealth(EventController.hero.getAffect((int)affect.poison).value, EventController.hero);
                EventController.hero.decAffectTime((int)affect.poison);
            }

            if (heroStats.GetCurPoints((int)statName.health) == 0)
            {
                BattleEventController.toDeath(true);
            }
        }
    }
Ejemplo n.º 14
0
 public static void magicHit(Unit onDef)
 {
     BattleEventController.updHealth(-5, onDef);
 }
Ejemplo n.º 15
0
 public static void setToBattle(Unit unit, bool isHero)
 {
     BattleEventController.setToBattle(unit, isHero);
 }