Example #1
0
    private void onCellClicked(object sender, EventArgs e)
    {
        if (!fsm.GetCurrentState().CellClickAllowed())
        {
            Debug.Log("Cell click not allowed in this state");
            return;
        }

        // Battleboard decides, what action to do if cell clicked (bc Battleboard is kinda CellManager)
        BattleboardCell cell = sender as BattleboardCell;

        if (currentRoute != null)
        {
            if (currentCharacter.APEnoughForWalk(currentRoute.Count - 1))
            {
                fsm.GetCurrentState().GoToStateInputDisabled();

                // it's much easier and clearer to make a copy of the route, and correct it,
                // taking into account amount of APs, than setting a bunch of conditions here, in Character,
                // and in Character's Moving State
                var routeCopy = currentRoute.ToList <BattleboardCell>(); // copying using linq
                currentCharacter.MoveByRoute(routeCopy);
                DestroyRoute();                                          // we don't need it anymore; in fact, we could emulate onMouseExit, but it would confuse code reading
            }
            else
            {
                Log.Output(Log.NOT_ENOUGH_AP);
            }
        }

        if (cell.IsOccupiedByCharacterOfParty(cell, enemyParty))
        {
            // attempt to attack
            if (AreCellsAdjacent(cell.transform.position, currentCharacter.transform.position))
            {
                if (currentCharacter.APEnoughForAttack())
                {
                    fsm.GetCurrentState().GoToStateInputDisabled();


                    if (null == charactersInAttack)
                    {
                        charactersInAttack = new List <Character>();
                    }
                    else
                    {
                        charactersInAttack.Clear();
                    }
                    charactersInAttack.Add(currentCharacter);
                    charactersInAttack.Add(cell.Character);


                    currentCharacter.AttackThe(cell.Character);
                    (sender as BattleboardCell).ExternalModificatorColor = Color.clear; // in fact, we could emulate onMouseExit, but it would confuse code reading
                }
                else
                {
                    Log.Output(Log.NOT_ENOUGH_AP);
                }
            }
            else
            {
                Log.Output("Target is too far"); // #localize
            }
        }

        // if cell is occupied by a character from player's party -- don't do anything
    }
Example #2
0
    private void onCellMouseEnter(object sender, EventArgs e)
    {
        if (!fsm.GetCurrentState().CellMouseEnterAllowed())
        {
            Debug.Log("Cell mouse enter not allowed in this state");
            return;
        }

        int    APAmountRequired           = 0;
        string cellInformationText        = "";
        bool   cellInformationTextAchtung = false;

        // Battleboard decides, what action to do if cell clicked (bc Battleboard is kinda CellManager)
        BattleboardCell cell = sender as BattleboardCell;

        if (cell.IsVacant())
        {
            BattleboardCell currentCell = FindCellOfCharacter(currentCharacter);

            currentRoute = BuildRoute(currentCell, cell);

            var routeRealLength = currentRoute.Count - 1;
            APAmountRequired = currentCharacter.WalkCost * routeRealLength;
            if (APAmountRequired > 0) // we need this check here in order not to create cellinfo when mouse is on current character's cell with 0 AP
            {
                // #localize:
                cellInformationText = currentCharacter.APEnoughForWalk(routeRealLength) ?
                                      "Walk here\nfor " + APAmountRequired + " AP" + Utility.GetIntegerEnding(APAmountRequired) :
                                      cellInformationText = String.Format("{0} to walk here\nRequired: {1}", Log.NOT_ENOUGH_AP, APAmountRequired);
                cellInformationTextAchtung = !currentCharacter.APEnoughForWalk(routeRealLength);
            }

            MarkInRouteCells();
        }

        if (cell.IsOccupiedByCharacterOfParty(cell, enemyParty))
        {
            if (AreCellsAdjacent(cell.transform.position, currentCharacter.transform.position))
            {
                APAmountRequired = currentCharacter.AttackCost;

                cell.ExternalModificatorColor = currentCharacter.APEnoughForAttack() ?
                                                BattleboardCell.enoughAPColor :
                                                BattleboardCell.noAPColor;
                // #localize:
                cellInformationText = currentCharacter.APEnoughForAttack() ?
                                      String.Format("Attack {0} {3}\nfor {1} AP{2}", cell.Character.GetHealthStatus(), APAmountRequired, Utility.GetIntegerEnding(APAmountRequired), cell.Character.Name) :
                                      String.Format("{0} for attack {2} {3}\nRequired: {1}", Log.NOT_ENOUGH_AP, APAmountRequired, cell.Character.GetHealthStatus(), cell.Character.Name);
                cellInformationTextAchtung = !currentCharacter.APEnoughForAttack();
            }
            else   // show enemy's name and health status
            {
                // #localize:
                cellInformationText = String.Format("{0}\n{1}", cell.Character.Name, cell.Character.GetHealthStatus());
            }
        }

        // if it's out teammate, show his/her name and exact HP
        if (cell.IsOccupiedByCharacterOfParty(cell, playerParty))
        {
            // #localize:
            cellInformationText = String.Format("{0}\nHP: {1}", cell.Character.Name, cell.Character.HP);
        }

        if (!String.IsNullOrEmpty(cellInformationText))
        {
            ShowCellInformation(cell, cellInformationText, cellInformationTextAchtung);
        }
    }