Example #1
0
    // Hero: Need to know that it is the hero (job)
    // Enemy: Need to know that it is the enemy (job). Need to generate stats on the fly
    // Mook: Generated based on PlayercreationData.

    public void Initialize(JobActionsList jobList, string name)
    {
        this.playerCreationData = new PlayerCreationData(name, jobList.job);
        this.playerRewards      = new List <PlayerReward>();

        this.CommonInitialization(name);
    }
Example #2
0
    public void GenerateEnemyList(int waveIndex)
    {
        this.currentWaveIndex = waveIndex;

        StageInfoContainer stageInfo = GameManager.Instance.gameState.GetCurrentStage();
        WaveInfoContainer  waveInfo  = stageInfo.GetWaveInfo(this.currentWaveIndex);

        List <JobActionsList> enemyList = waveInfo.GetEnemyList();

//        float mult = stageInfo.GetDifficultyMult();
        BattleType battleType = stageInfo.GetBattleType();

        for (int i = 0; i < enemyList.Count; i++)
        {
            JobActionsList jobList = enemyList[i];
            string         name    = jobList.prefab.Name + " (" + GetTargetNameFromIndex(i) + ")";
            int            index   = i;

            Enemy enemy = new Enemy();
            enemy.Initialize(jobList, name);
            EnemyObject instantiatedEnemy = enemy.InstantiateFromJob <EnemyObject>(jobList, name, index);

            // Apply stat adjustments based on difficulty

            PlayerStats stats = instantiatedEnemy.stats;

            /*
             * foreach(Stat stat in System.Enum.GetValues(typeof(Stat))) {
             *  stats.ModifyStat(stat, (int) (stats.GetStat(stat) * mult));
             * }
             */
            int level = waveInfo.GetWaveInfo().averageLevel;

            if (battleType == BattleType.HARD_BATTLE)
            {
                level += 3;
            }
            else if (battleType == BattleType.EASY_BATTLE)
            {
                level -= 1;
            }
            else if (battleType == BattleType.BOSS)
            {
                // level += 10; // Should be done from inspector side
            }

            stats.ApplyStatsBasedOnLevel(level);

            // TODO: Some sort of entrance animation

            instantiatedEnemy.SetSortingOrder(i);
            FighterSlot slot = enemySlots[i];
            slot.InitializePosition(instantiatedEnemy);

            GameManager.Instance.gameState.enemyParty.SetFighter(i, enemy);
        }
    }
Example #3
0
    public void CreateHero(string heroName)
    {
        // Creates the hero player
        JobActionsList     jobActionsList = GameManager.Instance.models.GetPlayerJobActionsList(Job.HERO);
        PlayerCreationData heroData       = new PlayerCreationData(heroName, Job.HERO);
        Player             hero           = new Player();

        hero.Initialize(jobActionsList, heroName);
        hero.stats.ApplyStatsBasedOnLevel(4);
        this.SetFighter(0, hero);
    }
Example #4
0
    public T InstantiateFromJob <T>(JobActionsList jobList, string name, int targetId) where T : FightingEntity
    {
        T prefab = (T)jobList.prefab;
        T instantiatedFighter = GameObject.Instantiate <T>(prefab) as T;

        instantiatedFighter.Initialize(targetId, this);


        this.fighter = instantiatedFighter;
        return(instantiatedFighter);
    }
Example #5
0
    private PlayerObject InstantiatePlayer(int index)
    {
        Player player = GameManager.Instance.gameState.playerParty.GetFighters <Player>()[index];

        if (player == null)
        {
            return(null);
        }

        JobActionsList jobActionsList = GameManager.Instance.models.GetPlayerJobActionsList(player.playerCreationData.job);
        PlayerObject   playerObject   = player.InstantiateFromJob <PlayerObject>(jobActionsList, player.playerCreationData.name, index);

        return(playerObject);
    }