Inheritance: MonoBehaviour
    public override void OnHitWeapon(BaseWeapon weapon, BaseCharacter attacker, DamageInfo dmg)
    {
        //Test to see if the person who just shot us is closer than our current target (usually the sandcastle)
        if (GameHandler.IsPlayer(attacker))
        {
            if (Vector3.Distance(transform.position, attacker.transform.position) < Vector3.Distance(transform.position, currentIntent.targetPosition))
            {
                //If the attacker is close, switch to him as the target and attack him/her
                currentIntent = new AIIntent() { owner = this, target = attacker, intent = Intent.Attack, intentAssignTime = Time.fixedTime };
            }
        }

        base.OnHitWeapon(weapon, attacker, dmg);

        if (this.CurrentHealth <= 0)
        {
            if (GameHandler.IsPlayer(attacker))
            {
                (attacker as PlayerController).RewardForKill(150, this);
                GameHandler.instance.spawnHandler.OnCrabDeath();

                //GameObject g = ItemDrop[Random.Range(0, ItemDrop.Length)];

                float r = Random.RandomRange(0.0f, 1.0f);

                if (r < dropProbabilty)
                {
                    GameObject g = (GameObject)GameObject.Instantiate(ItemDrop[Random.Range(0, ItemDrop.Length)], transform.position, transform.rotation);
                    g.rigidbody.AddForce(Vector3.up * 5, ForceMode.Impulse);
                }
            }
        }
    }
 private void OnCharacterDied(BaseCharacter character)
 {
     if (character is BaseEnemyAI) {
         killCount++;
         enemyKillCount.text = "Enemies killed: " + killCount;
     }
 }
 public virtual void DealDamage(BaseCharacter character)
 {
     character.TakeDamage (damage);
     if (this.tag == "Enemy") {
         Debug.Log (hp);
     }
 }
    /// <summary>
    /// This method must be called whenever a character is about to die, in here, whoever needs to be notified of the character's death, will be
    /// </summary>
    /// <param name="character">Character.</param>
    public static void CharacterDied(BaseCharacter character)
    {
        //Put the selector back on the Selector transform if this guy was it's parent
        if (character.transform == instance.attackSelector.transform.parent) {
            instance.attackSelector.GetComponent<Selector>().GoBackToParent();
        }

        Debug.Log (character);
        //Check if the mission was completed
        if (character is BaseEnemyAI && instance.missionType == MissionController.MissionType.Assault) {
            if (instance.missionController.UpdateMission ((BaseEnemyAI)character)) {
                instance.MissionOver (true);
            }
        }
        //check if the player is the character that died
        else if (character is BasePlayer) {
            gameRunning = false;
            instance.MissionOver(false);
            Debug.Log ("Mission failed");
        }

        //Let, whoever needs to, know that a character has died
        if (onCharacterDiedE != null)
            onCharacterDiedE (character);
    }
Example #5
0
 public ShotState(BaseCharacter parent, YugiChargeSkillState parentState)
     : base(parent)
 {
     this.parent = parentState;
     frame = new FrameCounter(180);
     shotInterval = new FrameCounter(3);
 }
Example #6
0
	public void ApplyOnHitEffects(BaseCharacter HitCharacter) {
		if (IsOnHitEffect && OnHitEffect != null) {
			HitCharacter.MyStats.AddEffect (OnHitEffect);
		}
		if (DoesReviveOnHit) {
			HitCharacter.Ressurect (transform.position);	// if no respawn point - should check here with game manager if theres a respawn zone
		}
	}
 public void Awake()
 {
     _myTransform = transform;
     _controller = GetComponent<CharacterController>();
     _state = AdvancedMovement.State.Init;
      	pc = GetComponent<BaseCharacter>();
     _dead = false;
 }
Example #8
0
        public EnemyAI(EnemyModel enemy, PlayerModel player)
        {
            this.enemy = enemy;
            this.player = player;

            nextMove = 3.0f;
            // make depending on type of enemy
        }
Example #9
0
 /// <summary>
 /// Constructor.
 /// </summary>
 /// <param name="character"></param>
 /// <param name="entries"></param>
 /// <param name="sort"></param>
 /// <param name="reverseOrder"></param>
 /// <param name="groupByPriority"></param>
 internal PlanSorter(BaseCharacter character, IEnumerable<PlanEntry> entries, PlanEntrySort sort, bool reverseOrder, bool groupByPriority)
 {
     m_sort = sort;
     m_entries = entries;
     m_reverseOrder = reverseOrder;
     m_groupByPriority = groupByPriority;
     m_character = character;
 }
 public void Awake()
 {
     user = GetComponent<BaseCharacter>();
     //construct ability classes
     charMovement.Setup (user);
     charStatus.Setup (user);
     charEquipment.Setup ();
 }
    public void Awake()
    {
        _myTransform = transform;
        _controller = GetComponent<CharacterController>();

        _state = AdvancedMovement.State.Init;

        _bc = gameObject.GetComponent<BaseCharacter>();
    }
Example #12
0
 public override void SetScaling(BaseCharacter user)
 {
     Debug.Log ("Scaling is Set");
             _user = user;
             baseScalingStat.SetScaling (user);
             regenScalingStat.SetScaling (user);
             user.StartCoroutine (StartRegen());
             CurValue = MaxValue;
 }
 /// <summary>
 /// Constructor for use in code when optimizing remapping.
 /// </summary>
 /// <param name="character">Character information</param>
 /// <param name="plan">Plan to optimize for</param>
 /// <param name="strategy">Optimization strategy</param>
 /// <param name="name">Title of this form</param>
 /// <param name="description">Description of the optimization operation</param>
 public AttributesOptimizationForm(Character character, BasePlan plan, Strategy strategy, string name, string description)
     : this()
 {
     m_character = character;
     m_baseCharacter = character.After(plan.ChosenImplantSet);
     m_strategy = strategy;
     m_plan = plan;
     m_description = description;
     Text = name;
 }
Example #14
0
    private void ShowDamage(BaseCharacter target, int damage)
    {
        TextMesh textmesh = ((GameObject)Instantiate(dmgNumbers, target.transform.position + new Vector3(0f, 0.5f, -3f), Quaternion.identity)).GetComponent<TextMesh>();
        textmesh.text = damage.ToString();

        if (target.tag != "Player")
            textmesh.color = Color.white;
        else
            textmesh.color = Color.red;
    }
Example #15
0
	public void UpdateCharacter(BaseCharacter NewCharacter) {
		MyPlayer = NewCharacter;
		MyOriginalPlayer = NewCharacter;
		if (IsTargetOfPlayer && MyOriginalPlayer) {
			if (MyOriginalPlayer.SelectedPlayer) {
				MyPlayer = MyOriginalPlayer.SelectedPlayer.GetComponent<BaseCharacter>();
			} else {
				MyPlayer = null;
			}
		}
	}
        /// <summary>
        /// Constructor
        /// </summary>
        public EFTLoadoutImportationForm(Plan plan)
        {
            InitializeComponent();
            topSplitContainer.RememberDistanceKey = "EFTLoadoutImportationForm";

            m_plan = plan;
            m_character = m_plan.Character;

            EveClient.CharacterChanged += EveClient_CharacterChanged;
            EveClient.PlanChanged += EveClient_PlanChanged;
        }
 /// <summary>
 /// Constructor for use in code when the user wants to manually edit a remapping point.
 /// </summary>
 /// <param name="character">Character information</param>
 /// <param name="plan">Plan to optimize for</param>
 /// <param name="strategy">Optimization strategy</param>
 /// <param name="name">Title of this form</param>
 /// <param name="description">Description of the optimization operation</param>
 public AttributesOptimizationForm(Character character, Plan plan, RemappingPoint point)
     : this()
 {
     m_plan = plan;
     m_character = character;
     m_baseCharacter = character.After(plan.ChosenImplantSet);
     m_manuallyEditedRemappingPoint = point;
     m_strategy = Strategy.ManualRemappingPointEdition;
     m_description = "Manual editing of a remapping point";
     Text = "Remapping point manual editing (" + plan.Name + ")";
 }
Example #18
0
    public void SetFirstPersonCamera(bool on)
    {
        if(_playerBC == null)
            _playerBC = GameSettings.Instance.player.GetComponent<BaseCharacter>();

        if(on){
            camTransform = camera1stPerson;
            _playerBC.ActivateCharModel(false);
        } else {
            camTransform = camera3rdPerson;
            _playerBC.ActivateCharModel(true);
        }
    }
        /// <summary>
        /// Initializes a new instance of the <see cref="AttributesOptimizerWindow"/> class.
        /// Constructor used in WindowsFactory.
        /// </summary>
        /// <param name="planEditorControl">The plan editor control.</param>
        /// <param name="strategy">Optimization strategy</param>
        /// <exception cref="System.ArgumentNullException">planEditorControl</exception>
        public AttributesOptimizerWindow(PlanEditorControl planEditorControl, AttributeOptimizationStrategy strategy)
            : this()
        {
            planEditorControl.ThrowIfNull(nameof(planEditorControl));

            m_planEditor = planEditorControl;
            m_plan = planEditorControl.Plan;
            m_character = (Character)m_plan.Character;
            m_baseCharacter = m_character.After(m_plan.ChosenImplantSet);
            m_strategy = strategy;

            // Update title and description
            UpdateTitle();
        }
Example #20
0
	public GameObject SpawnCamera(BaseCharacter LocalPlayer) {
		//BaseCharacter LocalPlayer = GetManager.GetCharacterManager ().GetLocalPlayer ();
		//NetworkView MyNetworkView = LocalPlayer.gameObject.GetComponent <NetworkView>();
	//	bool IsConnected = GetManager.GetNetworkManager ().IsConnected ();
		//if (!IsConnected || (IsConnected && MyNetworkView.isMine)) 
		{
				GameObject MyCameraObject = (GameObject)Instantiate (CameraPrefab, LocalPlayer.gameObject.transform.position, Quaternion.identity);
				Camera MyCamera = MyCameraObject.GetComponent <Camera> ();
				MyCamera.gameObject.transform.parent = LocalPlayer.gameObject.transform;
				MyCamera.gameObject.transform.localPosition = new Vector3 (MyCamera.gameObject.transform.localPosition.x, 
			                                                           MyCamera.gameObject.transform.localPosition.y,
			                                                           MyCamera.gameObject.transform.localPosition.z) + CameraHotSpot;
			return MyCameraObject;
		}
	}
Example #21
0
    public AINavigation(AIInput input)
    {
        _user = input.User;
        _tr = _user.transform;
        //		_seeker = _tr.gameObject.AddComponent<Seeker> ();
        //		_seeker.pathCallback += OnPathComplete;

        GameObject go = GameObject.FindGameObjectWithTag("Player");

        if(go == null)
            Debug.LogError("Could not find the player");
        target = go.transform;

        //		_user.StartCoroutine (RepeatTrySearchPath ());
    }
Example #22
0
    public void Hit(BaseCharacter target, BaseCharacter origin)
    {
        target._currentHP -= origin._physicalBaseAttack;

        if (target._currentHP <= 0)
        {
            target._currentHP = 0;
            if (target.tag == "Enemy")
            {
                Destroy(target.gameObject, 0.5f);
                //BattleList.Remove(target.gameObject);
            }
        }
        //ShowDamage(target, origin.Strength);
    }
Example #23
0
	// Update is called once per frame
	void Update () {
		Screen.lockCursor = IsLockedCursor;
		if (MyCharacter == null) {
			MyCharacter = GetManager.GetCharacterManager ().GetLocalPlayer ();
			if (MyCharacter)
				ResetCamera ();
		} else {
			//MyCamera.transform.eulerAngles = new Vector3 (45, 45, 0);
			UpdateCamera ();
			if (MyCameraMode == CameraMode.TopDown) {
				if (Input.GetKeyDown (KeyCode.Space)) {
					CentreToCharacter ();
				}
			}
		}
	}
Example #24
0
    private void InitBattleUnitAttributes()
    {
        battleUnit = new BaseCharacter();

        int attributesCount = Enum.GetValues(typeof(AttributeName)).Length;
        int[] attributes = new int[attributesCount];

        //Randomly Generate Attributes
        for (int i = 0; i < TOTAL_ATTRIBUTES; i++)
        {
            attributes[UnityEngine.Random.Range(0, attributesCount)]++;
        }

        //Set Attributes to Character
        for (int i = 0; i < attributesCount; i++)
        {
            battleUnit.GetAttribute(i).Add(attributes[i]);
        }
    }
	public void savePlayer() {
		BasePlayer player = new BasePlayer ();
		player.playerName = this.playerNameInput.text;
		player.playerType = this.currentPlayerType;

		BaseCharacter character = new BaseCharacter ();

		switch (this.currentPlayerType) {
			case PlayerType.MELEE:
				character = this.baseWarrior;
				break;
			case PlayerType.DISTANCE:
				character = this.baseArcher;
				break;
			case PlayerType.MAGIC:
				character = this.baseMage;
				break;
		}

		player.playerStats = new PlayerStats();
		player.playerStats.maxHealth        = character.maxHealth;
		player.playerStats.health           = character.maxHealth;
		player.playerStats.strength         = character.strength;
        player.playerStats.damageReduction = character.damageReduction;
		player.playerStats.initSkillLevel (this.currentPlayerType);

        player.positionX = warrior.transform.position.x;
        player.positionY = warrior.transform.position.y;
        player.positionZ = warrior.transform.position.z;

		player.rotationX	= warrior.transform.rotation.eulerAngles.x;
        player.rotationY 	= warrior.transform.rotation.eulerAngles.y;
        player.rotationZ	= warrior.transform.rotation.eulerAngles.z;

        GameConstants.newGame = true;

        DataManager dataManager = new DataManager ();
		dataManager.saveToFile<BasePlayer> (player, GameConstants.saveFileName);

		NavigationManager navigationManager = GetComponent<NavigationManager> ();
		navigationManager.LoadScene (GameConstants.sceneGame);
	}
    public override void OnHitWeapon(BaseWeapon weapon, BaseCharacter attacker, DamageInfo dmg)
    {
        //Test to see if the person who just shot us is closer than our current target (usually the sandcastle)
        if (GameHandler.IsPlayer(attacker))
        {
            hitCount++;
            lastHitTime = Time.time;

            if (hitCount > 5)
            {
                GameObject g = new GameObject("AITarget");

                g.transform.position = new Vector3(gameObject.transform.position.x + Random.Range(-20, 20), 0, gameObject.transform.position.z + Random.Range(-20, 20));

                AINullTarget target = g.AddComponent<AINullTarget>();

                currentIntent = new AIIntent() { intent = Intent.Flee, owner = this, intentAssignTime = Time.fixedTime, target = target };
            }

            /*if (attacker != currentIntent.target)
            {
                if (Vector3.Distance(transform.position, attacker.transform.position) < Vector3.Distance(transform.position, currentIntent.targetPosition))
                {
                    //If the attacker is close, switch to him as the target and attack him/her
                    currentIntent = new AIIntent() { owner = this, target = attacker, intent = Intent.Attack, intentAssignTime = Time.fixedTime };
                }
            }*/
        }

        base.OnHitWeapon(weapon, attacker, dmg);

        if (this.CurrentHealth <= 0)
        {
            if (GameHandler.IsPlayer(attacker))
            {
                (attacker as PlayerController).RewardForKill(600, this);
            }
        }
    }
Example #27
0
	// Update is called once per frame
	void Update () {
		if (IsTargetOfPlayer && MyPlayer) {
			if (MyOriginalPlayer.SelectedPlayer == null) {
				MyPlayer = null;
			}
		}
		if (MyPlayer != null) {
			ShowGui();
			if (!MyPlayer.IsAlive ()) {
				//MyGui.EndGame.SetActive (true);	// this should be done from EndGame in GameManager
			} else {
				UpdateEffectsGui ();
				UpdateTexts (MyPlayer);	// updates the player stats
			}
		} else {
			HideGui();
			if (IsLocalPlayer) 
			{
				UpdateCharacter(GetManager.GetCharacterManager().GetLocalPlayer());
			}
		}
	}
Example #28
0
    public override void Update()
    {
        if (!stopwatch.IsRunning || stopwatch.ElapsedMilliseconds > 300)
        {
            stopwatch.Reset();
            stopwatch.Start();

            List<BaseCharacter> characters = PlayerManager.Instance.Party.ToList();
            if (Input.GetButton("PS4_L2"))
                characters.Reverse();

            if (Input.GetButton("PS4_L2") || Input.GetButton("PS4_R2"))
            {
                SoundManager.PlaySoundEffect(SoundEffects.Cursor);
                CharacterInfo = characters.SkipWhile(c => c.Name != CharacterInfo.Name).Skip(1).FirstOrDefault();
                if (CharacterInfo == null)
                    CharacterInfo = characters.First();
            }
            else
                stopwatch.Stop();
        }

        base.Update();
    }
Example #29
0
 /// <summary>
 /// Constructor.
 /// </summary>
 /// <param name="character"></param>
 public PlanScratchpad(BaseCharacter character)
     : base(character)
 {
 }
Example #30
0
 public CharacterEventInfoClass(BaseCharacter _character, int _deaths)
 {
     character = _character;
     deaths    = _deaths;
     SetupOtherStuff();
 }
Example #31
0
 // Use this for initialization
 void Start()
 {
     background = GetComponentsInChildren <Image>()[0] as Image;
     foreground = GetComponentsInChildren <Image>()[1] as Image;
     character  = GetComponentInParent <BaseCharacter>();
 }
Example #32
0
 /// <summary>
 /// Constructor.
 /// </summary>
 /// <param name="character"></param>
 public PlanScratchpad(BaseCharacter character)
     : base(character)
 {
 }
Example #33
0
 public CharacterEventInfoClass(BaseCharacter _character)
 {
     character = _character;
     SetupOtherStuff();
 }
Example #34
0
 public abstract void Apply(BaseCharacter attacker, BaseCharacter target, int damageDealt, Attack attack);
Example #35
0
        protected void lvlupProc(BaseCharacter hero)
        {
            //refactor into an array loop
            // Order is HP, Stam, Mana, Str, Int, Dex, Speed, Luck, Def, Resist, Will
            int rng = rand.Next(101);

            if (rng < hero.GrowthHP)
            {
                hero.MaxHP++;
            }
            rng = rand.Next(101);
            if (rng < hero.GrowthMP)
            {
                hero.MaxMP++;
            }
            rng = rand.Next(101);
            if (rng < hero.GrowthSP)
            {
                hero.MaxSP++;
            }
            rng = rand.Next(101);
            if (rng < hero.GrowthStr)
            {
                hero.Str++;
            }
            rng = rand.Next(101);
            if (rng < hero.GrowthInt)
            {
                hero.Int++;
            }
            rng = rand.Next(101);
            if (rng < hero.GrowthDex)
            {
                hero.Dex++;
            }
            rng = rand.Next(101);
            if (rng < hero.GrowthSpeed)
            {
                hero.Speed++;
            }
            rng = rand.Next(101);
            if (rng < hero.GrowthLuck)
            {
                hero.Luck++;
            }
            rng = rand.Next(101);
            if (rng < hero.GrowthDefense)
            {
                hero.Defense++;
            }
            rng = rand.Next(101);
            if (rng < hero.GrowthResistance)
            {
                hero.Resistance++;
            }



            /*
             * hero.MaxHealth++;
             * hero.MaxMana = hero.MaxMana + 0.25;
             * hero.MaxStamina = hero.MaxStamina + 0.5;
             * hero.Str = hero.Str + 0.5;
             * hero.Int = hero.Int + 0;
             * hero.Dex = hero.Dex + 0.5;
             * hero.Will = hero.Will + 0.75;
             * hero.Luck = hero.Luck + 0.75;*/
        }
 protected override void End()
 {
     target.ChangeDirection(target.Direction);
     target = null;
     base.End();
 }
Example #37
0
 public TaskIdle(BaseCharacter character, Task task) : base(character, task)
 {
 }
Example #38
0
 public void StanceChange(BaseCharacter target, StanceEnum stance)
 {
     RenderMessage("{0} changed its stance to {1}", new object[] { target.Name, stance });
     target.Stance = (int)stance;
 }
Example #39
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="character"></param>
 public void SendDestroyToPlayer(BaseCharacter character)
 {
 }
Example #40
0
 protected override void ApplyDamage(BaseCharacter target)
 {
     target.TakeDamage(damage);
 }
Example #41
0
        public void StoreLoop(BaseCharacter hero)
        {
            do
            {
                bool checkitem = false;
                Console.WriteLine("What would you like to buy?");
                Console.Write(@"
(S)word:     800  gold +7-16 Attack
(H)elmet:    580  gold   +1  Defense
(A)rmor:     3800 gold   +6  Defense
(G)auntlets  760  gold   +2  Defense
(B)oots      650  gold   +1  Defense
(D)one:
");
                Console.WriteLine();
                choice = Console.ReadLine();
                switch (choice)
                {
                /*case "S":
                 * case "s":
                 *  checkitem = hero.CheckItems(sword);
                 *  if (checkitem == false)
                 *  {
                 *      if (hero.Gold >= 800)
                 *      {
                 *          hero.Gold -= 800;
                 *          hero.items.Add(sword);
                 *          hero.EquipPow += 8;
                 *          Console.WriteLine("Thank you {0}!", hero.Identifier);
                 *      }
                 *      else
                 *      {
                 *          Console.WriteLine("You don't have enough money.  Come back when ya do");
                 *      }
                 *  }
                 *  else
                 *  {
                 *      Console.WriteLine("You've already got that!");
                 *  }
                 *  break;
                 * case "H":
                 * case "h":
                 *  checkitem = hero.CheckItems(helmet);
                 *  if (checkitem == false)
                 *  {
                 *      if (hero.Gold >= 580)
                 *      {
                 *          hero.Gold -= 580;
                 *          hero.items.Add(helmet);
                 *          hero.Defense += 1;
                 *          Console.WriteLine("Thank you {0}!", hero.Identifier);
                 *      }
                 *      else
                 *      {
                 *          Console.WriteLine("You don't have enough money.  Come back when ya do");
                 *      }
                 *  }
                 *  else
                 *  {
                 *      Console.WriteLine("You've already got that!");
                 *  }
                 *  break;
                 * case "A":
                 * case "a":
                 *  checkitem = hero.CheckItems(armor);
                 *  if (checkitem == false)
                 *  {
                 *      if (hero.Gold >= 3800)
                 *      {
                 *          hero.Gold -= 3800;
                 *          hero.items.Add(armor);
                 *          hero.Defense += 6;
                 *          Console.WriteLine("Thank you {0}!", hero.Identifier);
                 *      }
                 *      else
                 *      {
                 *          Console.WriteLine("You don't have enough money.  Come back when ya do");
                 *      }
                 *  }
                 *  else
                 *  {
                 *      Console.WriteLine("You've already got that!");
                 *  }
                 *  break;
                 * case "G":
                 * case "g":
                 *  checkitem = hero.CheckItems(gauntlets);
                 *  if (checkitem == false)
                 *  {
                 *      if (hero.Gold >= 760)
                 *      {
                 *          hero.Gold -= 760;
                 *          hero.items.Add(gauntlets);
                 *          hero.Defense += 2;
                 *          Console.WriteLine("Thank you {0}!", hero.Identifier);
                 *      }
                 *      else
                 *      {
                 *          Console.WriteLine("You don't have enough money.  Come back when ya do");
                 *      }
                 *  }
                 *  else
                 *  {
                 *      Console.WriteLine("You've already got that!");
                 *  }
                 *  break;
                 * case "B":
                 * case "b":
                 *  checkitem = hero.CheckItems(boots);
                 *  if (checkitem == false)
                 *  {
                 *      if (hero.Gold >= 650)
                 *      {
                 *          hero.Gold -= 650;
                 *          hero.items.Add(boots);
                 *          hero.Defense += 1;
                 *          Console.WriteLine("Thank you {0}!", hero.Identifier);
                 *      }
                 *      else
                 *      {
                 *          Console.WriteLine("You don't have enough money.  Come back when ya do");
                 *      }
                 *  }
                 *  else
                 *  {
                 *      Console.WriteLine("You've already got that!");
                 *  }
                 *  break;*/
                case "D":
                case "d":
                    Console.WriteLine("Goodbye, and be careful out there!");
                    break;

                default:
                    Console.WriteLine("I can't understand that gibberish you're sayin'");
                    break;
                }
            }while (choice != "d" && choice != "D");
            Console.WriteLine("Press enter to continue....");
            Console.ReadLine();
        }
Example #42
0
 public void AddAttackTurn(BaseCharacter attacker, BaseCharacter target, int attackIndex)
 {
     turnList.Add(new Turn(attacker, target, attacker.usableAttacks[attackIndex]));
 }
 public SecondaryAttManager(BaseCharacter character)
 {
     SetupSecAttributes(character);
     SetupSecAttributesModifiers(character);
 }
 public override bool OnUseSkill(BaseCharacter player)
 {
     throw new System.NotImplementedException();
 }
Example #45
0
 public virtual bool AppliesTo(BaseCharacter attacker, BaseCharacter target, int damageDealt, Attack attack)
 {
     return(true);
 }
Example #46
0
 public Store(BaseCharacter hero)
 {
     Console.Clear();
     Console.WriteLine("Welcome to the store!");
     StoreLoop(hero);
 }
Example #47
0
        /*
         * protected void lvl10Proc(Hero hero)
         * {
         *  hero.MaxHealth++;
         *  hero.MaxMana = hero.MaxMana + 0.25;
         *  hero.MaxStamina = hero.MaxStamina + 0.5;
         *  hero.Str = hero.Str + 0.5;
         *  hero.Int = hero.Int + 0;
         *  hero.Dex = hero.Dex + 0.5;
         *  hero.Will = hero.Will + 0.75;
         *  hero.Luck = hero.Luck + 0.75;
         * }
         *
         * protected void lvl11Proc(Hero hero)
         * {
         *  hero.MaxHealth++;
         *  hero.MaxMana = hero.MaxMana + 0.25;
         *  hero.MaxStamina = hero.MaxStamina + 0.5;
         *  hero.Str = hero.Str + 0.5;
         *  hero.Int = hero.Int + 0;
         *  hero.Dex = hero.Dex + 0.75;
         *  hero.Will = hero.Will + 0.75;
         *  hero.Luck = hero.Luck + 0.5;
         * }
         *
         * protected void lvl12Proc(Hero hero)
         * {
         *  hero.MaxHealth = hero.MaxHealth + 0.75;
         *  hero.MaxMana = hero.MaxMana + 0.25;
         *  hero.MaxStamina = hero.MaxStamina + 0.75;
         *  hero.Str = hero.Str + 0.5;
         *  hero.Int = hero.Int + 0;
         *  hero.Dex = hero.Dex + 0.75;
         *  hero.Will = hero.Will + 0.75;
         *  hero.Luck = hero.Luck + 0.5;
         * }
         *
         * protected void lvl13Proc(Hero hero)
         * {
         *  hero.MaxHealth = hero.MaxHealth + 0.75;
         *  hero.MaxMana = hero.MaxMana + 0.5;
         *  hero.MaxStamina = hero.MaxStamina + 0.75;
         *  hero.Str = hero.Str + 0.5;
         *  hero.Int = hero.Int + 0.25;
         *  hero.Dex = hero.Dex + 0.75;
         *  hero.Will = hero.Will + 0.75;
         *  hero.Luck = hero.Luck + 0.25;
         * }
         *
         * protected void lvl14Proc(Hero hero)
         * {
         *  hero.MaxHealth = hero.MaxHealth + 0.75;
         *  hero.MaxMana = hero.MaxMana + 0.5;
         *  hero.MaxStamina = hero.MaxStamina + 0.75;
         *  hero.Str = hero.Str + 0.5;
         *  hero.Int = hero.Int + 0.25;
         *  hero.Dex = hero.Dex + 0.5;
         *  hero.Will = hero.Will + 0.5;
         *  hero.Luck = hero.Luck + 0.25;
         * }
         *
         * protected void lvl15Proc(Hero hero)
         * {
         *  hero.MaxHealth = hero.MaxHealth + 0.75;
         *  hero.MaxMana = hero.MaxMana + 0.5;
         *  hero.MaxStamina = hero.MaxStamina + 0.75;
         *  hero.Str = hero.Str + 0.5;
         *  hero.Int = hero.Int + 0.5;
         *  hero.Dex = hero.Dex + 0.25;
         *  hero.Will = hero.Will + 0.5;
         *  hero.Luck = hero.Luck + 0;
         * }
         *
         * protected void lvl16Proc(Hero hero)
         * {
         *  hero.MaxHealth = hero.MaxHealth + 0.5;
         *  hero.MaxMana = hero.MaxMana + 0.75;
         *  hero.MaxStamina = hero.MaxStamina + 0.75;
         *  hero.Str = hero.Str + 0.5;
         *  hero.Int = hero.Int + 0.5;
         *  hero.Dex = hero.Dex + 0.25;
         *  hero.Will = hero.Will + 0.5;
         *  hero.Luck = hero.Luck + 0;
         * }
         *
         * protected void lvl17Proc(Hero hero)
         * {
         *  hero.MaxHealth = hero.MaxHealth + 0.5;
         *  hero.MaxMana = hero.MaxMana + 0.75;
         *  hero.MaxStamina = hero.MaxStamina + 0.75;
         *  hero.Str = hero.Str + 0.5;
         *  hero.Int = hero.Int + 0.75;
         *  hero.Dex = hero.Dex + 0;
         *  hero.Will = hero.Will + 0.25;
         *  hero.Luck = hero.Luck + 0;
         * }
         *
         * protected void lvl18Proc(Hero hero)
         * {
         *  hero.MaxHealth = hero.MaxHealth + 0.5;
         *  hero.MaxMana = hero.MaxMana + 0.75;
         *  hero.MaxStamina = hero.MaxStamina + 0.75;
         *  hero.Str = hero.Str + 0.5;
         *  hero.Int = hero.Int + 0.75;
         *  hero.Dex = hero.Dex + 0;
         *  hero.Will = hero.Will + 0.25;
         *  hero.Luck = hero.Luck + 0;
         * }
         *
         * protected void lvl19Proc(Hero hero)
         * {
         *  hero.MaxHealth = hero.MaxHealth + 0.5;
         *  hero.MaxMana = hero.MaxMana + 0.75;
         *  hero.MaxStamina = hero.MaxStamina + 0.75;
         *  hero.Str = hero.Str + 0.5;
         *  hero.Int = hero.Int + 0.75;
         *  hero.Dex = hero.Dex + 0;
         *  hero.Will = hero.Will + 0.25;
         *  hero.Luck = hero.Luck + 0;
         * }
         *
         * protected void lvl20Proc(Hero hero)
         * {
         *  hero.MaxHealth = hero.MaxHealth + 0.25;
         *  hero.MaxMana = hero.MaxMana + 0.5;
         *  hero.MaxStamina = hero.MaxStamina + 0.5;
         *  hero.Str = hero.Str + 0.5;
         *  hero.Int = hero.Int + 1;
         *  hero.Dex = hero.Dex + 0.5;
         *  hero.Will = hero.Will + 0.25;
         *  hero.Luck = hero.Luck + 0;
         * }
         *
         * protected void lvl21Proc(Hero hero)
         * {
         *  hero.MaxHealth = hero.MaxHealth + 0.25;
         *  hero.MaxMana = hero.MaxMana + 0.5;
         *  hero.MaxStamina = hero.MaxStamina + 0.5;
         *  hero.Str = hero.Str + 0.5;
         *  hero.Int = hero.Int + 1;
         *  hero.Dex = hero.Dex + 0.5;
         *  hero.Will = hero.Will + 0.25;
         *  hero.Luck = hero.Luck + 0;
         * }
         *
         * protected void lvl22Proc(Hero hero)
         * {
         *  hero.MaxHealth = hero.MaxHealth + 0.25;
         *  hero.MaxMana = hero.MaxMana + 0.25;
         *  hero.MaxStamina = hero.MaxStamina + 0.25;
         *  hero.Str = hero.Str + 0.25;
         *  hero.Int = hero.Int + 0.75;
         *  hero.Dex = hero.Dex + 0.75;
         *  hero.Will = hero.Will + 0.25;
         *  hero.Luck = hero.Luck + 0;
         * }
         *
         * protected void lvl23Proc(Hero hero)
         * {
         *  hero.MaxHealth = hero.MaxHealth + 0.25;
         *  hero.MaxMana = hero.MaxMana + 0.25;
         *  hero.MaxStamina = hero.MaxStamina + 0.25;
         *  hero.Str = hero.Str + 0.25;
         *  hero.Int = hero.Int + 0.5;
         *  hero.Dex = hero.Dex + 0.5;
         *  hero.Will = hero.Will + 0.25;
         *  hero.Luck = hero.Luck + 0;
         * }
         *
         * protected void lvl24Proc(Hero hero)
         * {
         *  hero.MaxHealth = hero.MaxHealth + 0;
         *  hero.MaxMana = hero.MaxMana + 0.25;
         *  hero.MaxStamina = hero.MaxStamina + 0.25;
         *  hero.Str = hero.Str + 0.25;
         *  hero.Int = hero.Int + 0.25;
         *  hero.Dex = hero.Dex + 0.25;
         *  hero.Will = hero.Will + 0.25;
         *  hero.Luck = hero.Luck + 0;
         * }*/

        public bool LevelUp(BaseCharacter hero)
        {
            /*LvlMultiplier = hero.Level + 1;
             * temp1 = 4 * LvlMultiplier - 51;
             * temp2 = LvlMultiplier * temp1 + 267;
             * EP_L = LvlMultiplier * temp2 - 302;*/

            do
            {
                EP_L = ExpCalculater(hero.LVL + 1);
                if (hero.EXP >= EP_L)
                {
                    hero.LVL++;
                    hero.SkillPoint++;
                    lvlupProc(hero);

                    /*switch (hero.Age)
                     * {
                     *  case 10:
                     *      lvl10Proc(hero);
                     *      break;
                     *  case 11:
                     *      lvl11Proc(hero);
                     *      break;
                     *  case 12:
                     *      lvl12Proc(hero);
                     *      break;
                     *  case 13:
                     *      lvl13Proc(hero);
                     *      break;
                     *  case 14:
                     *      lvl14Proc(hero);
                     *      break;
                     *  case 15:
                     *      lvl15Proc(hero);
                     *      break;
                     *  case 16:
                     *      lvl16Proc(hero);
                     *      break;
                     *  case 17:
                     *      lvl17Proc(hero);
                     *      break;
                     *  case 18:
                     *      lvl18Proc(hero);
                     *      break;
                     *  case 19:
                     *      lvl19Proc(hero);
                     *      break;
                     *  case 20:
                     *      lvl20Proc(hero);
                     *      break;
                     *  case 21:
                     *      lvl21Proc(hero);
                     *      break;
                     *  case 22:
                     *      lvl22Proc(hero);
                     *      break;
                     *  case 23:
                     *      lvl23Proc(hero);
                     *      break;
                     *  case 24:
                     *      lvl24Proc(hero);
                     *      break;
                     * }*/
                    lvlUp   = true;
                    IslvlUp = true;
                }
                else if (hero.EXP < EP_L)
                {
                    lvlUp = false;
                }
                else
                {
                    Console.WriteLine("there was an error processing level ups");
                    Console.ReadLine();
                    Console.Clear();
                }
            } while (lvlUp == true);
            return(IslvlUp);
        }
 internal void AddText(String s, BaseCharacter p, Vector2 os, Point tbs, int steps)
 {
     texts.Add(new TacticalTextPopUp(s, p, os, tbs, steps, UpdateAreaCombatText));
 }
Example #49
0
 /// <summary>
 /// Constructor from an enumeration.
 /// </summary>
 /// <param name="character"></param>
 /// <param name="entries"></param>
 public PlanScratchpad(BaseCharacter character, IEnumerable <PlanEntry> entries)
     : this(character)
 {
     AddRange(entries);
 }
Example #50
0
 /// <summary>
 /// The Skill is used and takes effect.</summary>
 public abstract void Use(BaseCharacter user);
Example #51
0
 public BlockInfo(BaseCharacter character, BlockType type)
 {
     blockType           = type;
     characterWhoBlocked = character;
     timeBlocked         = Time.time;
 }
Example #52
0
 /// <summary>
 /// Add the modifier to the modified attribute.</summary>
 public override void Use(BaseCharacter user)
 {
     user.Stats.Dict[ModifiedAttributeName].AddModifier(GetModifier());
 }
Example #53
0
 public CharacterEventInfoClass(int _arrivals, BaseCharacter _character)
 {
     character = _character;
     arrivals  = _arrivals;
     SetupOtherStuff();
 }
Example #54
0
 public override AbilityCommand getCommand(BaseCharacter actor, BaseCharacter target)
 {
     return(new AttackCommand(actor, target, castTime, damage));
 }
Example #55
0
 public CharacterTestScreen()
 {
     testCharacter = new BaseCharacter();
 }
    private void SetupMovespeed(BaseCharacter character)
    {
        int ms_f = 1;

        character.SecondaryAttributeList [(int)SecondaryAttributeName.Movement_Speed].SetValues(ms_f, 10, 1);
    }
Example #57
0
 public void AddWaitTurn(BaseCharacter waiter)
 {
     turnList.Add(new Turn(waiter, null, defaultWaitPrefab));
 }
Example #58
0
 public void AddStandardAttackTurn(BaseCharacter attacker, BaseCharacter target)
 {
     turnList.Add(new Turn(attacker, target, defaultAttackPrefab));
 }
Example #59
0
 /// <summary>
 /// Constructor from an enumeration.
 /// </summary>
 /// <param name="character"></param>
 /// <param name="entries"></param>
 public PlanScratchpad(BaseCharacter character, IEnumerable<PlanEntry> entries)
     : this(character)
 {
     AddRange(entries);
 }
Example #60
0
 public void AddDefendTurn(BaseCharacter defender)
 {
     turnList.Add(new Turn(defender, null, defaultDefendPrefab));
 }