// creo una funzione void che chiamo input 2 e chiederĂ un gameObject public void Input2(GameObject choseEnemy) { //imposto l'attack targer al chosenEnemy HeroChoice.AttacksTarget = choseEnemy; //imposto l'HeroInput a done HeroInput = HeroGUI.Done; }
public void defendSelect() { HerosToManage[0].GetComponent <HeroStateMachine>().currentState = HeroStateMachine.TurnState.DEFENDING; HerosToManage.RemoveAt(0); attackPanel.SetActive(false); HeroInput = HeroGUI.ACTIVATE; }
//Filling handle turn info with the attackers target public void InputTwo(GameObject chosenEnemy) { heroChoice.AttackersTarget = chosenEnemy; //starts the next case heroInput = HeroGUI.DONE; }
public void Input2(GameObject chosenEnemy) { HeroChoice.AttackersTarget = chosenEnemy; HeroInput = HeroGUI.Done; //EnemySelectPanel.SetActive(false); }
public void SelectTarget(GameObject choosenEnemy) { PlaySound(SoundType.ITEM_USED); heroChoice.AttackersTarget = choosenEnemy; HeroInput = HeroGUI.DONE; }
public List <GameObject> enemiesButtons = new List <GameObject>(); // List of enemmies buttons for the attack panel private void Start() { actionsPanel.SetActive(false); enemySelectPanel.SetActive(false); activePanel = actionsPanel; battleState = PerformAction.WAIT; heroInput = HeroGUI.ACTIVATE; enemiesInBattle.AddRange(GameObject.FindGameObjectsWithTag("Enemy")); heroesInBattle.AddRange(GameObject.FindGameObjectsWithTag("Hero")); //Assign the center of the battleground to all enemies and players foreach (GameObject enemy in enemiesInBattle) { EnemyStateMachine ESM = enemy.GetComponent <EnemyStateMachine>(); ESM.centerOfTheBattleground = centerOfTheBattleground; } foreach (GameObject hero in heroesInBattle) { PlayerStateMachine PSM = hero.GetComponent <PlayerStateMachine>(); PSM.centerOfTheBattleground = centerOfTheBattleground; } EnemyButtons(); }
/// <summary> /// Selects all enemies /// </summary> public void AllEnemiesSelectionInput() { heroChoice.targets = enemiesInBattle; heroesToManage[0].GetComponent <PlayerStateMachine>().enemiesToAttack = enemiesInBattle; heroesToManage[0].GetComponent <PlayerStateMachine>().isAreaAttack = true; heroInput = HeroGUI.DONE; }
// Start is called before the first frame update void Start() { //uso la funzione set active Per impostare TestoCura a false testoCura.SetActive(false); // uso la funzione addRange per aggiungere tutti i player alla lista Heros in game HerosInGame.AddRange(GameObject.FindGameObjectsWithTag("Player")); //uso la funzione set active Per impostare Testo a false testo.SetActive(false); //setto il timer a 0 timer = 0; //rendo libero il cursore Cursor.lockState = CursorLockMode.None; // rendo visibile il cursore Cursor.visible = true; //imposto il battleState a wait BattleState = PerformAction.Wait; // imposto L'hero input a activate HeroInput = HeroGUI.Activate; //uso la funzione set active Per impostare AttackPanel a false AttackPanel.SetActive(false); //uso la funzione set active Per impostare EnemySelectPanel a false EnemySelectPanel.SetActive(false); //uso la funzione set active Per impostare MagicsPanel a false MagicsPanel.SetActive(false); // chiamo la funzione enemyButtons EnemyButtons(); }
public void Input7(ItemStats item)//choosen magic attack { float temp1 = HeroesToManage[0].GetComponent <HeroStateMachine>().playerStats.curHP + item.amountOfHpToGive; float temp2 = HeroesToManage[0].GetComponent <HeroStateMachine>().playerStats.curMP + item.amountOfMpToGive; if (temp1 > HeroesToManage[0].GetComponent <HeroStateMachine>().playerStats.baseHP) { HeroesToManage[0].GetComponent <HeroStateMachine>().playerStats.curHP = HeroesToManage[0].GetComponent <HeroStateMachine>().playerStats.baseHP; } else { HeroesToManage[0].GetComponent <HeroStateMachine>().playerStats.curHP = temp1; } if (temp2 > HeroesToManage[0].GetComponent <HeroStateMachine>().playerStats.baseMP) { HeroesToManage[0].GetComponent <HeroStateMachine>().playerStats.curMP = HeroesToManage[0].GetComponent <HeroStateMachine>().playerStats.baseMP; } else { HeroesToManage[0].GetComponent <HeroStateMachine>().playerStats.curMP = temp2; } ItemPanel.SetActive(false); itemUsed = true; HeroInput = HeroGUI.DONE; }
void HeroInputDone() { PerformList.Add(HeroTurn); enemySelectPanel.SetActive(false); HerosToManage[0].transform.Find("Selector").gameObject.SetActive(false); HerosToManage.RemoveAt(0); HeroInput = HeroGUI.ACTIVATE; }
/// <summary> /// Steps after the character finishes selecting an action /// </summary> void HeroInputDone() { actionsInTurn.Add(heroChoice); ClearAttackPanel(); heroesToManage[0].transform.Find("Selector").gameObject.SetActive(false); heroesToManage.RemoveAt(0); heroInput = HeroGUI.ACTIVATE; }
void HeroInputDone() { PerformList.Add(HeroChoice); EnemySelectPanel.SetActive(false); HerosToManage[0].transform.Find("Selector").gameObject.SetActive(false); HerosToManage.RemoveAt(0); HeroInput = HeroGUI.Activate; }
void heroInputDone() { performList.Add(heroChoice); enemySelectPanel.SetActive(false); heroesToManage[0].transform.FindChild("Selector").gameObject.SetActive(false); heroesToManage.RemoveAt(0); heroInput = HeroGUI.ACTIVATE; }
public void Input2() { HeroChoice.AttackersTarget = EnemiesInBattle[0];//Random.Range(0, EnemiesInBattle.Count)]; // PerformList.Add(HeroChoice); // HerosToManage.RemoveAt(0); // Debug.Log("Ive been removed"); HeroInput = HeroGUI.ACTIVATE; }
public void HeroInputDone() { PerformList.Add(HeroChoice); EnemySelectPanel.SetActive(false); SkillPanel.SetActive(false); AttackPanel.SetActive(false); HeroesToManage.RemoveAt(0); HeroInput = HeroGUI.ACTIVATE; }
void HeroInputDone() { PerformList.Add(HeroChoice); clearAttackPanel(); //nuconteazaundeva HerosToManage[0].transform.Find("Selector").gameObject.SetActive(false); HerosToManage.RemoveAt(0); HeroInput = HeroGUI.ACTIVATE; }
public void HeroInputDone() // Completed Hero Input and sending info to the perform list plus removing hero from HerosToManage { PerformList.Add(HeroChoice); targetPanel.SetActive(false); HerosToManage[0].transform.Find("Selector").gameObject.SetActive(false); HerosToManage.RemoveAt(0); HeroInput = HeroGUI.ACTIVATE; }
// void heroInputDone() { m_performList.Add(m_herosChoice); clearAttackPanel(); m_heroToManage.RemoveAt(0); m_heroInput = HeroGUI.ACTIVATE; }
// Adds player characters to turn list, // deactivates character selection, // moves on to next PC, // and resets action GUI private void HeroInputDone() { PerformList.Add(heroChoice); EnemySelectPanel.SetActive(false); HerosToManage[0].transform.Find("Selector").gameObject.SetActive(false); HerosToManage.RemoveAt(0); HeroInput = HeroGUI.ACTIVATE; Debug.Log("HeroInputDone"); }
public void Input1() //attack button should be able to call this automatically { HeroChoice.Attacker = HerosToManage[0].name; HeroChoice.AttackingGameObject = HerosToManage[0]; HeroChoice.Type = "Hero"; int num = Random.Range(0, HerosToManage[0].GetComponent <HerroStateMachine>().hero.attacks.Count); HeroChoice.choosenAttack = HerosToManage[0].GetComponent <HerroStateMachine>().hero.attacks[num]; HeroInput = HeroGUI.INPUT2; }
void HeroInputDone() { PerformList.Add(HeroChoice); //clear the panel clearAttackPanel(); HeroesToManage.RemoveAt(0); HeroInput = HeroGUI.ACTIVATE; }
void HeroInputDone() { PerformList.Add(HeroChoise); //clean the attack panel ClearAttackPanel(); HerosToManage[0].transform.Find("Selector").gameObject.SetActive(false); HerosToManage.RemoveAt(0); HeroInput = HeroGUI.Activate; }
public void HeroInputDone() { performList.Add(heroChoise); enemySelectPanel.SetActive(false); ClearAttackButton(); heroesToManage[0].transform.Find("Selector").gameObject.SetActive(false); heroesToManage.RemoveAt(0); heroInput = HeroGUI.ACTIVATE; }
/// <summary> /// Selects a simple enemy /// </summary> /// <param name="enemyToAttack">enemy to attack</param> public void UniqueEnemySelectionInput(GameObject enemyToAttack) { heroChoice.targets = new List <GameObject> { enemyToAttack }; heroesToManage[0].GetComponent <PlayerStateMachine>().enemyToAttack = enemyToAttack; heroesToManage[0].GetComponent <PlayerStateMachine>().isAreaAttack = false; heroInput = HeroGUI.DONE; }
public void Input2(GameObject chosenTarget)//enemy selection { HeroChoice.AttackersTarget = chosenTarget; if (HeroChoice.chosenAttack.abilityType == "Attack" && HeroChoice.AttackersTarget.GetComponent <EnemyStateMachine>().taunt > 0) { HeroChoice.AttackersTarget.GetComponent <HeroStateMachine>().taunt--; } HeroInput = HeroGUI.DONE; }
//public GameObject attackPanel; //public GameObject enemySelectPanel; //this is for enemybutton if needed // public GameObject enemyButton; //public Transform spacer; void Start() { battleStates = PerformAction.WAIT; EnemiesInBattle.AddRange(GameObject.FindGameObjectsWithTag("Enemy")); HerosInBattle.AddRange(GameObject.FindGameObjectsWithTag("Hero")); HerosToManage.AddRange(GameObject.FindGameObjectsWithTag("Hero")); HeroInput = HeroGUI.ACTIVATE; //attackpanel.setactive(false); //enemySelectPanel.Setactive(false); //EnemyButtons(); }
// Update is called once per frame void Update() { switch (battleStates) { case (PerformAction.WAIT): if (performList.Count > 0) { battleStates = PerformAction.TAKEACTION; } break; case (PerformAction.TAKEACTION): GameObject performer = GameObject.Find(performList[0].attacker); if (performList[0].type == "Enemy") { EnemyStateMachine ESM = performer.GetComponent <EnemyStateMachine>(); ESM.targetToAttack = performList[0].targetOfAttacker; ESM.currentState = EnemyStateMachine.TurnState.ACTION; } if (performList[0].type == "Hero") { HeroStateMachine HSM = performer.GetComponent <HeroStateMachine>(); HSM.targetToAttack = performList[0].targetOfAttacker; HSM.currentState = HeroStateMachine.TurnState.ACTION; } battleStates = PerformAction.PERFORMACTION; break; case (PerformAction.PERFORMACTION): break; } switch (heroInput) { case (HeroGUI.ACTIVATE): if (heroesToManage.Count > 0) { heroesToManage[0].transform.FindChild("Selector").gameObject.SetActive(true); heroChoice = new TurnHandler(); attackPanel.SetActive(true); heroInput = HeroGUI.WAITING; } break; case (HeroGUI.WAITING): //idle break; case (HeroGUI.DONE): heroInputDone(); break; } }
void Update() { switch (battleStates) { case (PerformAction.Wait): if (PerformList.Count > 0) { battleStates = PerformAction.ActionTake; } break; case (PerformAction.ActionTake): GameObject performer = PerformList[0].AttacksGameObject; if (PerformList[0].Type == "Enemy") { EnemyStateMachine ESM = performer.GetComponent <EnemyStateMachine>(); ESM.HeroToAttack = PerformList[0].AttackersTarget; ESM.currentState = EnemyStateMachine.TurnState.Action; } if (PerformList[0].Type == "Hero") { HeroStateMachine HSM = performer.GetComponent <HeroStateMachine>(); HSM.EnemyToAttack = PerformList[0].AttackersTarget; HSM.currentState = HeroStateMachine.TurnState.Action; } battleStates = PerformAction.ActionPerform; break; case (PerformAction.ActionPerform): //Idle break; } switch (HeroInput) { case (HeroGUI.Activate): if (HeroesToManage.Count > 0) { //FIXME HeroesToManage[0].transform.Find("Selector").gameObject.SetActive(true); HeroChoice = new HandleTurn(); attackPanel.SetActive(true); HeroInput = HeroGUI.Wait; } break; case (HeroGUI.Wait): //Idle break; case (HeroGUI.Done): HeroInputDone(); break; } }
void Start() { battleStates = PerformAction.WAIT; EnemysInBattle.AddRange(GameObject.FindGameObjectsWithTag("Enemy")); HerosInBattle.AddRange(GameObject.FindGameObjectsWithTag("Hero")); HeroInput = HeroGUI.ACTIVATE; AttackPanel.SetActive(false); EnemySelectPanel.SetActive(false); EnemyButtons(); }
// Use this for initialization void Start() { attackPanel.SetActive(false); enemySelectPanel.SetActive(false); battleStates = PerformAction.WAIT; enemiesInBattle.AddRange(GameObject.FindGameObjectsWithTag("Enemy")); playersInBattle.AddRange(GameObject.FindGameObjectsWithTag("Player")); heroInput = HeroGUI.ACTIVATE; EnemyButtons(); }