Ejemplo n.º 1
0
    /// <summary>
    /// Method called after object instantiation to initialize fields etc.
    /// </summary>
    public virtual void Initialize()
    {
        Buffs = new List <Buff>();

        UnitState = new UnitStateNormal(this);

        TotalHitPoints      = HitPoints;
        TotalMovementPoints = MovementPoints;
        TotalActionPoints   = ActionPoints;

        /*foreach (var boton in GetComponentsInChildren<Button>())
         * {
         *  switch (boton.name)
         *  {
         *      case "Defenderse":
         *          defenderse = boton;
         *          break;
         *      default:
         *          break;
         *  }
         * }*/
        if (defenderse != null)
        {
            defenderse.gameObject.SetActive(false);
            defenderse.onClick.AddListener(Defenderse);
        }
        defenderseUsado = false;
    }
Ejemplo n.º 2
0
    /// <summary>
    /// Method called after object instantiation to initialize fields etc.
    /// </summary>
    public virtual void Initialize()
    {
        UnitState = new UnitStateNormal(this);

        TotalHitPoints      = HitPoints;
        TotalMovementPoints = MovementPoints;
        TotalActionPoints   = ActionPoints;
    }
Ejemplo n.º 3
0
    private static IPathfinding _pathfinder = new AStarPathfinding(); //A* pathfinding algorithm

    public virtual void Initialize()
    {
        UnitState = new UnitStateNormal(this);

        TotalHP           = HP;
        TotalEnergy       = Energy;
        TotalAttackPoints = AttackPoints;
    }
Ejemplo n.º 4
0
    /// <summary>
    /// Method called after object instantiation to initialize fields etc.
    /// </summary>
    public virtual void Initialize()
    {
        Buffs     = new List <Buff>();
        UnitState = new UnitStateNormal(this);

        TotalHitPoints         = HitPoints;
        TotalImaginationPoints = ImaginationPoints;
        TotalMovementPoints    = MovementPoints;
        TotalActionPoints      = ActionPoints;
    }
Ejemplo n.º 5
0
 //Metoda wywoływana w momencie utworzenia obiektu w celu zainicjowania pól.
 public virtual void Initialize()
 {
     Buffs               = new List <Buff>();
     UnitState           = new UnitStateNormal(this);
     EndTrn              = new CellGrid();
     TotalHitPoints      = HitPoints;
     TotalMovementPoints = MovementPoints;
     TotalActionPoints   = ActionPoints;
     // Debug.Log("obecne zdrowie: " + HitPoints);
 }
Ejemplo n.º 6
0
    /// <summary>
    /// Method called after object instantiation to initialize fields etc. 
    /// </summary>
    public virtual void Initialize()
    {
        Buffs = new List<Buff>();

        UnitState = new UnitStateNormal(this);

        TotalHitPoints = HitPoints;
        TotalMovementPoints = MovementPoints;
        TotalActionPoints = ActionPoints;
    }
Ejemplo n.º 7
0
    /// <summary>
    /// Method called after object instantiation to initialize fields etc.
    /// </summary>
    public virtual void Initialize()
    {
        Buffs = new List <Buff>();

        UnitState           = new UnitStateNormal(this);
        TotalArmor          = Armor;
        TotalHitPoints      = HitPoints;
        TotalMovementPoints = MovementPoints;
        TotalActionPoints   = ActionPoints;
        basicAttack         = AttackFactor;
    }
Ejemplo n.º 8
0
    /// <summary>
    /// Method called after object instantiation to initialize fields etc.
    /// </summary>

    public virtual void Initialize()
    {
        moveOn     = false;
        unitAttack = false;
        Buffs      = new List <Buff>();

        UnitState = new UnitStateNormal(this);

        TotalHitPoints      = HitPoints;
        TotalMovementPoints = MovementPoints;
        TotalActionPoints   = ActionPoints;
    }
Ejemplo n.º 9
0
    /// <summary>
    /// Method called after object instantiation to initialize fields etc.
    /// </summary>
    public virtual void Initialize()
    {
        if (gameObject.GetComponent <Animator>() != null)
        {
            anim = gameObject.GetComponent <Animator>();
        }
        Buffs = new List <Buff>();

        UnitState = new UnitStateNormal(this);

        TotalHitPoints      = HitPoints;
        TotalMovementPoints = MovementPoints;
        TotalActionPoints   = ActionPoints;
    }
Ejemplo n.º 10
0
    private Vector2 prevMove;   // Keep track of previous moves for the animator

    // Initialization of unit after instantiation
    public override void Initialize()
    {
        UnitState = new UnitStateNormal(this);

        MaxHitPoints      = HitPoints;
        MaxMovementPoints = MovementPoints;
        MaxActionPoints   = ActionPoints;

        animator = GetComponent <Animator>();

        cameraFocus = false;

        base.Initialize();
    }
Ejemplo n.º 11
0
    // Method called after object instantiation to initialize fields etc.
    public virtual void Initialize()
    {
        Buffs = new List <Buff>();
        //Debug.Log(Environment.UserName);
        UnitState = new UnitStateNormal(this);
        card.UpdateStats();
        UnitName = card.name;
        HP       = card.HP;
        Atk      = card.Atk;
        Spd      = card.Spd;
        Def      = card.Def;
        Res      = card.Res;
        switch (card.range)
        {
        case Card.Range.Melee:
            AttackRange = 1;
            break;

        case Card.Range.Ranged:
            AttackRange = card.rangeFactor;
            break;

        case Card.Range.None:
            AttackRange = 0;
            break;
        }
        TotalHP = HP;
        switch (card.moveClass)
        {
        case Card.MoveClass.Armor:
            TotalMovementPoints = card.ruleset.armorMovement;
            break;

        case Card.MoveClass.Cavalry:
            TotalMovementPoints = card.ruleset.cavalryMovement;
            break;

        case Card.MoveClass.Flier:
            TotalMovementPoints = card.ruleset.flierMovement;
            break;

        case Card.MoveClass.Infantry:
            TotalMovementPoints = card.ruleset.infantryMovement;
            break;
        }

        TotalActionPoints = ActionPoints;
        //TotalCounterPoints = CounterPoints;
    }
Ejemplo n.º 12
0
    public virtual void CustomInitialize()
    {
        Buffs     = new List <Buff>();
        Skills    = new List <Skill>();
        UnitState = new UnitStateNormal(this);
        SquadSelectionToFightScene Go    = FindObjectOfType <SquadSelectionToFightScene>();
        List <UnitData>            units = new List <UnitData>();

        foreach (UnitData unitdata in Go.squad1.playerData)
        {
            units.Add(unitdata);
        }
        foreach (UnitData unitdata2 in Go.squad2.playerData)
        {
            units.Add(unitdata2);
        }
        foreach (var skill in units[CustomUnitGenerator.CurrentUnit].Skills)
        {
            Skill newSkill = SkillCheck(skill.Name);
            Skills.Add(newSkill);
        }
    }
Ejemplo n.º 13
0
 /// <summary>
 /// Method called at start of grid to calculate initial values
 /// </summary>
 public virtual void GameInit()
 {
     UnitState = new UnitStateNormal(this);
     this.dynamicAttributes = new attributes(this.getSummedAttributes());
     UpdateHpBar();
 }
Ejemplo n.º 14
0
 /// <summary>
 /// Method called after object instantiation to initialize fields etc.
 /// </summary>
 public virtual void Initialize()
 {
     Buffs     = new List <Buff>();
     Skills    = new List <Skill>();
     UnitState = new UnitStateNormal(this);
 }
Ejemplo n.º 15
0
    /// <summary>
    /// Method called after object instantiation to initialize fields etc.
    /// </summary>
    public virtual void Initialize()
    {
        grid = GameObject.Find("CellGrid").GetComponent <CellGrid>();

        GameObject.Find("SpawnUnitSFX").GetComponent <AudioSource>().Play();

        Buffs = new List <Buff>();

        UnitState = new UnitStateNormal(this);

        TotalHitPoints      = HitPoints;
        TotalMovementPoints = MovementPoints;
        TotalActionPoints   = ActionPoints;

        //Dictionary<string, int> targets = new Dictionary<string, int>();
        //targets.Add("Infantry", 55);
        //targets.Add("MechScript", 45);
        //targets.Add("Recon", 12);
        //targets.Add("Tank", 5);
        //targets.Add("MdTank", 1);
        //targets.Add("Artillery", 15);
        //targets.Add("Rocket", 25);
        //targets.Add("APC", 14);
        //targets.Add("AntiAir", 5);
        //targets.Add("Missile", 25);
        //targets.Add("Copter", 7);
        //damageValues.Add("Infantry", targets);

        //targets = new Dictionary<string, int>();
        //targets.Add("Infantry", 65);
        //targets.Add("MechScript", 55);
        //targets.Add("Recon", 85);
        //targets.Add("Tank", 55);
        //targets.Add("MdTank", 15);
        //targets.Add("Artillery", 70);
        //targets.Add("Rocket", 85);
        //targets.Add("APC", 75);
        //targets.Add("AntiAir",65);
        //targets.Add("Missile", 85);
        //targets.Add("Copter", 9);
        //damageValues.Add("MechScript", targets);

        //targets = new Dictionary<string, int>();
        //targets.Add("Infantry", 90);
        //targets.Add("MechScript", 85);
        //targets.Add("Recon", 80);
        //targets.Add("Tank", 70);
        //targets.Add("MdTank", 45);
        //targets.Add("Artillery", 75);
        //targets.Add("Rocket", 80);
        //targets.Add("APC", 70);
        //targets.Add("AntiAir", 75);
        //targets.Add("Missile", 80);
        //damageValues.Add("Artillery", targets);

        //targets = new Dictionary<string, int>();
        //targets.Add("Infantry",     75);
        //targets.Add("MechScript",   70);
        //targets.Add("Recon",        85);
        //targets.Add("Tank",         55);
        //targets.Add("MdTank",       15);
        //targets.Add("Artillery",    70);
        //targets.Add("Rocket",       85);
        //targets.Add("APC",          75);
        //targets.Add("AntiAir",      65);
        //targets.Add("Missile",      85);
        //targets.Add("Copter", 10);
        //damageValues.Add("Tank", targets);

        //targets = new Dictionary<string, int>();
        //targets.Add("Infantry", 105);
        //targets.Add("MechScript", 95);
        //targets.Add("Recon", 105);
        //targets.Add("Tank", 85);
        //targets.Add("MdTank", 55);
        //targets.Add("Artillery", 105);
        //targets.Add("Rocket", 105);
        //targets.Add("APC", 105);
        //targets.Add("AntiAir", 105);
        //targets.Add("Missile", 105);
        //targets.Add("Copter", 12);
        //damageValues.Add("MdTank", targets);

        //targets = new Dictionary<string, int>();
        //targets.Add("Infantry", 70);
        //targets.Add("MechScript", 65);
        //targets.Add("Recon", 35);
        //targets.Add("Tank", 6);
        //targets.Add("MdTank", 1);
        //targets.Add("Artillery", 45);
        //targets.Add("Rocket", 55);
        //targets.Add("APC", 45);
        //targets.Add("AntiAir", 4);
        //targets.Add("Missile", 28);
        //targets.Add("Copter", 12);
        //damageValues.Add("Recon", targets);

        //targets = new Dictionary<string, int>();
        //targets.Add("Infantry", 95);
        //targets.Add("MechScript", 90);
        //targets.Add("Recon", 90);
        //targets.Add("Tank", 80);
        //targets.Add("MdTank", 55);
        //targets.Add("Artillery", 80);
        //targets.Add("Rocket", 85);
        //targets.Add("APC", 80);
        //targets.Add("AntiAir", 85);
        //targets.Add("Missile", 90);
        //damageValues.Add("Rocket", targets);

        //targets = new Dictionary<string, int>();
        //targets.Add("Infantry", 105);
        //targets.Add("MechScript", 105);
        //targets.Add("Recon", 60);
        //targets.Add("Tank", 25);
        //targets.Add("MdTank", 10);
        //targets.Add("Artillery", 50);
        //targets.Add("Rocket", 55);
        //targets.Add("APC", 50);
        //targets.Add("AntiAir", 45);
        //targets.Add("Missile", 55);
        //targets.Add("Fighter", 65);
        //targets.Add("Bomber", 75);
        //targets.Add("Copter", 105);
        //damageValues.Add("AntiAir", targets);

        //targets = new Dictionary<string, int>();
        //targets.Add("Infantry", 0);
        //targets.Add("MechScript", 0);
        //targets.Add("Recon", 0);
        //targets.Add("Tank", 0);
        //targets.Add("MdTank", 0);
        //targets.Add("Artillery", 0);
        //targets.Add("Rocket", 0);
        //targets.Add("APC", 0);
        //targets.Add("AntiAir", 0);
        //targets.Add("Missile", 0);
        //targets.Add("Fighter", 100);
        //targets.Add("Bomber", 100);
        //targets.Add("Copter", 115);
        //damageValues.Add("Missile", targets);

        //targets = new Dictionary<string, int>();
        //targets.Add("Infantry", 0);
        //targets.Add("MechScript", 0);
        //targets.Add("Recon", 0);
        //targets.Add("Tank", 0);
        //targets.Add("MdTank", 0);
        //targets.Add("Artillery", 0);
        //targets.Add("Rocket", 0);
        //targets.Add("APC", 0);
        //targets.Add("AntiAir", 0);
        //targets.Add("Missile", 0);
        //targets.Add("Fighter", 55);
        //targets.Add("Bomber", 75);
        //targets.Add("Copter", 105);
        //damageValues.Add("Fighter", targets);

        //targets = new Dictionary<string, int>();
        //targets.Add("Infantry", 110);
        //targets.Add("MechScript", 110);
        //targets.Add("Recon", 105);
        //targets.Add("Tank", 105);
        //targets.Add("MdTank", 95);
        //targets.Add("Artillery", 105);
        //targets.Add("Rocket", 105);
        //targets.Add("APC", 105);
        //targets.Add("AntiAir", 95);
        //targets.Add("Missile", 105);
        //targets.Add("Fighter", 0);
        //targets.Add("Bomber", 0);
        //targets.Add("Copter", 0);
        //damageValues.Add("Bomber", targets);

        //targets = new Dictionary<string, int>();
        //targets.Add("Infantry", 75);
        //targets.Add("MechScript", 75);
        //targets.Add("Recon", 55);
        //targets.Add("Tank", 55);
        //targets.Add("MdTank", 25);
        //targets.Add("Artillery", 65);
        //targets.Add("Rocket", 65);
        //targets.Add("APC", 60);
        //targets.Add("AntiAir", 25);
        //targets.Add("Missile", 65);
        //targets.Add("Fighter", 0);
        //targets.Add("Bomber", 0);
        //targets.Add("Copter", 0);
        //damageValues.Add("Copter", targets);


        if (this is Building)
        {
            HitPoints      = 20;
            TotalHitPoints = 20;
        }
        else
        {
            HitPoints      = 100;
            TotalHitPoints = 100;
        }

        UpdateColor();



        GetComponent <Renderer>().material.color = LeadingColor;
        myColor = GetComponent <Renderer>().material.color;

        unitIndex = UnitsIndexer.index++;

        if (this.transform.position.z == 0.0f)
        {
            this.transform.position -= new Vector3(0.0f, 0.0f, 1.0f);
        }

        //transform.position = new Vector3(transform.position.x, transform.position.y, -1.0f);
    }