Ejemplo n.º 1
0
    public override IEnumerator StartMyActivationCoroutine()
    {
        Ability rockToss = mySpellBook.GetAbilityByName("Rock Toss");
        Ability move     = mySpellBook.GetAbilityByName("Move");


ActionStart:
        while (EventManager.Instance.gameOverEventStarted)
        {
            yield return(null);
        }

        if (EntityLogic.IsAbleToTakeActions(this) == false)
        {
            LivingEntityManager.Instance.EndEntityActivation(this);
        }

        // Rock Toss
        else if (EntityLogic.IsTargetInRange(this, EntityLogic.GetClosestEnemy(this), rockToss.abilityRange) &&
                 EntityLogic.IsAbilityUseable(this, rockToss)
                 )
        {
            SetTargetDefender(EntityLogic.GetClosestEnemy(this));
            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }

        // Can't do anything more, end activation
        else
        {
            LivingEntityManager.Instance.EndEntityActivation(this);
        }
    }
Ejemplo n.º 2
0
    public override IEnumerator StartMyActivationCoroutine()
    {
        Ability strike = mySpellBook.GetAbilityByName("Strike");
        Ability move   = mySpellBook.GetAbilityByName("Move");

ActionStart:
        while (EventManager.Instance.gameOverEventStarted)
        {
            yield return(null);
        }

        SetTargetDefender(EntityLogic.GetClosestValidEnemy(this));

        if (EntityLogic.IsAbleToTakeActions(this) == false)
        {
            LivingEntityManager.Instance.EndEntityActivation(this);
        }

        // Strike
        else if (EntityLogic.IsAbilityUseable(this, strike) &&
                 EntityLogic.IsTargetInRange(this, myCurrentTarget, currentMeleeRange))
        {
            Action action = AbilityLogic.Instance.PerformStrike(this, myCurrentTarget);
            yield return(new WaitUntil(() => action.ActionResolved() == true));

            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }

        // Move
        else if (EntityLogic.IsTargetInRange(this, myCurrentTarget, currentMeleeRange) == false &&
                 EntityLogic.IsAbleToMove(this) &&
                 EntityLogic.CanPerformAbilityTwoAfterAbilityOne(move, strike, this) &&
                 EntityLogic.IsAbilityUseable(this, move) &&
                 EntityLogic.GetBestValidMoveLocationBetweenMeAndTarget(this, myCurrentTarget, currentMeleeRange, EntityLogic.GetTotalMobility(this)) != null)
        {
            SetTargetDefender(EntityLogic.GetClosestEnemy(this));

            Tile   destination    = EntityLogic.GetBestValidMoveLocationBetweenMeAndTarget(this, myCurrentTarget, currentMeleeRange, EntityLogic.GetTotalMobility(this));
            Action movementAction = AbilityLogic.Instance.PerformMove(this, destination);
            yield return(new WaitUntil(() => movementAction.ActionResolved() == true));

            // small delay here in order to seperate the two actions a bit.
            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }

        // Can't do anything more, end activation
        else
        {
            LivingEntityManager.Instance.EndEntityActivation(this);
        }
    }
Ejemplo n.º 3
0
    public void ChooseRandomTargetingLogic()
    {
        Debug.Log("ChooseRandomTargetingLogic() called...");
        int randomNumber = Random.Range(0, 2);

        if (randomNumber == 0)
        {
            SetTargetDefender(EntityLogic.GetClosestEnemy(this));
        }

        else
        {
            SetTargetDefender(EntityLogic.GetEnemyWithLowestCurrentHP(this));
        }

        Debug.Log("ChooseRandomTargetingLogic() set target as: " + myCurrentTarget.name);
    }
Ejemplo n.º 4
0
    public override IEnumerator StartMyActivationCoroutine()
    {
        Ability move       = mySpellBook.GetAbilityByName("Move");
        Ability siphonLife = mySpellBook.GetAbilityByName("Siphon Life");
        Ability twinStrike = mySpellBook.GetAbilityByName("Twin Strike");
        Ability strike     = mySpellBook.GetAbilityByName("Strike");
        Ability dash       = mySpellBook.GetAbilityByName("Dash");


        ChooseRandomTargetingLogic();

ActionStart:


        while (EventManager.Instance.gameOverEventStarted)
        {
            yield return(null);
        }


        if (myCurrentTarget.currentHealth <= 0 || myCurrentTarget == null)
        {
            ChooseRandomTargetingLogic();
        }

        if (EntityLogic.IsAbleToTakeActions(this) == false)
        {
            LivingEntityManager.Instance.EndEntityActivation(this);
        }

        // Siphon Life
        else if (EntityLogic.IsTargetInRange(this, myCurrentTarget, siphonLife.abilityRange) &&
                 EntityLogic.IsAbilityUseable(this, siphonLife)
                 )
        {
            //SetTargetDefender(GetClosestDefender());
            VisualEffectManager.Instance.CreateStatusEffect(transform.position, "Siphon Life");
            yield return(new WaitForSeconds(0.5f));

            //Action slAction = AbilityLogic.Instance.PerformSiphonLife(this, myCurrentTarget);
            // yield return new WaitUntil(() => slAction.ActionResolved() == true);
            // brief delay between actions
            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }

        // If unable to siphon life the ideal target, siphon the closest valid target
        else if (EntityLogic.IsTargetInRange(this, EntityLogic.GetClosestEnemy(this), siphonLife.abilityRange) &&
                 EntityLogic.IsAbilityUseable(this, siphonLife)
                 )
        {
            SetTargetDefender(EntityLogic.GetClosestEnemy(this));
            VisualEffectManager.Instance.CreateStatusEffect(transform.position, "Siphon Life");
            yield return(new WaitForSeconds(0.5f));

            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }

        // Twin Strike
        else if (EntityLogic.IsTargetInRange(this, myCurrentTarget, currentMeleeRange) &&
                 EntityLogic.IsAbilityUseable(this, twinStrike))
        {
            //SetTargetDefender(GetDefenderWithLowestCurrentHP());
            VisualEffectManager.Instance.CreateStatusEffect(transform.position, "Twin Strike");
            yield return(new WaitForSeconds(0.5f));

            Action twinStrikeAction = AbilityLogic.Instance.PerformTwinStrike(this, myCurrentTarget);
            yield return(new WaitUntil(() => twinStrikeAction.ActionResolved() == true));

            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }

        // Strike
        else if (EntityLogic.IsTargetInRange(this, myCurrentTarget, currentMeleeRange) &&
                 EntityLogic.IsAbilityUseable(this, strike))
        {
            //SetTargetDefender(GetDefenderWithLowestCurrentHP());
            VisualEffectManager.Instance.CreateStatusEffect(transform.position, "Strike");
            yield return(new WaitForSeconds(0.5f));

            Action strikeAction = AbilityLogic.Instance.PerformStrike(this, myCurrentTarget);
            yield return(new WaitUntil(() => strikeAction.ActionResolved() == true));

            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }

        // Dash
        else if (EntityLogic.IsTargetInRange(this, myCurrentTarget, currentMeleeRange) == false &&
                 EntityLogic.IsAbleToMove(this) &&
                 EntityLogic.IsAbilityUseable(this, dash) &&
                 EntityLogic.CanPerformAbilityTwoAfterAbilityOne(dash, strike, this) &&
                 EntityLogic.GetBestValidMoveLocationBetweenMeAndTarget(this, myCurrentTarget, currentMeleeRange, dash.abilityPrimaryValue) != null
                 )
        {
            VisualEffectManager.Instance.CreateStatusEffect(transform.position, "Dash");
            yield return(new WaitForSeconds(0.5f));

            Tile   destination = EntityLogic.GetBestValidMoveLocationBetweenMeAndTarget(this, myCurrentTarget, currentMeleeRange, dash.abilityPrimaryValue);
            Action dashAction  = AbilityLogic.Instance.PerformDash(this, destination);
            yield return(new WaitUntil(() => dashAction.ActionResolved() == true));

            // small delay here in order to seperate the two actions a bit.
            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }

        // Move
        else if (EntityLogic.IsTargetInRange(this, myCurrentTarget, currentMeleeRange) == false &&
                 EntityLogic.IsAbleToMove(this) &&
                 EntityLogic.IsAbilityUseable(this, move) &&
                 EntityLogic.CanPerformAbilityTwoAfterAbilityOne(move, strike, this) &&
                 EntityLogic.GetBestValidMoveLocationBetweenMeAndTarget(this, myCurrentTarget, currentMeleeRange, EntityLogic.GetTotalMobility(this)) != null
                 )
        {
            VisualEffectManager.Instance.CreateStatusEffect(transform.position, "Move");
            yield return(new WaitForSeconds(0.5f));

            Tile   destination    = EntityLogic.GetBestValidMoveLocationBetweenMeAndTarget(this, myCurrentTarget, currentMeleeRange, EntityLogic.GetTotalMobility(this));
            Action movementAction = AbilityLogic.Instance.PerformMove(this, destination);
            yield return(new WaitUntil(() => movementAction.ActionResolved() == true));

            // small delay here in order to seperate the two actions a bit.
            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }


        // Can't do anything more, end activation
        else
        {
            LivingEntityManager.Instance.EndEntityActivation(this);
        }
    }