Ejemplo n.º 1
0
    void Start()
    {
        numberOfHeroesAlive = 4;
        SpriteRenderer spriteRender;
        string         filePath = "HeroesModels/";

        string[] typeOfDungeonTexture = { "Knight", "Rogue", "Lord", "Priest" };
        healthBarObjectsArray = new List <GameObject>();
        movementButton        = FindObjectOfType <ButtonForCameraMovement>();

        for (int i = 0; i < numberOfHeroesAlive; i++)
        {
            spriteRender        = heroObject[i].GetComponent <SpriteRenderer>();
            spriteRender.sprite = Resources.Load <Sprite>(filePath + typeOfDungeonTexture[i]);
            heroStatsObject     = new List <Champion>();
        }

        //For development purposes
        heroStatsObject.Add(new Champion(ChampionClass.Warrior, ChampionType.Normal, "Knight", 0, 1, new Statistics(100), new Statistics(10), new Statistics(10), new Statistics(10), new Statistics(7), new Statistics(6), new Statistics(10), false, new Items.Equipment(), new List <Items.Item>()));
        heroStatsObject.Add(new Champion(ChampionClass.Rogue, ChampionType.Normal, "Rogue", 0, 1, new Statistics(80), new Statistics(10), new Statistics(10), new Statistics(10), new Statistics(10), new Statistics(5), new Statistics(8), false, new Items.Equipment(), new List <Items.Item>()));
        heroStatsObject.Add(new Champion(ChampionClass.Warrior, ChampionType.Normal, "Lord", 0, 1, new Statistics(90), new Statistics(10), new Statistics(10), new Statistics(10), new Statistics(6), new Statistics(7), new Statistics(9), false, new Items.Equipment(), new List <Items.Item>()));
        heroStatsObject.Add(new Champion(ChampionClass.Priest, ChampionType.Normal, "Priest", 0, 1, new Statistics(70), new Statistics(10), new Statistics(10), new Statistics(10), new Statistics(5), new Statistics(10), new Statistics(5), false, new Items.Equipment(), new List <Items.Item>()));

        heroMaxHealth = new List <double>();
        for (int i = 0; i < 4; i++)
        {
            heroMaxHealth.Add(heroStatsObject[i].Vitality.Acctual);
        }
    }
Ejemplo n.º 2
0
 public void Reset()
 {
     //Getting dungeonManager to acces his variables
     dungeonCanvas      = GameObject.Find("Dungeon");
     dungeonManager     = dungeonCanvas.GetComponent <DungeonManager>();
     dungeonLevelChunks = dungeonManager.getLevelChunks();
     movementButton     = FindObjectOfType <ButtonForCameraMovement>();
     generationDecission();
 }
Ejemplo n.º 3
0
 // Use this for initialization
 void Start()
 {
     dungeonCanvas           = GameObject.Find("Dungeon");
     fightMode               = dungeonCanvas.GetComponent <FightMode>();
     dungeonManager          = dungeonCanvas.GetComponent <DungeonManager>();
     dungeonsGenerator       = dungeonCanvas.GetComponent <DungeonsGenerator>();
     buttonForCameraMovement = dungeonCanvas.GetComponent <ButtonForCameraMovement>();
     enemyObjectsArray       = new List <FightModeObject>();
     heroObjectsArray        = new List <FightModeObject>();
     tempObject              = new GameObject();
     createMasksForHighlight();
 }
Ejemplo n.º 4
0
 // Use this for initialization
 void Start()
 {
     dungeonCanvas              = GameObject.Find("Dungeon");
     dungeonManager             = dungeonCanvas.GetComponent <DungeonManager>();
     dungeonsGenerator          = dungeonCanvas.GetComponent <DungeonsGenerator>();
     enemyGenerator             = dungeonCanvas.GetComponent <EnemyGenerator>();
     buttonForCameraMovement    = GameObject.Find("MoveRightButton").GetComponent <ButtonForCameraMovement>();
     buttonForUsage             = GameObject.Find("UseButton").GetComponent <ButtonForUsage>();
     objectSelector             = dungeonCanvas.GetComponent <ObjectSelector>();
     displayParty               = dungeonCanvas.GetComponent <DisplayParty>();
     partyIsInFightMode         = false;
     enemyPossitionsBeforeFight = new float[4];
     colidedWithPartyNumber     = 0;
 }
Ejemplo n.º 5
0
    public void Start()
    {
        randomNumber          = new System.Random();
        minimumNumberOfChunks = 6;
        maximumNumberOfChunks = 12;

        //Static list of corridors
        corridorList = new List <Corridor>();

        chunkWidth = 7;

        //It's template object for creating another chunks
        factoryObject = new GameObject();
        //Defines layer to display backgound on
        factoryObject.layer = 0;

        buttonForUsage = GameObject.Find("UseButton");
        buttonForCameraMovementLeft  = GameObject.Find("MoveLeftButton");
        buttonForCameraMovementRight = GameObject.Find("MoveRightButton");
        buttonForEscape        = GameObject.Find("ButtonForEscape");
        buttonForAtackCharging = GameObject.Find("ChargeAtackButton");

        objectsToGenerate = randomNumber.Next(minimumNumberOfChunks, maximumNumberOfChunks);
        //Saving length data to object for later reload
        corridorToGenerate              = new Corridor(objectsToGenerate);
        leftBoundPossition              = chunkWidth;
        rightBoundPossition             = chunkWidth * (objectsToGenerate - 1);
        rightBoundPossitionForGenerator = chunkWidth * objectsToGenerate;
        producedChunks = new List <GameChunk>();

        //Getting dungeonManager to acces his variables
        dungeonCanvas      = GameObject.Find("Dungeon");
        dungeonManager     = dungeonCanvas.GetComponent <DungeonManager>();
        dungeonLevelChunks = dungeonManager.getLevelChunks();
        movementButton     = FindObjectOfType <ButtonForCameraMovement>();
        dungeonManager     = dungeonCanvas.GetComponent <DungeonManager>();
        fightMode          = dungeonCanvas.GetComponent <FightMode>();
        enemyGen           = dungeonCanvas.GetComponent <EnemyGenerator>();
        displayParty       = dungeonCanvas.GetComponent <DisplayParty>();
        loadingHasFinished = false;

        generationDecission();
    }