Ejemplo n.º 1
0
        private void Update()
        {
            if (_uiText != null)
            {
                _timer -= Time.deltaTime;

                while (_timer <= 0f)
                {
                    _timer += _timePerCharacter;
                    _characterIndex++;
                    string text = _textToWrite.Substring(0, _characterIndex);

                    if (_invisibleCharacters)
                    {
                        text += "<color=#00000000>" + _textToWrite.Substring(_characterIndex) + "</color>";
                    }

                    _uiText.text = text;

                    if (_characterIndex >= _textToWrite.Length)
                    {
                        _uiText = null;
                        _eventMediator.Broadcast(GlobalHelper.WritingFinished, this);
                        _sound.stop(STOP_MODE.IMMEDIATE);
                        return;
                    }
                }
            }
        }
Ejemplo n.º 2
0
        public void Show()
        {
            if (GameManager.CurrentScene.name.Equals(GlobalHelper.CombatScene))
            {
                var combatInput = FindObjectOfType <CombatInputController>();

                if (combatInput.TileSelected() || combatInput.AbilitySelected())
                {
                    return;
                }

                uiContainer.SetActive(true);
                GameManager.Instance.AddActiveWindow(uiContainer);

                var combatManager = FindObjectOfType <CombatManager>();

                QuitButton.interactable    = combatManager.IsPlayerTurn();
                RetreatButton.interactable = combatManager.IsPlayerTurn();

                return;
            }

            uiContainer.SetActive(true);
            GameManager.Instance.AddActiveWindow(uiContainer);

            EventMediator eventMediator = FindObjectOfType <EventMediator>();

            eventMediator.Broadcast(GlobalHelper.PauseTimer, this);
        }
Ejemplo n.º 3
0
        public void Hide()
        {
            var loadWindow     = GameObject.Find("LoadGameMask");
            var settingsWindow = GameObject.Find("SettingsWindowMask");

            EventMediator eventMediator = FindObjectOfType <EventMediator>();

            if (GameManager.Instance.WindowActive(settingsWindow) || GameManager.Instance.WindowActive(loadWindow))
            {
                return;
            }

            uiContainer.SetActive(false);
            GameManager.Instance.RemoveActiveWindow(uiContainer);

            if (GameManager.Instance.AnyActiveWindows())
            {
                return;
            }

            eventMediator.Broadcast(GlobalHelper.ResumeTimer, this);
        }
Ejemplo n.º 4
0
        //todo need refactor big time
        private void Update()
        {
            if (_isPlayerTurn)
            {
                if (!_isTileSelected)
                {
                    if (MouseHitUi())
                    {
                        ClearHighlights();
                        return;
                    }

                    HighlightTileUnderMouse();
                }

                if (Input.GetMouseButtonDown(0))
                {
                    if (!_isTileSelected)
                    {
                        //check if ability is selected and if a valid target is clicked then use ability if true

                        if (_isAbilitySelected)
                        {
                            //todo need method for this block - Get <T> from mouse position - entity, tile, floor whatever

                            var mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);

                            var mouseCoord = new Coord((int)mousePosition.x, (int)mousePosition.y);

                            var entity = (Entity)_map.Entities.GetItems(mouseCoord).FirstOrDefault();

                            if (entity != null && _selectedAbility.TargetValid(entity) && _selectedAbility.TargetInRange(entity))
                            {
                                _selectedAbility.Use(entity);

                                _selectedAbility = null;

                                _isAbilitySelected = false;

                                ClearHighlights();

                                GameManager.Instance.SetCursorToNormal();

                                _eventMediator.Broadcast(GlobalHelper.RefreshCombatUi, this, _combatManager.ActiveEntity);
                            }
                        }
                        else
                        {
                            //todo only allow for tiles within entity movement range

                            //todo need to block when interacting with ui

                            if (MouseHitUi())
                            {
                                ClearHighlights();
                                return;
                            }

                            HighlightPathToMouse();
                        }
                    }
                    else
                    {
                        //check if same tile clicked then move there if true

                        var mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);

                        var mouseCoord = new Coord((int)mousePosition.x, (int)mousePosition.y);

                        if (_map.OutOfBounds(mouseCoord))
                        {
                            return;
                        }

                        var targetTile = _map.GetTerrain <Floor>(mouseCoord);

                        if (targetTile == null || !targetTile.IsWalkable)
                        {
                            return;
                        }

                        if (ReferenceEquals(_selectedTile, targetTile))
                        {
                            var activeEntity = _combatManager.ActiveEntity;

                            if (_apMovementCost > activeEntity.Stats.CurrentActionPoints)
                            {
                                return;
                            }

                            activeEntity.MoveTo(targetTile, _apMovementCost, true, _highlightedTiles);

                            _eventMediator.Broadcast(GlobalHelper.RefreshCombatUi, this, activeEntity);
                        }

                        _isTileSelected = false;

                        _eventMediator.Broadcast(GlobalHelper.TileDeselected, this);
                    }
                }
                else if (Input.GetMouseButtonDown(1))
                {
                    _isTileSelected    = false;
                    _isAbilitySelected = false;

                    _eventMediator.Broadcast(GlobalHelper.TileDeselected, this);

                    GameManager.Instance.SetCursorToNormal();
                }
                else if (Input.GetKeyDown(KeyCode.Escape))
                {
                    //todo clear if anything selected
                    //todo show menu if nothing selected

                    _isTileSelected    = false;
                    _isAbilitySelected = false;

                    _eventMediator.Broadcast(GlobalHelper.TileDeselected, this);

                    GameManager.Instance.SetCursorToNormal();
                }
            }
        }
Ejemplo n.º 5
0
        public void RestoreState(object state)
        {
            if (state == null)
            {
                return;
            }

            CombatManagerDto dto = (CombatManagerDto)state;

            Enemies = new List <Entity>();

            foreach (var enemy in dto.Enemies)
            {
                var restoredEnemy = new Entity();

                restoredEnemy.RestoreState(enemy);

                Enemies.Add(restoredEnemy);
            }

            ActiveEntity = _travelManager.Party.GetCompanionById(dto.ActiveEntityId);

            Companions = new Dictionary <Entity, CompanionCombatStats>();

            foreach (var id in dto.CompanionIds)
            {
                var companion = _travelManager.Party.GetCompanionById(id.Key);

                if (companion == null)
                {
                    Debug.LogError($"Can't find companion with id {id.Key}");
                    continue;
                }

                Companions.Add(companion, id.Value);
            }

            TurnOrder = new Queue <Entity>();

            foreach (var id in dto.TurnOrder)
            {
                Entity entity = null;

                foreach (var companion in Companions.Keys)
                {
                    if (string.Equals(id, companion.Id, StringComparison.OrdinalIgnoreCase))
                    {
                        entity = companion;
                        break;
                    }
                }

                if (entity == null)
                {
                    foreach (var enemy in Enemies)
                    {
                        if (string.Equals(id, enemy.Id, StringComparison.OrdinalIgnoreCase))
                        {
                            entity = enemy;
                            break;
                        }
                    }
                }

                TurnOrder.Enqueue(entity);
            }

            Map = new CombatMap(MapGenerator.MapWidth, MapGenerator.MapHeight);

            Map.RestoreState(dto.CombatMap);

            _combatInput = FindObjectOfType <CombatInputController>();

            _combatInput.SetMap(Map);

            _combatInput.ClearHighlights();

            DrawMap();

            var messenger = FindObjectOfType <CombatMessenger>();

            messenger.RestoreState(dto.CombatMessenger);

            HighlightActiveEntitySprite();

            _eventMediator = FindObjectOfType <EventMediator>();

            _eventMediator.Broadcast(GlobalHelper.RefreshCombatUi, this, ActiveEntity);
        }
Ejemplo n.º 6
0
        private void Update()
        {
            switch (_currentCombatState)
            {
            case CombatState.LoadingScene:     //we want to wait until we have enemy combatants populated

                _musicController.EndTravelMusic();

                _musicController.PlayBattleMusic();

                //todo travel manager checks for testing in combat scene
                if (_travelManager != null && _travelManager.Party != null && Enemies != null && Enemies.Count > 0)
                {
                    _currentCombatState = CombatState.Start;
                }

                break;

            case CombatState.Start:
                CurrentTurnNumber = 1;

                var party = _travelManager.Party.GetCompanions();

                var combatants = new List <Entity>();
                Companions = new Dictionary <Entity, CompanionCombatStats>();

                foreach (var companion in party)
                {
                    if (companion.IsDerpus())
                    {
                        continue;
                    }

                    combatants.Add(companion);
                    Companions.Add(companion, new CompanionCombatStats());
                }

                combatants.AddRange(Enemies);

                Map = GenerateMap(combatants);

                DrawMap();

                foreach (var combatant in combatants)
                {
                    foreach (var ability in combatant.Abilities.Values)
                    {
                        ability.SetupForCombat();
                    }
                }

                TurnOrder = DetermineTurnOrder(combatants);

                ActiveEntity = TurnOrder.Peek();

                ActiveEntity.RefillActionPoints();

                HighlightActiveEntitySprite();

                if (ActiveEntityPlayerControlled())
                {
                    _currentCombatState = CombatState.PlayerTurn;
                }
                else
                {
                    _currentCombatState = CombatState.StartAiTurn;
                }

                SubscribeToEvents();

                _eventMediator.Broadcast(GlobalHelper.CombatSceneLoaded, this, Map);
                _eventMediator.Broadcast(RefreshUi, this, ActiveEntity);

                break;

            case CombatState.PlayerTurn:

                _eventMediator.Broadcast(GlobalHelper.PlayerTurn, this);

                var activePlayerSprite = ActiveEntity.CombatSpriteInstance;

                if (activePlayerSprite == null)
                {
                    RemoveEntity(ActiveEntity);
                    _currentCombatState = CombatState.EndTurn;
                    return;
                }

                var playerController = activePlayerSprite.GetComponent <AiController>();

                if (ReferenceEquals(playerController, null))
                {
                    return;
                }

                _currentCombatState = CombatState.AiTurn;
                playerController.TakeAction();
                break;

            case CombatState.StartAiTurn:
                _currentCombatState = CombatState.AiTurn;

                _eventMediator.Broadcast(GlobalHelper.AiTurn, this);

                var activeSprite = ActiveEntity.CombatSpriteInstance;

                if (ReferenceEquals(activeSprite, null))
                {
                    return;
                }

                var aiController = activeSprite.GetComponent <AiController>();

                if (ReferenceEquals(aiController, null))
                {
                    return;
                }

                aiController.TakeAction();
                break;

            case CombatState.AiTurn:
                break;

            case CombatState.EndTurn:
                if (IsCombatFinished())
                {
                    _currentCombatState = CombatState.EndCombat;
                }
                else
                {
                    ActiveEntity = GetNextInTurnOrder();

                    MoveCameraToObject(ActiveEntity.CombatSpriteInstance.transform);

                    ActiveEntity.RefillActionPoints();

                    ActiveEntity.UpdateMovedFlags();

                    HighlightActiveEntitySprite();

                    if (ActiveEntityPlayerControlled())
                    {
                        _currentCombatState = CombatState.PlayerTurn;
                    }
                    else
                    {
                        _currentCombatState = CombatState.StartAiTurn;
                    }

                    CurrentTurnNumber++;

                    _eventMediator.Broadcast(RefreshUi, this, ActiveEntity);

                    ActiveEntity.TriggerEffects();
                }
                break;

            case CombatState.EndCombat:
                _eventMediator.UnsubscribeFromAllEvents(this);

                if (_result != CombatResult.Retreat)
                {
                    if (PlayerRetreated())
                    {
                        _result = CombatResult.Retreat;

                        //_musicController.PlayBattleVictoryMusic();

                        _musicController.EndBattleMusic();
                    }
                    else if (PlayerDead())
                    {
                        _result = CombatResult.Defeat;

                        _musicController.PlayBattleGameOverMusic();
                    }
                    else
                    {
                        _result = CombatResult.Victory;

                        //_musicController.PlayBattleVictoryMusic();

                        _musicController.EndBattleMusic();
                    }
                }

                GlobalHelper.InvokeAfterDelay(() => DisplayPostCombatPopup(_result), 2.5f);

                _currentCombatState = CombatState.NotActive;

                break;

            case CombatState.NotActive:
                break;

            case CombatState.LoadFromSave:
                _eventMediator.UnsubscribeFromAllEvents(this);

                SubscribeToEvents();

                _musicController.PlayBattleMusic();

                _eventMediator.Broadcast(GlobalHelper.CombatSceneLoaded, this, Map);
                _eventMediator.Broadcast(RefreshUi, this, ActiveEntity);

                MoveCameraToObject(ActiveEntity.CombatSpriteInstance.transform);

                _currentCombatState = CombatState.PlayerTurn;
                break;

            default:
                throw new ArgumentOutOfRangeException();
            }
        }