public Outcome Activate(Character guy)
        {
            if (activatedCharacter != null)
            {
                Deactivate(activatedCharacter); //TODO: add to outcome
            }

            var outcome = new Outcome();

            outcome.ActionTaken = "Activate";
            outcome.UserID      = guy.ID;

            if (guy.HasBeenActivated)
            {
                outcome.Message.AppendLine(guy.Name + " has already been activated this turn");
                return(outcome);
            }

            if (guy.SideID != currentSide.ID)
            {
                outcome.Message.AppendLine(guy.Name + " does not belong to current side, " + currentSide.Name);
                return(outcome);
            }

            guy.Activate();
            var tile = map.GetTile(guy.Pos);

            tile.CharacterActivated(this, guy);
            activatedCharacterID = guy.ID;
            outcome.Message.AppendLine("Starting activation for " + guy.Name);
            return(outcome);
        }
Ejemplo n.º 2
0
    public void CreateAvatar()
    {
        inventory = gameObject.GetComponent <Inventory>();
        GameObject go = Instantiate(avatarPrefab, new Vector3(0, 0, 0), Quaternion.identity);

        character = go.GetComponent <Character>();
        character.Activate(this);
        isCreated = true;
        inventory.SetUp();
        cameraContainer.GetComponent <CameraScript>().ToggleCamera(character.gameObject);
        keybinder.ImportBinding();
    }
Ejemplo n.º 3
0
    public void NextCharacter()
    {
        Character tmp;

        tmp = order[0];
        order.RemoveAt(0);
        order.Add(tmp);
        if (!order[0].gameObject.activeSelf)
        {
            NextCharacter();
        }
        character = order[0];
        character.Activate(2);
    }
Ejemplo n.º 4
0
    private void ActivateCharacter(Character newCharacter)
    {
        if (newCharacter == _activeCharacter || newCharacter == null)
        {
            return;
        }

        if (_activeCharacter != null)
        {
            _activeCharacter.Deactivate();
        }

        _activeCharacter         = newCharacter;
        ActiveCharacterTransform = _activeCharacter.transform;
        newCharacter.Activate();
    }
Ejemplo n.º 5
0
    void Update()
    {
        input += new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
        if (Input.GetKey(KeyCode.Mouse0))
        {
            mousePos  = Input.mousePosition;
            activated = true;
        }

        if (Input.GetKeyDown(KeyCode.E))
        {
            pickupItem = true;
        }

        timer += Time.deltaTime;

        if (timer > 1 / tps)
        {
            timer -= 1 / tps;

            if (input != Vector2.zero)
            {
                Vector2 normInput = input.normalized * 2;

                e.MoveInLine(new Position((int)normInput.x, (int)normInput.y), (int)(e.GetStat(EntityLiving.Stat.MOVEMENT_SPEED) * ((normInput.x != 0 && normInput.y != 0) ? 1.5f : 1)), world, true);
            }

            input = Vector2.zero;

            if (activated)
            {
                e.Activate(world, worldRenerer.FromVector2ToPlayerPosition(Camera.main.ScreenToWorldPoint(mousePos), world));
                activated = false;
            }

            if (pickupItem)
            {
                e.OpenItemCompareOverlay(world);
                pickupItem = false;
            }


            world.Tick();
        }
    }
Ejemplo n.º 6
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    public void StartGame()
    {
        UI_Manager.UIManager.UI_Close("UI_Battle_Spawn");
        UI_Manager.UIManager.UI_Close("UI_Battle_Start");
        UI_Battle_Notification.notification.Clear();
        bSpawning = false;
        bVictory  = false;
        bInFight  = true;

        SortUnitByInitiative();
        if (!order[0].gameObject.activeSelf)
        {
            NextCharacter();
        }
        else
        {
            character = order[0];
        }
        if (bInFight)
        {
            character.Activate(2);
        }
    }
Ejemplo n.º 7
0
 public void Activate()
 {
     _char.Activate();
 }