Ejemplo n.º 1
0
    /// <summary>
    /// Remove all status effects which have to be removed on death
    /// </summary>
    /// <param name="target">Object afflicted by this status effect</param>
    public void RemoveOnDeath(StatusEffectProcessor target)
    {
        if (target == null)
        {
            Debug.unityLogger.Log(LogType.Error, "Null reference!");
            return;
        }

        foreach (AStatusEffectBase se in target.StatusEffectList.ToArray())
        {
            if (se.removeOnDeath)
            {
                se.ForceEnd();
                target.StatusEffectList.Remove(se);
            }
        }
    }
Ejemplo n.º 2
0
    /// <summary>
    /// Process all target's status effects
    /// </summary>
    /// <param name="target">Object afflicted by this status effect<</param>
    public void Process(StatusEffectProcessor target)
    {
        if (target == null)
        {
            Debug.unityLogger.Log(LogType.Error, "Null reference while processing status effects!");
            return;
        }

        foreach (AStatusEffectBase se in target.StatusEffectList.ToArray())
        {
            se.Tick(Time.deltaTime);

            if (se.EndFlag)
            {
                target.StatusEffectList.Remove(se);
            }
        }
    }
Ejemplo n.º 3
0
    /// <summary>
    /// Apply new status effect to target's list of status effects.
    /// ---
    /// This should be the only entry point for adding new status effects!
    /// </summary>
    /// <param name="caster">Object that created this status effect</param>
    /// <param name="target">Object afflicted by this status effect</param>
    /// <param name="se">New status effect to apply</param>
    /// <returns></returns>
    public bool Apply(StatusEffectProcessor target, StatusEffectProcessor caster, AStatusEffectBase se)
    {
        if (target == null || se == null)
        {
            Debug.unityLogger.Log(LogType.Error, "Null reference while attempting to add new status effect!");
            return(false);
        }

        // Create unique instance of the status effect
        AStatusEffectBase newStatusEffect = Object.Instantiate(se);

        // Setup status effect
        newStatusEffect.Setup(target, caster);

        // Check if the same type of status effect is already in the target's list
        bool typeOccurrence = target.StatusEffectList.Exists(item => item.IsSameType(newStatusEffect));
        // Check if the same effect is already in the taret's list
        bool effectOccurrence = target.StatusEffectList.Exists(item => item.IsSameEffect(newStatusEffect));

        // Overwrite the status effect if there are any status effects of the same type already in
        if (typeOccurrence && newStatusEffect.overwriteLevel == StatusEffectOverwriteLevel.Type)
        {
            Remove(target, caster, newStatusEffect, StatusEffectOverwriteLevel.Type, false);
        }
        // Overwrite the status effect if there are any status effects of the same effect already in
        else if (effectOccurrence && newStatusEffect.overwriteLevel == StatusEffectOverwriteLevel.Effect)
        {
            Remove(target, caster, newStatusEffect, StatusEffectOverwriteLevel.Effect, false);
        }
        // Don't let it create a new status effect of the same effect if the status effect is NOT stackable and there is already one in
        else if (!newStatusEffect.isStackable && effectOccurrence)
        {
            return(false);
        }

        // Add new status effect
        Debug.unityLogger.LogFormat(LogType.Log, "[{0}] Status effect ({1}) applied!", target.name, newStatusEffect.name);
        target.StatusEffectList.Add(newStatusEffect);
        return(true);
    }
Ejemplo n.º 4
0
    /// <summary>
    /// Intialize status effect with default values
    /// </summary>
    /// <param name="target">Object affected by this status effect</param>
    /// <param name="caster">Object that created this status effect</param>
    public void Setup(StatusEffectProcessor target, StatusEffectProcessor caster)
    {
        // Ignoring, if target is already set...
        if (Target != null)
        {
            return;
        }

        // Set Target/Caster
        Target = target;
        Caster = caster;

        // Make sure these values are set with default value
        EndFlag           = false;
        _isActivated      = false;
        _isDelayActivated = false;

        // Set default values
        _durationTimer = duration;
        _delayTimer    = startDelay;
        _repeatTimer   = repeatTime;
    }
Ejemplo n.º 5
0
 /// <summary>
 /// Default constructor
 /// </summary>
 /// <param name="target">Object affected by this status effect</param>
 /// <param name="caster">Object that created this status effect</param>
 public AStatusEffectBase(StatusEffectProcessor target, StatusEffectProcessor caster)
 {
     Setup(target, caster);
 }
Ejemplo n.º 6
0
 /// <summary>
 /// Default constructor
 /// </summary>
 /// <param name="caster">Object that created this status effect</param>
 /// <param name="target">Object afflicted by this status effect</param>
 public CharacterInvulnerability(StatusEffectProcessor target, StatusEffectProcessor caster) : base(target, caster)
 {
 }
Ejemplo n.º 7
0
 /// <summary>
 /// Default constructor
 /// </summary>
 /// <param name="caster">Object that created this status effect</param>
 /// <param name="target">Object afflicted by this status effect</param>
 public CharacterUnarm(StatusEffectProcessor target, StatusEffectProcessor caster) : base(target, caster)
 {
 }
Ejemplo n.º 8
0
    /// <summary>
    /// Remove status effect
    /// </summary>
    /// <param name="target">Target afflicted by the status effect</param>
    /// <param name="caster">Source of the status effect</param>
    /// <param name="se">The status effect to remove</param>
    /// <param name="includeCasterImportance">Is caster important for removing formula? Should I remove effect casted from partical caster?</param>
    /// <param name="removeLevel">Level of removing</param>
    public void Remove(StatusEffectProcessor target, StatusEffectProcessor caster, AStatusEffectBase se, StatusEffectOverwriteLevel removeLevel = StatusEffectOverwriteLevel.None, bool includeCasterImportance = false)
    {
        if (target == null || se == null)
        {
            Debug.unityLogger.Log(LogType.Error, "Null reference while attempting to remove status effect!");
            return;
        }

        // Remove all status effects with the same type
        if (removeLevel == StatusEffectOverwriteLevel.Type)
        {
            target.StatusEffectList.RemoveAll(delegate(AStatusEffectBase item)
            {
                // If the status effect is NOT of the same type...
                if (!item.IsSameType(se))
                {
                    return(false);
                }

                // Include caster?
                if (includeCasterImportance)
                {
                    if (caster == null || !item.Caster.Equals(caster))
                    {
                        return(false);
                    }
                }

                item.ForceEnd();
                Debug.unityLogger.LogFormat(LogType.Log, "[{0}] Status effect ({1}) removed!", target.name, item.name);
                return(true);
            });
        }
        // Remove all status effects with the same effect
        else if (removeLevel == StatusEffectOverwriteLevel.Effect)
        {
            target.StatusEffectList.RemoveAll(delegate(AStatusEffectBase item)
            {
                // If the status effect is NOT of the same effect...
                if (!item.IsSameEffect(se))
                {
                    return(false);
                }

                // Include caster?
                if (includeCasterImportance)
                {
                    if (caster == null || !item.Caster.Equals(caster))
                    {
                        return(false);
                    }
                }

                // Force end it
                item.ForceEnd();
                Debug.unityLogger.LogFormat(LogType.Log, "[{0}] Status effect ({1}) removed!", target.name, item.name);
                return(true);
            });
        }
        else // None
        {
            // Remove first status effect of the same effect
            var toRemove = target.StatusEffectList.FirstOrDefault(delegate(AStatusEffectBase item)
            {
                // If the status effect is NOT of the same effect...
                if (!item.IsSameEffect(se))
                {
                    return(false);
                }

                // Include caster?
                if (includeCasterImportance)
                {
                    if (caster == null || !item.Caster.Equals(caster))
                    {
                        return(false);
                    }
                }

                // Force end it
                item.ForceEnd();
                Debug.unityLogger.LogFormat(LogType.Log, "[{0}] Status effect ({1}) removed!", target.name, item.name);
                return(true);
            });

            if (toRemove != null)
            {
                target.StatusEffectList.Remove(toRemove);
            }
        }
    }