Ejemplo n.º 1
0
    private void PartyDefeated(Party.PartyType type)
    {
        if (type == Party.PartyType.Player)
        {
            Debug.Log("Ya lost.");

            DebugText.enabled = true;
            DebugText.text    = "Ya Lost";

            //SceneManager.LoadScene("FailedScreen");
        }
        else
        {
            DebugText.enabled = true;

            // Tell the table we want to have 2 out of amount
            //masterTable.rdsCount = 2;
            commonTable.rdsCount = 2;

            Debug.Log("Step 1: Just loot 2 out TOTAL table");
            for (int i = 0; i < 1; i++)
            {
                Debug.Log("Run " + (i + 1));
                foreach (ItemBase m in commonTable.rdsResult)
                {
                    Debug.Log(m);
                    DebugText.text += "\n" + m;
                }
            }

            DebugText.text += "\n\n Don't judge me Matt! :) \n Seriously though thanks for playing!";
            //SceneManager.LoadScene("LootScreen");
        }
    }
Ejemplo n.º 2
0
    // Use this for initialization
    public void Init(CharacterData _char, Party.PartyType type)
    {
        partyType = type;
        data      = _char;

        //HealthBar.onValueChanged.AddListener(OnHealthChanged);
        //ArmorBar.onValueChanged.AddListener(OnArmorChanged);
        //ResourceBar.onValueChanged.AddListener(OnResourceChanged);

        if (data != null)
        {
            characterState    = CHARACTER_STATE.Idle;
            Name.text         = data.displayName;
            HealthBar.value   = (data.health / data.maxHealth);
            ArmorBar.value    = (data.armor / data.maxArmor);
            ResourceBar.value = (data.resource / data.maxResource);
            SetDisplayImage();
        }
    }
Ejemplo n.º 3
0
    public BaseCharacter GetRandomEnemy(Party.PartyType type)
    {
        //The party that is getting attacked (is opposite of what is passed in). Ie. if a player calls get random enemy it is looking for
        //some 1 in the enemy party
        Party victims = type == Party.PartyType.Enemy ? playerParty : enemyParty;

        //The party that is attacking
        Party aggresors = type == Party.PartyType.Enemy ? enemyParty : playerParty;

        BaseCharacter enemy = null;

        // Get any party members who aren't fainted also only attack if we are not dead
        if (victims != null && victims._partyMembers != null && aggresors != null)
        {
            var members = victims._partyMembers.Where(pm => pm.characterState != BaseCharacter.CHARACTER_STATE.Fainted).ToList();

            if (members.Count > 0)
            {
                enemy = members[Random.Range(0, members.Count)];
            }
        }

        return(enemy);
    }