Example #1
0
    /// <summary>
    /// Gets the abilities by type
    /// </summary>
    /// <returns>The abilities by type.</returns>
    /// <param name="type">Type.</param>
    private List <Ability> GetAbilitiesByType(Ability.AbilityType type)
    {
        // Create tmp dictionary for filtering by type
        var tmpAbilityDict = new Dictionary <int, Ability>();

        foreach (var ability in _abilities)
        {
            if (ability.Value.Type == type)
            {
                tmpAbilityDict.Add(ability.Key, ability.Value);
            }
        }

        // Sort by id
        var sortedList = tmpAbilityDict.Keys.ToList();

        sortedList.Sort();

        // Create final sorted ability list
        var abilityList = new List <Ability>();

        foreach (var id in sortedList)
        {
            abilityList.Add(_abilities [id]);
        }
        return(abilityList);
    }
Example #2
0
    /*
     * Set the focus on the enemy or the ally team
     * and on a single or multi target
     */
    private void SetFocus(Ability.AbilityTarget target, Ability.AbilityType type)
    {
        // Wait for player enemy target choice
        playerUI.SetActive(false);

        if (_choosedAbility.target == Ability.AbilityTarget.MULTI)
        {
            if (_choosedAbility.type == Ability.AbilityType.ATTACK)
            {
                _fighters.FindAll(e => e.player != _activeFighter.player && e.dead == false).Select(e => { e.ForceSelect(); return(e); }).ToList();
            }
            else
            {
                _fighters.FindAll(e => e.player == _activeFighter.player && e.dead == false).Select(e => { e.ForceSelect(); return(e); }).ToList();
            }
        }
        else
        {
            if (_choosedAbility.type == Ability.AbilityType.ATTACK)
            {
                // Set enemies focusable
                _fighters.FindAll(e => e.player != _activeFighter.player && e.dead == false).Select(e => { e.ChangeFocus(true); return(e); }).ToList();
                // Set first ally as focused
                EventSystem.current.SetSelectedGameObject(_fighters.First(e => e.player != _activeFighter.player && e.dead == false).gameObject);
            }
            else
            {
                // Set allies focusable
                _fighters.FindAll(e => e.player == _activeFighter.player && e.dead == false).Select(e => { e.ChangeFocus(true); return(e); }).ToList();
                // Set first ally as focused
                EventSystem.current.SetSelectedGameObject(_fighters.First(e => e.player == _activeFighter.player && e.dead == false).gameObject);
            }
        }
    }
Example #3
0
    public void AddDamage(PlayerStats attacker, int damage, Ability.AbilityType type)
    {
        //Debug.Log(Stats.Health);

        // reset the damage counter timer everytime I take damage
        m_RecentDamageTimer = m_TimeForRecentDamage + Time.time;
        m_RecentDamage     += damage;

        // check if my recent damage is above the threshold
        if (m_RecentDamage >= m_AmountOfDamageAllowed)
        {
            // find a random teleport location and switch my state to teleport there
            SwitchState(new BossTeleportAIState(this, TeleportLocations[Random.Range(0, 4)]));
            m_RecentDamage = 0;
        }

        m_PlayerDamages[attacker] += damage;
        m_NeedNewTarget            = CheckIfNeedNewTarget();

        if (m_NeedNewTarget)
        {
            m_CurrentTargetAbilityType = type;
        }

        float tenPercentOfMaxHealth        = Stats.MaxHealth * 0.1f;
        float maxHealthMinusTenPercent     = Stats.MaxHealth - tenPercentOfMaxHealth;
        float currentHealthMinusTenPercent = Stats.Health - tenPercentOfMaxHealth;

        float AbilityTimerCoolDownMultiplier = ((currentHealthMinusTenPercent / maxHealthMinusTenPercent) + 1) / 2f;

        m_GroundShockCoolDownTime *= AbilityTimerCoolDownMultiplier;
        m_EnergyMineCoolDownTime  *= AbilityTimerCoolDownMultiplier;
        m_KnockbackCoolDownTime   *= AbilityTimerCoolDownMultiplier;
    }
Example #4
0
 public Skill(string name, Ability.AbilityType asset, string descr)
     : this()
 {
     this.name = name;
     this.asset = asset;
     this.description = descr;
 }
Example #5
0
    public Ability GetAbility(Ability.AbilityType type)
    {
        if (registry.TryGetValue(type, out AbilitySettings item))
        {
            return(item.ability);
        }

        return(null);
    }
 public void NewActivity(Ability.AbilityType activityType, float castTime, int castTimes, float range, bool move)
 {
     currentActivityType = activityType;
     AbilityCastTime     = castTime;
     AbilityCastTimes    = castTimes;
     TargetAbilityRange  = range;
     CanMove             = move;
     TargetGameObject    = Hit.collider.gameObject;
     TargetPosition      = new Vector3(Hit.point.x, transform.position.y, Hit.point.z);
 }
Example #7
0
    public void SetVars(int damage_, float range, Effect.AbilityEffect effect_, GameObject owner, Ability.AbilityType aType)
    {
        damage      = damage_;
        maxRange    = range;
        effect      = effect_;
        _owner      = owner;
        abilityType = aType;

        startPosition = transform.position;
    }
Example #8
0
 public int GetAbilityLevel(Ability.AbilityType type)
 {
     if (abilities.TryGetValue(type, out int currentLevel))
     {
         return(currentLevel);
     }
     else
     {
         return(abilityRegistry.GetAbility(type).initialLevel);
     }
 }
Example #9
0
    //public float m_ExplosionCountdown = 1.0f;
    //public float m_GracePeriod = 2.0f;


    public override void Initialize(CharacterStats attacker, Ability.AbilityType type, int abilityDamage, float lifetime)
    {
        Attacker      = attacker;
        Type          = type;
        AbilityDamage = abilityDamage;

        ExplosionDamage += attacker.Damage;
        m_LifeTime       = lifetime + Time.time;
        //m_ExplosionCountdown = lifetime + Time.time;
        //m_GracePeriod += Time.time;
    }
Example #10
0
    public void ExecuteAbility(string abilityName, Target target)
    {
        Ability ability = this.GetAbility(abilityName);

        Ability.AbilityType abilityType = ability.GetAbilityType();
        if (abilityType == Ability.AbilityType.Major)
        {
            --this.numMajorAbilities;
        }
        if (abilityType == Ability.AbilityType.Minor)
        {
            --this.numMinorAbilities;
        }

        ability.Execute(target);
    }
Example #11
0
    public bool IncreaseAbilityLevel(Ability.AbilityType type)
    {
        Ability ability = abilityRegistry.GetAbility(type);
        int     currentLevel;

        if (!abilities.TryGetValue(type, out currentLevel))
        {
            currentLevel = ability.initialLevel;
        }

        if (currentLevel < ability.maximumLevel)
        {
            abilities[type] = currentLevel + 1;
            onAbilityLevelChange?.Invoke(new AbilityLevelChangeArg(gameObject, ability, abilities[type]));
            return(true);
        }

        return(false);
    }
Example #12
0
    /// <summary>
    /// Add the specified ability.
    /// </summary>
    /// <param name="ability">Ability.</param>
    public void Add(Ability ability)
    {
        _abilities.Add(ability.Id, ability);

        // Set ability type flags based on passed in abilities
        Ability.AbilityType type = ability.Type;
        if (type == Ability.AbilityType.TALENT)
        {
            if (!HasTalent)
            {
                HasTalent = true;
            }
        }
        else if (type == Ability.AbilityType.MAGIC)
        {
            if (!HasMagic)
            {
                HasMagic = true;
            }
        }
    }
    /// <summary>
    /// Plays the attack animations.
    /// </summary>
    /// <returns>The attack animations.</returns>
    /// <param name="attacker">Attacker.</param>
    /// <param name="direction">Direction.</param>
    protected IEnumerator PlayAttackAnimations(Unit attacker, Vector3 direction)
    {
        Ability.AbilityType abilityType = attacker.Action.Ability.Type;
        if (abilityType == Ability.AbilityType.ATTACK || attacker.Action.Ability.Id == AbilityConstants.MEASURED_STRIKE)
        {
            //determine which way to swing, dependent on the direction the enemy is
            Unit.TileDirection      facing = attacker.GetDirectionToTarget(direction);
            UnitAnimationController animationController = attacker.GetAnimationController();
            switch (facing)
            {
            case Unit.TileDirection.NORTH:
                animationController.AttackNorth();
                break;

            case Unit.TileDirection.EAST:
                animationController.AttackEast();
                break;

            case Unit.TileDirection.SOUTH:
                animationController.AttackSouth();
                break;

            case Unit.TileDirection.WEST:
                animationController.AttackWest();
                break;
            }
        }
        else if (attacker.Action.Ability.Id == AbilityConstants.WHIRLWIND_SLASH)
        {
            UnitAnimationController animationController = attacker.GetAnimationController();
            animationController.WhirlwindSlash();
        }
        else if (attacker.Action.Ability.Id == AbilityConstants.LEAPING_SLICE)
        {
            UnitAnimationController animationController = attacker.GetAnimationController();
            animationController.LeapingSlice();
        }

        yield return(null);
    }
Example #14
0
    public bool IsAbilityExecutable(string abilityName)
    {
        Ability ability = this.GetAbility(abilityName);
        bool    result  = false;

        Ability.AbilityType abilityType = ability.GetAbilityType();

        if (ability.uses > 0)
        {
            if (abilityType == Ability.AbilityType.Major &&
                this.numMajorAbilities > 0)
            {
                result = true;
            }
            if (abilityType == Ability.AbilityType.Minor &&
                this.numMinorAbilities > 0)
            {
                result = true;
            }
        }

        return(result);
    }
Example #15
0
 public override void Initialize(CharacterStats attacker, Ability.AbilityType type, int abilityDamage, float lifetime)
 {
     base.Initialize(attacker, type, abilityDamage, lifetime);
 }
Example #16
0
 public Skill(string name, Ability.AbilityType asset, string descr) : this()
 {
     this.name        = name;
     this.asset       = asset;
     this.description = descr;
 }
Example #17
0
 public int GetAbilityValueInt(Ability.AbilityType type)
 {
     return(Mathf.FloorToInt(GetAbilityValue(type)));
 }
    /// <summary>
    /// Performs the action of the attacker against their targets.
    /// </summary>
    /// <returns>The action.</returns>
    /// <param name="attacker">Attacker.</param>
    protected IEnumerator PerformAbilityAction(Unit attacker)
    {
        if (attacker.Action.Item != null)
        {
            // Lower music so you can hear ability SFX
            yield return(StartCoroutine(controller.MusicController.LowerCombatMusic()));

            // Show name of ability being used
            attacker.TileHighlighter.RemoveHighlightedTiles();
            Item item = attacker.Action.Item;
            controller.ActionController.Activate(item.Name);
            yield return(new WaitForSeconds(0.5f));

            // Spawn VFX on all targets
            List <Unit>       targets        = attacker.Action.Targets;
            List <GameObject> vfxGameObjects = ApplyVFXToTargets(item.VFXPath, targets);

            // Iterate over all effects, apply them, and if there is something to display, show it
            PopupTextController.Initialize(attacker.GetCanvas());
            List <Effect> effects = ConsumableEffectCalculator.GetConsumableEffects(item);
            yield return(StartCoroutine(ApplyEffects(targets, effects)));

            attacker.UpdateHealthbar();

            // Show XP floaty text
            ShowXPFloatyText(new ExperienceManager().AwardConsumableExperience(attacker), attacker);
            yield return(new WaitForSeconds(1.0f));

            // Destroy VFX's
            DestroyVFX(vfxGameObjects);

            // Remove name of used ability
            controller.ActionController.Deactivate();

            // Bring music back up to normal volume
            yield return(StartCoroutine(controller.MusicController.RaiseCombatMusic()));

            controller.ChangeState <TurnOverState> ();
        }
        // If the ability takes more than x turns, defer the ability action
        else if (!attacker.HasDeferredAbility && attacker.Action.Ability.Turns > 1)
        {
            attacker.HasDeferredAbility = true;
            yield return(null);

            controller.ChangeState <TurnOverState> ();
        }
        else
        {
            // Reset bool flags depending on if a deferred attack is being executed
            if (attacker.HasDeferredAbility)
            {
                attacker.HasDeferredAbility         = false;
                attacker.HasExecutedDeferredAbility = true;
            }

            // Lower music so you can hear ability SFX
            yield return(StartCoroutine(controller.MusicController.LowerCombatMusic()));

            // Show name of ability being used
            attacker.TileHighlighter.RemoveHighlightedTiles();
            Ability ability = attacker.Action.Ability;
            controller.ActionController.Activate(ability.Name);
            yield return(new WaitForSeconds(0.5f));

            // Spawn VFX on all targets
            List <Unit>       targets        = attacker.Action.Targets;
            List <GameObject> vfxGameObjects = ApplyVFXToTargets(ability.VFXPath, targets);

            // Start Combat
            Combat combat = new Combat(controller.HighlightedUnit);
            combat.Begin();

            // Play weapon sound effect
            Ability.AbilityType abilityType = attacker.Action.Ability.Type;
            if (abilityType == Ability.AbilityType.ATTACK || abilityType == Ability.AbilityType.TALENT)
            {
                attacker.PlayWeaponSound();
            }

            // Show target(s) being damaged
            ShowDamagedColorOnTargets(true, targets);

            // Play animations
            yield return(StartCoroutine(PlayAttackAnimations(attacker, targets [0].Tile)));

            // Iterate over all effects, apply them, and if there is something to display, show it
            PopupTextController.Initialize(attacker.GetCanvas());
            yield return(StartCoroutine(ApplyEffectsByUnit(attacker.Action.GetEffectsByUnit())));

            yield return(new WaitForSeconds(1.0f));

            // Stop showing target(s) being damaged
            ShowDamagedColorOnTargets(false, targets);

            // Show XP floaty text
            ShowXPFloatyText(combat.GetAwardedExperience(), attacker);
            yield return(new WaitForSeconds(1.0f));

            // Destroy VFX's
            DestroyVFX(vfxGameObjects);

            // Remove name of used ability
            controller.ActionController.Deactivate();

            // Bring music back up to normal volume
            yield return(StartCoroutine(controller.MusicController.RaiseCombatMusic()));

            controller.ChangeState <TurnOverState> ();
        }
    }
    /// <summary>
    /// Internal Function. Finds the correct "Equipped Abilities" slot to put the newly equipped ability in,
    /// inserts it and removes what was there before.
    /// <para> Hybrid abilities can be equipped in either slot of their category, thus the function can be told which of the two slots the
    /// player wants to equip the ability to. </para>
    /// </summary>
    /// <param name="equippedAbility">The ability to be equipped.</param>
    /// <param name="equippedAbilityType">Which slot the ability should be equipped in. Either Primary, Secondary or Synnergised.</param>
    void ProcessNewAbility(Ability newAbility, Ability.AbilityType newAbilityType)
    {
        // first we check if the new ability is a primary or secondary ability.
        if (newAbilityType == Ability.AbilityType.Primary)                     // deals with all the primary abilities
        {
            // Then we must check the ability's category - this tells us where to put it in the UI and arrays.
            switch (newAbility.abilityCategory)
            {
            case Ability.AbilityCategory.Jump:             // This ability is a Primary Jump
            {
                AddAbility(newAbility, (int)AbilityNameIndex.PrimaryJump);
            }
            break;

            case Ability.AbilityCategory.Melee:            // This ability is a Primary Attack
            {
                AddAbility(newAbility, (int)AbilityNameIndex.PrimaryAttack);
            }
            break;

            case Ability.AbilityCategory.Defense:          // This ability is a Primary Defense
            {
                AddAbility(newAbility, (int)AbilityNameIndex.PrimaryDefense);
            }
            break;

            case Ability.AbilityCategory.Ranged:           // This ability is a Primary Ranged
            {
                AddAbility(newAbility, (int)AbilityNameIndex.PrimaryRanged);
            }
            break;
            }
        }
        else if (newAbilityType == Ability.AbilityType.Secondary)              // Deals with all the secondary abilities
        {
            // We must check the ability's category - this tells us where to put it in the UI and arrays.
            switch (newAbility.abilityCategory)
            {
            case Ability.AbilityCategory.Jump:             // This ability is a Secondary Jump
            {
                AddAbility(newAbility, (int)AbilityNameIndex.SecondaryJump);
            }
            break;

            case Ability.AbilityCategory.Melee:            // This ability is a Secondary Attack
            {
                AddAbility(newAbility, (int)AbilityNameIndex.SecondaryAttack);
            }
            break;

            case Ability.AbilityCategory.Defense:          // This ability is a Secondary Defense
            {
                AddAbility(newAbility, (int)AbilityNameIndex.SecondaryDefense);
            }
            break;

            case Ability.AbilityCategory.Ranged:           // This ability is a Secondary Ranged
            {
                AddAbility(newAbility, (int)AbilityNameIndex.SecondaryRanged);
            }
            break;
            }
        }
        else if (newAbilityType == Ability.AbilityType.Synergised)            // Ability is a synnergised ability - arising from special
        {                                                                     // ability combinations. Will implement later.
            Debug.LogWarning("Synnergy Functionality not implemented yet." +
                             " Cannot equip " + newAbility.name + ".");
        }
        else if (newAbilityType == Ability.AbilityType.Hybrid)                // Ability entered was a Hybrid ability - which shouldn't have happened.
        {                                                                     // The user must choose to treat this as either primary or secondary.
            Debug.LogWarning("Player choice for hybrid's usage not defined. Please choose either primary or secondary type" +
                             " to equip " + newAbility.name + ".");
            return;
        }

        // I would have used nested switch statements, but that was far harder to read than this - so for the
        // sake of understanding I used if statements.
    }
 /// <summary>
 /// Adds this ability to the correct 'Equipped Abilities' slot and unequips what was initially there.
 /// <para>Use this overloaded version for Hybrid abilities, as they require the user to choose whether they want to use the
 /// ability as a primary or secondary ability.</para>
 /// </summary>
 /// <param name="newAbility">Ability to be equipped.</param>
 /// <param name="newAbilityType">The type of ability the user wants to treat this as. Either Primary or Secondary.</param>
 public void EquipAbility(Ability newAbility, Ability.AbilityType newAbilityType)
 {
     ProcessNewAbility(newAbility, newAbilityType);
 }
Example #21
0
 public float GetAbilityValue(Ability.AbilityType type)
 {
     return(abilityRegistry.GetAbility(type).ValueAtLevel(GetAbilityLevel(type)));
 }