Example #1
0
 private void NegateAdaptive(Unit user, Unit target, BattleStateMachine bsm)
 {
     if (target.Skills[Enums.SkillType.Weapon] != null)
     {
         target.TargetedStat = target.Skills[Enums.SkillType.Weapon].targetStat;
     }
 }
Example #2
0
 public override void Init(GameManager manager)
 {
     base.Init(manager);
     stateMachine = CreateSubComponent <BattleStateMachine>();
     characters   = CreateSubComponent <CharacterManager>();
     stat         = CreateSubComponent <BattleStatistics>();
 }
Example #3
0
 void Start()
 {
     currentState = TurnState.Process;
     BSM          = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>();
     //REVIEW animator = GetComponent<Animator>();
     startPos = transform.position;
 }
Example #4
0
    private void CalculateAdaptive(Unit user, Unit target, BattleStateMachine bsm)
    {
        int def = target.Defense.GetCombatValue();
        int res = target.Resistance.GetCombatValue();

        user.TargetedStat = (def < res) ? Enums.Stat.Defense : Enums.Stat.Resistance;
    }
    private bool isAlive    = true;     //Boolean for checking if the Enemy is alive

    // Start is called before the first frame update
    void Start()
    {
        currentState = TurnState.PROCESSING;                                                  //Sets the Enemy State to Processing to let the Wait Bar fill
        turnPointer.SetActive(false);                                                         //Disables the Enemy Pointer
        bsm           = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>(); //Instantiates the Battle State Machine
        startPosition = transform.position;                                                   //Sets the Start Position of the Enemy
    }
Example #6
0
    void Start()
    {
        //find spacer
        HeroPanelSpacer = GameObject.Find("Battlecanvas").transform.Find("HeroPanel").transform.Find("HeroPanelSpacer");
        //create panel, fill in info
        CreateHeroPanel();

        audioData = GetComponent <AudioSource>();


        anim          = GetComponent <Animator>();
        startPosition = transform.position;
        cur_cooldown  = Random.Range(0, 2.5f);
        Selector.SetActive(false);
        BSM          = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>();
        currentState = TurnState.Processing;
        heroHPString = hero.theName + "HP";
        Debug.Log(heroHPString);
        //PlayerPrefs.SetFloat (heroHPString, hero.curHP);
        string heroMPString = hero.theName + "MP";

        //PlayerPrefs.SetFloat (heroHPString, hero.curMP);
        if (PlayerPrefs.HasKey(heroHPString))
        {
            stats.HeroHP.text = "" + PlayerPrefs.GetFloat(heroHPString) + "/" + hero.baseHP;
            hero.curHP        = PlayerPrefs.GetFloat(heroHPString);
            Debug.Log(PlayerPrefs.GetFloat(heroHPString));
        }
        bsMachine = GameObject.Find("BattleManager");
    }
Example #7
0
 void Start()
 {
     currentState = TurnState.Processing;
     Selector.SetActive(false);
     BSM           = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>();
     startposition = transform.position;
 }
Example #8
0
 // Start is called before the first frame update
 void Start()
 {
     tileData             = GameObject.FindGameObjectWithTag("TileManager").GetComponent <TileData>();
     BSM                  = GameManager.instance.GetComponent <BattleStateMachine>();
     stats                = GetComponent <Stats>();
     stats.equippedWeapon = stats.weapons[0];
 }
Example #9
0
 void Start()
 {
     selector.SetActive(false);
     currentState  = TurnState.PROCESSING;
     BSM           = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>();
     startPosition = transform.position;
 }
Example #10
0
 private void Start()
 {
     cursor     = GameObject.FindGameObjectWithTag("Cursor").GetComponent <Cursor>();
     tileData   = GameObject.FindGameObjectWithTag("TileManager").GetComponent <TileData>();
     BSM        = GameManager.instance.GetComponent <BattleStateMachine>();
     levelPanel = GameObject.FindGameObjectWithTag("Canvas").transform.GetChild(2).GetChild(2);
 }
    /// <summary>
    /// Checks collider to know what the hero is interacting with and acts accordingly.
    /// </summary>
    /// <param name = "other">Collided object</param>
    void OnTriggerEnter2D(Collider2D other)
    {
        if (!isInFight)
        {
            // for map transition

            /*if (other.tag == "Teleporter") {
             *  GameManager.instance.nextSpawnPoint = col.spawnPointName;
             *  GameManager.instance.sceneToLoad = col.sceneToLoad;
             * }*/
            // for interaction with items
            if (other.tag == "Item")
            {
            }
            // for battle
            if (other.tag == "Enemy")
            {
                //isInFight = true;
                GameObject.Find("Blende").GetComponent <BlendenController>().blenden();
                isInFight = true;
                GameManager.instance.gui.SetActive(true);
                BattleStateMachine  bsm   = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>();
                CharacterAmountType enemy = other.gameObject.GetComponent <CharacterAmountType>();
                CharacterAmountType hero  = this.gameObject.GetComponent <CharacterAmountType>();
                bsm.SpawnCharacters(enemy.characters.Count, enemy.characters, spawnPointsEnemies, false);
                bsm.SpawnCharacters(hero.characters.Count, hero.characters, spawnPointsHeros, true);
                this.gameObject.SetActive(false);
                other.gameObject.SetActive(false);
                GameManager.instance.collidedEnemy = other.gameObject;
                GameManager.PlayMusic(bsm.GetComponent <AudioSource>());
            }
        }
    }
    // Use this for initialization
    void Start()
    {
        cam = GameObject.Find("Main Camera");
        StartCoroutine(RotateCamera(Vector3.down * -1f, 0.5f));
        animator = this.gameObject.GetComponentInChildren <Animator>();
        selector.SetActive(false);
        if (this.gameObject.tag == "Hero")
        {
            //characterWalk = this.gameObject.GetComponent<JNRCharacterController>();
            characterWalk = this.gameObject.GetComponent <PlayerController>();

            //this.gameObject.transform.localScale = new Vector3(-1f, 1f, 1f);
        }
        //if (JNRCharacterController.isInFight) {
        if (PlayerController.isInFight)
        {
            currentState  = TurnState.wait;
            startposition = transform.position;
            CreateHealthPanel();
            bsm = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>();

            //     if(this.gameObject.tag == "Hero") CreateHeroPanel();
        }

        audioManager = GameObject.Find("AudioManager").GetComponent <AudioManager>();
    }
Example #13
0
    IEnumerator MagicAttack()
    {
        //PlayerCharUnit.MP.ToString() == MPText.text;
        PlayerCharUnit.MP--;
        MPText.text = PlayerCharUnit.MP.ToString();
        bool Dead = EnemyCharUnit.MagicDamage(PlayerCharUnit.MagicDamageOutput);

        Instantiate(EnemyCharUnit.MagicPart);
        infoText.text = "Virus corruption damage!!!";

        if (PlayerCharUnit.MP <= 0)
        {
            MPButton.gameObject.SetActive(false);
        }
        yield return(new WaitForSeconds(3f));

        if (Dead)
        {
            CurrentState = BattleStateMachine.PlayerWin;
            BattleOver();
        }
        else
        {
            CurrentState = BattleStateMachine.EnemyTurn;
            StartCoroutine(EnemyNoTurn());
        }
    }
 void Start()
 {
     createEnemyDisplay();
     currentState  = turnState.processing;
     BSM           = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>();
     startPosition = transform.position;
 }
Example #15
0
 // Use this for initialization
 void Start()
 {
     _canvas     = GetComponentInParent <Canvas>();
     eventSystem = EventSystem.current;
     buttonList  = GetComponentsInChildren <Button>();
     bsMachine   = FindObjectOfType <BattleStateMachine>();
 }
Example #16
0
    public void WinLose(bool winLose)
    {
        BattleStateMachine stateMachine = new BattleStateMachine();

        BattleStateMachine.numPlayers  = BattleStateMachine.numEnemies = BattleStateMachine.player = 0;
        BattleStateMachine.npc         = BattleStateMachine.monster = 0;
        BattleStateMachine.currentUser = BattleStateMachine.targetChosen = 0;

        /*if(BattleInfomation.scriptable) {
         *  GoToLastScene();
         * }*/
        //else
        if (winLose)
        {
            //update GameInformation
            UpdateGameInformation(winLose);
            //go to the last scene
            GoToLastScene();
        }
        else
        {
            //load last save
            LoadLastSave();
        }
    }
Example #17
0
 protected override void Apply(Unit user, Unit target, BattleStateMachine bsm)
 {
     for (int i = 0; i < stats.Count; i++)
     {
         if (type.Equals("buff"))
         {
             if (userValues != null)
             {
                 user.Stats[stats[i]].buff = userValues[i];
             }
             if (targetValues != null)
             {
                 target.Stats[stats[i]].buff = targetValues[i];
             }
         }
         else
         {
             if (userValues != null)
             {
                 user.Stats[stats[i]].debuff = userValues[i];
             }
             if (targetValues != null)
             {
                 target.Stats[stats[i]].debuff = targetValues[i];
             }
         }
     }
 }
Example #18
0
    void UpdateStateMachine()
    {
        switch (currentState)
        {
        case FiniteStateMachine.MoveToTarget:
            FindTargetPosition();
            break;

        case FiniteStateMachine.MoveForward:
            MoveForwardDirection();
            break;

        case FiniteStateMachine.Rotate:
            Rotate45Degrees();
            break;

        case FiniteStateMachine.FoundPlayer:
            BattleStateMachineUpdate();
            break;
        }
        if (knowsPlayerlocation)
        {
            PositionToFollow = roadToPlayer[0];

            if (Vector3.Distance(transform.position, PlayerObj.transform.position) > 30.0f)
            {
                currentState = FiniteStateMachine.MoveToTarget;
            }
            else
            {
                currentState = FiniteStateMachine.FoundPlayer;
                battleState  = BattleStateMachine.ShootPlayer;
            }
        }
    }
Example #19
0
 private void Start()
 {
     es            = EventSystem.current;
     _inputManager = FindObjectOfType <InputManager>();
     _battleSystem = FindObjectOfType <BattleSystem_v2>();
     bsMachine     = FindObjectOfType <BattleStateMachine>();
 }
Example #20
0
    void Start()
    {
        startMenu = StartingMenu.GetComponent <StartingMenu>();
        startMenu.SetOwner(this);
        bsm = GameLogic.GetComponent <BattleStateMachine>();
        bsm.SetClient(this);
        clientHaveLoggedIn           = false;
        clientIsReadyForStartTheGame = false;

        //networking stuff
        address = "127.0.01";
        port    = 9999;

        commandsTable = new Dictionary <byte, GameCommand>();
        //commandsTable[0] = Join;
        commandsTable[1] = Welcome;
        commandsTable[2] = Spawn;
        //commandsTable[3] = Update;

        //commandsTable[4] = Ready;
        commandsTable[5] = GameStart;
        //commandsTable[6] = UIStart;

        commandsTable[7] = TurnCreation;
        //commandsTable[8] = SetTurnParameter;
        commandsTable[9]  = ProcessTurn;
        commandsTable[10] = EndTurn;

        commandsTable[254] = StatusServer;
        //commandsTable[255] = Ack;
    }
Example #21
0
 protected override void Apply(Unit user, Unit target, BattleStateMachine bsm)
 {
     if (type.Equals("form"))
     {
         FormEffect(user, target, bsm);
     }
 }
	void Start () {
		BSM = FindObjectOfType<BattleStateMachine>();
		isSelected = false;
		currentState = TurnState.INITIALIZING;
		startPosition = gameObject.transform.position;
		UpdateWeaponSprite();
	}
Example #23
0
    private void FormEffect(Unit user, Unit target, BattleStateMachine bsm)
    {
        int bonus, val;

        switch (tier) //TODO: maybe a formula
        {
        case 1:
            val   = bsm.unitManager.GetAllies(user, 2).Count;
            bonus = Mathf.Clamp(val, 0, 3);
            break;

        case 2:
            val   = bsm.unitManager.GetAllies(user, 2).Count + 2;
            bonus = Mathf.Clamp(val, 0, 5);
            break;

        case 3:
            val   = 2 * bsm.unitManager.GetAllies(user, 2).Count + 1;
            bonus = Mathf.Clamp(val, 0, 7);
            break;

        default:
            bonus = 0;
            break;
        }

        for (int i = 0; i < stats.Count; i++)
        {
            user.Stats[stats[i]].inCombatBonus += bonus;
        }
    }
Example #24
0
        public IEnumerator Test_States_Entering_Battle()
        {
            GameObject         battleStateMachineGO = new GameObject();
            BattleStateMachine battleStateMachine   = battleStateMachineGO.AddComponent <BattleStateMachine>();

            GameObject       battleControllerGO = new GameObject();
            BattleController battleController   = battleControllerGO.AddComponent <BattleController>();

            Assert.AreEqual(BattleState.None, BattleStateMachine.instance.curBattleState);

            battleController.BeginBattle();

            Assert.AreEqual(BattleState.PreNewBattleSetup, BattleStateMachine.instance.curBattleState);

            yield return(null);

            Assert.AreEqual(BattleState.NewBattleSetup, BattleStateMachine.instance.curBattleState);

            yield return(null);

            Assert.AreEqual(BattleState.SetupPlayerTurn, BattleStateMachine.instance.curBattleState);

            yield return(null);

            battleController.BeginPlayerTurn();

            Assert.AreEqual(BattleState.PrePlayerActionSelect, BattleStateMachine.instance.curBattleState);

            yield return(null);

            Assert.AreEqual(BattleState.PlayerActionSelect, BattleStateMachine.instance.curBattleState);
        }
 void Start()
 {
     // currentState = TurnState.PROCESSING;
     BSM           = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>();
     startPosition = transform.position;
     CreateEnemyPanel();
 }
Example #26
0
    // Start is called before the first frame update
    void Start()
    {
        BSM = GetComponent <BattleStateMachine>();

        sendInput = false;

        //Blue team
        BlueTeamCharactersMenu.gameObject.SetActive(false);
        BlueTeamCommandMenu.SetActive(false);
        BlueTeamAllyTargetsMenu.gameObject.SetActive(false);
        BlueTeamEnemyTargetsMenu.gameObject.SetActive(false);
        BlueTeamAoETargetsMenu.gameObject.SetActive(false);
        BlueTeamSpellsMenu.gameObject.SetActive(false);
        BlueTeamSelectedSpellInfo.gameObject.SetActive(false);
        BluePlayerWaitingPanel.gameObject.SetActive(false);//in attesa del player rosso che fa la mossa
        BlueSkillInUsePanel.SetActive(false);

        //Red team
        RedTeamCharactersMenu.gameObject.SetActive(false);
        RedTeamCommandMenu.SetActive(false);
        RedTeamAllyTargetsMenu.gameObject.SetActive(false);
        RedTeamEnemyTargetsMenu.gameObject.SetActive(false);
        RedTeamAoETargetsMenu.gameObject.SetActive(false);
        RedTeamSelectedSpellInfo.gameObject.SetActive(false);
        RedTeamSpellsMenu.gameObject.SetActive(false);
        RedPlayerWaitingPanel.gameObject.SetActive(false); // in attesa del player blu che fa la mossa
        RedSkillInUsePanel.SetActive(false);
    }
Example #27
0
 private void Start()
 {
     bsm           = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>();
     detectedEnemy = bsm.enemiesInBattle[0];
     enemySelector = detectedEnemy.transform.Find("Selector").gameObject;
     enemySelector.SetActive(true);
     currentSelectedEnemyNumber = 0;
 }
Example #28
0
 void Start()
 {
     Selector.SetActive(false);
     cur_cooldown  = Random.Range(0, 2.5f);
     currentState  = TurnState.PROCESSING;
     BSM           = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>();
     startposition = transform.position;
 }
 // Use this for initialization
 void Start()
 {
     cur_cooldown  = Random.Range(0, 2f);
     startPosition = transform.position;
     BSM           = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>();
     CurrentState  = Turnstate.Processing;
     Selector.SetActive(false);
 }
Example #30
0
    // Start is called before the first frame update
    void Start()
    {
        BSM = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>();

        LoadAllAbilites();
        SetAllUnitAbilites();
        SetAllUnitHP();
    }
Example #31
0
 // Use this for initialization
 void Start()
 {
     startPos     = transform.position;
     myAction     = this.GetComponent <AttackScript>();
     currentState = TurnState.PROCESSING;
     battle       = GameObject.Find("BattleManager(Clone)").GetComponent <BattleStateMachine>();
     this.GetComponent <CameraFacingBillboard>();
 }
	// Use this for initialization
	void Start () {
		myTargetGraphic.SetActive(false);
		startPosition = gameObject.transform.position;
		startRotation = gameObject.transform.rotation;
		spawnPoint = new Vector3 (startPosition.x + 2.5f, startPosition.y, startPosition.z);
		currentState = TurnState.WAITING;
		BSM = FindObjectOfType<BattleStateMachine>();
		myTypeText.text = zombie.zombieType.ToString();
	}
	void Start () {
		BSM = FindObjectOfType<BattleStateMachine>();
		LocateAndSetSelectedSurvivor();
	}
Example #34
0
		public BattleScene(BattleData setup)
		{
			data = setup;
			manager = new BattleManager(setup);
			this.stateMachine = new BattleStateMachine(manager);
		}
 void Start()
 {
     heroPanelSpacer = GameObject.Find("BattleCanvas").transform.FindChild("HeroPanel").FindChild("HeroPanelSpacer");
     CreateHeroPanel();
     StartPosition = transform.position;
     currentProgress = Random.Range(0f, (max_progress * 0.25f));
     Selector.SetActive(false);
     BSM = GameObject.Find("BattleManager").GetComponent<BattleStateMachine>();
     currentTurnState = TurnState.PROCESSING;
 }