Ejemplo n.º 1
0
    //TODO: Change this to actually work properly. Need to add a current health, and a max health type of variable in generic character
    private void ProcessDamageTaken(GenericCharacter aGenericCharacter, int aDamageValue)
    {
        int currentDamage = aDamageValue;

        aDamageValue -= aGenericCharacter.GetCharacterTotalStats()[(int)GenericCharacter.STAT_INDEX.SHIELD];

        if (aDamageValue < 0)
        {
            aDamageValue = 0;
        }

        int currentHP = aGenericCharacter.GetCharacterTotalStats()[(int)GenericCharacter.STAT_INDEX.HEALTH] -= aDamageValue;

        if (currentHP < 0)
        {
            currentHP = 0;
        }

        aGenericCharacter.SetCurrentHealth(currentHP);
    }
Ejemplo n.º 2
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    public void InitCharacterWithJSON(string aJSONFilePath)
    {
        TextAsset file          = Resources.Load(aJSONFilePath) as TextAsset;
        JSONNode  characterJSON = JSON.Parse(file.ToString());

        Debug.Log(characterJSON);

        if (m_CharacterStats == null)
        {
            m_CharacterStats = new GenericCharacter();
        }

        m_CharacterStats.SetIsPlayerControlled(characterJSON["isPlayerControlled"]);
        m_CharacterStats.SetIsCharacterDead(characterJSON["isCharacterDead"]);
        m_CharacterStats.SetCharacterHasMana(characterJSON["doesCharacterHaveMana"]);
        m_CharacterStats.SetCharacterName(characterJSON["characterName"]);
        m_CharacterStats.SetSpriteFilePath(characterJSON["spriteFilePath"]);
        m_CharacterStats.SetSpriteFileName(characterJSON["spriteName"]);
        m_CharacterStats.SetCharacterHealth(characterJSON["characterStats"]["maxHealth"]);
        m_CharacterStats.SetCurrentHealth(characterJSON["characterStats"]["currentHealth"]);
        m_CharacterStats.SetShield(characterJSON["characterStats"]["shield"]);
        m_CharacterStats.SetStrength(characterJSON["characterStats"]["strength"]);
        m_CharacterStats.SetSpellPower(characterJSON["characterStats"]["spellPower"]);

        if (characterJSON["actionListIDs"].IsArray)
        {
            for (int i = 0; i < characterJSON["actionListIDs"].AsArray.Count; i++)
            {
                //TODO: Check if ability is in the dictionary first before trying to add to character
                //NOTE: I might already be doing that in another function that gets called when I add it.
                //What in the C# wizardy f**k is this
                ActionData.ACTION_LIST_ID action = (ActionData.ACTION_LIST_ID)System.Enum.Parse(typeof(ActionData.ACTION_LIST_ID), characterJSON["actionListIDs"][i]);

                m_CharacterStats.AddActionIDToUsableActionList(action);
            }
        }

        //Oh god here we go again with the magic
        m_CharacterStats.AddEquipmentToCharacter(
            (ItemData.ITEM_ID)System.Enum.Parse(typeof(ItemData.ITEM_ID), characterJSON["equipmentSlots"]["chest"])
            );
        m_CharacterStats.AddEquipmentToCharacter(
            (ItemData.ITEM_ID)System.Enum.Parse(typeof(ItemData.ITEM_ID), characterJSON["equipmentSlots"]["helm"])
            );
        m_CharacterStats.AddEquipmentToCharacter(
            (ItemData.ITEM_ID)System.Enum.Parse(typeof(ItemData.ITEM_ID), characterJSON["equipmentSlots"]["weapon"])
            );
        m_CharacterStats.AddEquipmentToCharacter(
            (ItemData.ITEM_ID)System.Enum.Parse(typeof(ItemData.ITEM_ID), characterJSON["equipmentSlots"]["ring"])
            );

        //Unload this somewhere....? at some point in time? Not sure where, but somewhere...

        string spritePath = m_CharacterStats.GetSpriteFilePath() + "/" + m_CharacterStats.GetSpriteFileName();

        m_SpriteRenderer.sprite = Resources.Load <Sprite>(spritePath);

        Resources.UnloadAsset(file);

        GameManager.GetPlayerManager.AddCharacterToList(m_CharacterStats);
    }
Ejemplo n.º 3
0
 private void ProcessHealingTaken(GenericCharacter aGenericCharacter, int aHealingValue)
 {
     aGenericCharacter.SetCurrentHealth(aGenericCharacter.GetCharacterHealth() + aHealingValue);
 }