Ejemplo n.º 1
0
        /// <summary>
        /// Triggers the use of the Skill</summary>
        /// <param name=skillId>The Skill to use</param>
        public void UseCombatSkill(int skillId)
        {
            var combatSkill = SkillDatabase.GetCombatSkillById(skillId);

            combatSkill.Use(this);
            EmitOnCombatSkillUsed(skillId);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// The combat skill signal is emitted.
        /// The actual use of the Skill has to be implmented and connected
        /// via a delegate.</summary>
        /// <param name="skillId">The CombatSkill to trigger.</param>
        /// <returns>Whether the skill was triggered.</returns>
        public bool TriggerCombatSkill(int skillId)
        {
            if (!CombatSkillCanBeUsed(skillId))
            {
                return(false);
            }
            var   combatSkill = SkillDatabase.GetCombatSkillById(skillId);
            float endTime     = GameTime.time + combatSkill.CooldownTime + AttacksPerSecond;

            TimeUntilNextAttack = endTime;
            CombatSkillEndTimes[CombatSkills.IndexOf(skillId)] = endTime;
            EmitOnCombatSkillTriggered(skillId);
            return(true);
        }
Ejemplo n.º 3
0
        public void DefaultWeaponAndSkillTest()
        {
            // Set the equipped Waepon to no Weapon
            player.EquippedWeapon = -1;
            Assert.AreEqual(-1, player.EquippedWeapon);

            // Set the Skill to no Skill
            player.TriggerCombatSkill(-1);
            Console.WriteLine(player.CurrentAttackSkill);

            Assert.AreEqual("__Default__", SkillDatabase.GetCombatSkillById(-1).Name);

            player.Stats.Damage.Value = 100;
            Assert.AreEqual(100, player.Damage);
        }
Ejemplo n.º 4
0
 /// <summary>
 /// Display the magic and combat skills.</summary>
 /// <param name="character"></param>
 void DrawSkills(BaseCharacter character)
 {
     EditorGUILayout.LabelField("Magic Skills", GUILayout.Width(200));
     foreach (var skill in character.MagicSkills)
     {
         EditorGUILayout.BeginHorizontal("box");
         EditorGUILayout.LabelField(SkillDatabase.GetMagicSkillById(skill).Name, GUILayout.Width(200));
         if (GUILayout.Button("X", GUILayout.Width(25)))
         {
             character.MagicSkills.Remove(skill);
             character.MagicSkillEndTimes = new List <float>();
             foreach (int s in character.MagicSkills)
             {
                 character.MagicSkillEndTimes.Add(-1);
             }
             EditorUtility.SetDirty(target);
             EditorGUILayout.EndHorizontal();
             break;
         }
         EditorGUILayout.EndHorizontal();
     }
     EditorGUILayout.LabelField("Combat Skills", GUILayout.Width(200));
     foreach (var skill in character.CombatSkills)
     {
         EditorGUILayout.BeginHorizontal("box");
         EditorGUILayout.LabelField(SkillDatabase.GetCombatSkillById(skill).Name, GUILayout.Width(200));
         if (GUILayout.Button("X", GUILayout.Width(25)))
         {
             character.CombatSkills.Remove(skill);
             character.CombatSkillEndTimes = new List <float>();
             foreach (int c in character.CombatSkills)
             {
                 character.CombatSkillEndTimes.Add(-1);
             }
             EditorUtility.SetDirty(target);
             EditorGUILayout.EndHorizontal();
             break;
         }
         EditorGUILayout.EndHorizontal();
     }
 }
Ejemplo n.º 5
0
    /// <summary>
    /// Draw all the UI elements.</summary>
    public override void OnInspectorGUI()
    {
        // Draw the default fields of the ScriptableObject
        DrawDefaultInspector();

        // Initialize the databases
        var db = (GameItemDatabase)AssetDatabase.LoadMainAssetAtPath("Assets/Data/ItemDatabase.asset");

        db.InitDatabase();
        var skillDb = (GameSkillDatabase)AssetDatabase.LoadMainAssetAtPath("Assets/Data/SkillDatabase.asset");

        skillDb.InitDatabase();

        if (target is PlayerCharacterData)
        {
            var uBaseCharacter = target as PlayerCharacterData;
            character = uBaseCharacter.Character;
            EditorGUILayout.LabelField(string.Format("{0} {1} (PlayerCharacter)", character.Id, character.Name), EditorStyles.boldLabel);
        }
        else if (target is EnemyCharacterData)
        {
            var uBaseCharacter = target as EnemyCharacterData;
            character = uBaseCharacter.Character;
            EditorGUILayout.LabelField(string.Format("{0} {1} (EnemyCharacter)", character.Id, character.Name), EditorStyles.boldLabel);
        }
        else
        {
            return;
        }

        #region Stats

        // Show the Stats
        _showStats = EditorGUILayout.Foldout(_showStats, "Stats");
        if (_showStats)
        {
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("Stats", EditorStyles.boldLabel, GUILayout.Width(80));
            EditorGUILayout.LabelField("Value", EditorStyles.boldLabel, GUILayout.Width(50));
            EditorGUILayout.LabelField("Min", EditorStyles.boldLabel, GUILayout.Width(50));
            EditorGUILayout.LabelField("Max", EditorStyles.boldLabel, GUILayout.Width(50));
            EditorGUILayout.EndHorizontal();

            foreach (KeyValuePair <string, BaseAttribute> attr in character.Stats.Dict)
            {
                EditorGUILayout.BeginHorizontal();
                EditorGUILayout.LabelField(attr.Key, GUILayout.Width(80));
                attr.Value.Value    = EditorGUILayout.FloatField(attr.Value.Value, GUILayout.Width(50));
                attr.Value.MinValue = EditorGUILayout.FloatField(attr.Value.MinValue, GUILayout.Width(50));
                attr.Value.MaxValue = EditorGUILayout.FloatField(attr.Value.MaxValue, GUILayout.Width(50));
                EditorGUILayout.EndHorizontal();
                EditorUtility.SetDirty(target);
            }
        }

        #endregion

        #region Skills

        // Show all the skills
        _showSkills = EditorGUILayout.Foldout(_showSkills, "Skills");
        if (_showSkills)
        {
            var magicSkillsNames = new List <string>();

            // Get all MagicSkills from the Directory
            EditorGUILayout.BeginHorizontal("box");
            EditorGUILayout.LabelField("MagicSkills:", GUILayout.Width(80));
            foreach (var skill in SkillDatabase.MagicSkills)
            {
                magicSkillsNames.Add(skill.Name);
            }
            magicSkillsRow = EditorGUILayout.Popup(magicSkillsRow,
                                                   magicSkillsNames.ToArray(),
                                                   GUILayout.Width(120));
            if (GUILayout.Button("+", GUILayout.Width(25)))
            {
                character.LearnMagicSkill(magicSkillsRow);
            }
            EditorGUILayout.EndHorizontal();

            var combatSkillsNames = new List <string>();

            // Get all CombatSkills from the Directory
            EditorGUILayout.BeginHorizontal("box");
            EditorGUILayout.LabelField("CombatSkills:", GUILayout.Width(80));
            foreach (var skill in SkillDatabase.CombatSkills)
            {
                combatSkillsNames.Add(skill.Name);
            }
            combatSkillsRow = EditorGUILayout.Popup(combatSkillsRow,
                                                    combatSkillsNames.ToArray(),
                                                    GUILayout.Width(120));
            if (GUILayout.Button("+", GUILayout.Width(25)))
            {
                character.LearnCombatSkill(combatSkillsRow);
            }
            EditorGUILayout.EndHorizontal();

            DrawSkills(character);
        }

        #endregion

        #region Inventory

        // Show Inventory
        _showInventory = EditorGUILayout.Foldout(_showInventory,
                                                 string.Format("Inventory {0} Items", character.Inventory.ItemCount));
        if (_showInventory)
        {
            var itemNames = new List <string>();

            // Get all Items from the Directory
            EditorGUILayout.BeginHorizontal("box");

            foreach (var item in ItemDatabase.Items)
            {
                itemNames.Add(item.Name);
            }

            itemsRow  = EditorGUILayout.Popup(itemsRow, itemNames.ToArray(), GUILayout.Width(170));
            _quantity = EditorGUILayout.IntField(_quantity, GUILayout.Width(30));

            if (GUILayout.Button("+", GUILayout.Width(25)))
            {
                character.Inventory.AddItem(itemsRow, _quantity);
                EditorUtility.SetDirty(target);
            }
            EditorGUILayout.EndHorizontal();

            DrawInventory(character.Inventory);
        }

        #endregion

        #region Combat
        // Show all the combat related attributes
        _showCombatSection = EditorGUILayout.Foldout(_showCombatSection, "Combat");
        if (_showCombatSection)
        {
            // Current Weapon
            EditorGUILayout.BeginHorizontal("box");
            EditorGUILayout.LabelField("Weapon:", GUILayout.Width(80));
            var weaponNames = new List <string>()
            {
                "None"
            };
            var weaponIds = new List <int>()
            {
                -1
            };
            var items = character.Inventory.Items.GetEnumerator();

            int i = 0;
            while (items.MoveNext())
            {
                var item = ItemDatabase.GetItemById(items.Current);
                if (item is WeaponItem)
                {
                    weaponNames.Add(item.Name);
                    weaponIds.Add(item.Id);
                    i++;
                }
            }
            equippedWeaponRow = EditorGUILayout.Popup(weaponIds.IndexOf(character.EquippedWeapon),
                                                      weaponNames.ToArray(), GUILayout.Width(150));
            character.EquippedWeapon = weaponIds[equippedWeaponRow];
            EditorUtility.SetDirty(target);
            EditorGUILayout.EndHorizontal();

            // Attack Skill
            EditorGUILayout.BeginHorizontal("box");
            EditorGUILayout.LabelField("Attack Skill:", GUILayout.Width(80));
            var learnedCombatSkillsNames = new List <string>()
            {
                "__Default__"
            };
            var learnedCombatSkillsIds = new List <int>()
            {
                -1
            };
            for (i = 0; i < character.CombatSkills.Count; i++)
            {
                learnedCombatSkillsNames.Add(SkillDatabase.GetCombatSkillById(character.CombatSkills[i]).Name);
                learnedCombatSkillsIds.Add(character.CombatSkills[i]);
            }
            currentAttackSkillRow = EditorGUILayout.Popup(learnedCombatSkillsIds.IndexOf(character.CurrentAttackSkill),
                                                          learnedCombatSkillsNames.ToArray(),
                                                          GUILayout.Width(150));
            character.CurrentAttackSkill = learnedCombatSkillsIds[currentAttackSkillRow];
            EditorUtility.SetDirty(target);
            EditorGUILayout.EndHorizontal();
        }

        #endregion
    }