public DancerBoss(FighterClass fighterClass, int level, IChanceService chanceService) : base("", level, LevelUpManager.GetHealthByLevel <DancerBoss>(level, fighterClass), LevelUpManager.GetManaByLevel <DancerBoss>(level, fighterClass), LevelUpManager.GetStrengthByLevel <DancerBoss>(level, fighterClass), LevelUpManager.GetDefenseByLevel <DancerBoss>(level, fighterClass), LevelUpManager.GetSpeedByLevel <DancerBoss>(level, fighterClass), LevelUpManager.GetEvadeByLevel <DancerBoss>(level, fighterClass), LevelUpManager.GetLuckByLevel <DancerBoss>(level, fighterClass), chanceService, SpellFactory.GetSpellsByLevel <DancerBoss>(level, fighterClass: fighterClass) , MoveFactory.GetMovesByLevel <DancerBoss>(level, fighterClass: fighterClass)) { if (fighterClass == FighterClass.BossDancerKiki) { BaseName = "Kiki"; } else if (fighterClass == FighterClass.BossDancerRiki) { BaseName = "Riki"; } else { throw new ArgumentOutOfRangeException(nameof(fighterClass), "DancerBoss class can only be initialized with Kiki or Riki fighter class!"); } }
private void Awake() { if (instance == null) { instance = this; } }
public HumanFighter(string name, int level, List <Spell> spells = null, List <SpecialMove> specialMoves = null) : base(name , level , LevelUpManager.GetHealthByLevel(level) , LevelUpManager.GetManaByLevel(level) , LevelUpManager.GetStrengthByLevel(level) , LevelUpManager.GetDefenseByLevel(level) , LevelUpManager.GetSpeedByLevel(level) , LevelUpManager.GetEvadeByLevel(level) , LevelUpManager.GetLuckByLevel(level) , SpellFactory.GetSpellsByLevel <HumanFighter>(level) , MoveFactory.GetMovesByLevel <HumanFighter>(level) ) { if (spells != null) { Spells.AddRange(spells); } if (specialMoves != null) { SpecialMoves.AddRange(specialMoves); } _extraSpecialMoves = new List <BattleMove>(); CurrentExp = LevelUpManager.GetExpForLevel(level); _expToNextLevel = LevelUpManager.GetExpForLevel(level + 1); }
// Use this for initialization void Start() { level = 1; // Level start at 1 totalXP = 0; currentXP = 0; XPToNextLevel = XPForFirstLevel; levelUpManager = GameObject.Find("LevelUpScreen").GetComponent <LevelUpManager>(); }
// Use this for initialization void Start() { level = 1; // Level start at 1 totalXP = 0; currentXP = 0; XPToNextLevel = XPForFirstLevel; levelUpManager = GameObject.Find("LevelUpScreen").GetComponent<LevelUpManager>(); }
void Start() { if (!isTutorial) { lum = GameObject.Find("Level Up Manager").GetComponent <LevelUpManager>(); lgm = GameObject.Find("Level Generation Manager").GetComponent <LevelGenerationManager>(); } currentMovementSpeed = firstMovementSpeed; }
public void TestDefenseBoostByLevelMethod_PerLevel() { int[] boosts = { 0, 1, 1, 1, 1, 1, 1, 1, 1, 1 }; for (var i = 1; i < 11; ++i) { Assert.AreEqual(boosts[i - 1], LevelUpManager.DefenseBoostByLevel(i)); } }
public void TestGetSpeedByLevelMethod() { int[] expected = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }; for (var i = 0; i < 11; ++i) { Assert.AreEqual(expected[i], LevelUpManager.GetSpeedByLevel(i)); } }
public void TestSpeedBoostByLevelMethod_PerLevel() { var boosts = new[] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }; for (var i = 1; i < 11; ++i) { Assert.AreEqual(boosts[i - 1], LevelUpManager.SpeedBoostByLevel(i)); } }
public void TestSpeedBoostByLevelMethod_BySum() { int total = 0; for (var i = 1; i < 11; ++i) { total += LevelUpManager.SpeedBoostByLevel(i); var totalByLevel = LevelUpManager.GetSpeedByLevel(i); Assert.AreEqual(total, totalByLevel); } }
public void TestDefenseBoostByLevelMethod_BySum() { var total = LevelUpManager.DefenseBoostByLevel(1); for (var i = 1; i < 11; ++i) { total += LevelUpManager.DefenseBoostByLevel(i); var foo = LevelUpManager.GetDefenseByLevel(i); Assert.AreEqual(total, foo); } }
//Constructor function for this class public PlayerProgress(GameData gameData_, TileMapManager tileGrid_, LevelUpManager levelUpManager_, CharacterManager charManager_, QuestTracker questTracker_) { //Setting the GameData.cs variables this.difficulty = gameData_.currentDifficulty; this.allowNewUnlockables = gameData_.allowNewUnlockables; this.folderName = gameData_.saveFolder; this.randState = Random.state; //Setting the CreateTileGrid.cs variables this.gridCols = tileGrid_.cols; this.gridRows = tileGrid_.rows; //Setting the HUDChallengeRampUpTimer.cs variables this.currentDifficulty = HUDChallengeRampUpTimer.globalReference.currentDifficulty; this.currentDifficultyTimer = HUDChallengeRampUpTimer.globalReference.currentTimer; //Setting the LevelUpManager variable this.characterLevel = levelUpManager_.characterLevel; //Setting the PartyGroup.cs variables this.partyGroup1 = new PartySaveData(PartyGroup.globalReference); //Looping through all of the dead character info in CharacterManager.cs this.deadCharacters = new List <DeadCharacterInfo>(); for (int d = 0; d < charManager_.deadCharacters.Count; ++d) { this.deadCharacters.Add(charManager_.deadCharacters[d]); } //Looping through all of the enemy tile encounters in CharacterManager.cs this.enemyTileEncounters = new List <EnemyTileEncounterInfo>(); for (int e = 0; e < CharacterManager.globalReference.tileEnemyEncounters.Count; ++e) { //Making sure the encounter isn't null first if (CharacterManager.globalReference.tileEnemyEncounters[e] != null) { //Creating a new tile encounter info for the enemy EnemyTileEncounterInfo enemyInfo = new EnemyTileEncounterInfo(CharacterManager.globalReference.tileEnemyEncounters[e]); //Adding the enemy encounter info to our list to serialize this.enemyTileEncounters.Add(enemyInfo); } } //Looping through all of the quests in our quest log this.questLog = new List <string>(); foreach (Quest q in questTracker_.questLog) { this.questLog.Add(JsonUtility.ToJson(new QuestSaveData(q), true)); } //Saving all of the finished quest names this.finishedQuests = questTracker_.completedQuestNames; }
//Function called when this object is created private void Awake() { //Setting the static reference if (globalReference == null) { globalReference = this; } //If a static reference already exists, this component is destroyed else { Destroy(this); } }
private void Awake() { if (instance == null) { instance = this; } else { Destroy(this); } highestLevel = 1; needsLevelUp = new Stack <CharacterPlayer>(); levelUpPanel.SetActive(false); }
public Ogre(int level, IChanceService chanceService) : base("Ogre", level, LevelUpManager.GetHealthByLevel <Ogre>(level), LevelUpManager.GetManaByLevel <Ogre>(level), LevelUpManager.GetStrengthByLevel <Ogre>(level), LevelUpManager.GetDefenseByLevel <Ogre>(level), LevelUpManager.GetSpeedByLevel <Ogre>(level), LevelUpManager.GetEvadeByLevel <Ogre>(level), LevelUpManager.GetLuckByLevel <Ogre>(level), chanceService, SpellFactory.GetSpellsByLevel <Ogre>(level) , MoveFactory.GetMovesByLevel <Ogre>(level)) { }
public Barbarian(int level, IChanceService chanceService, string name = null) : base(name ?? "Barbarian" , level , LevelUpManager.GetHealthByLevel <Barbarian>(level) , LevelUpManager.GetManaByLevel <Barbarian>(level) , LevelUpManager.GetStrengthByLevel <Barbarian>(level) , LevelUpManager.GetDefenseByLevel <Barbarian>(level) , LevelUpManager.GetSpeedByLevel <Barbarian>(level) , LevelUpManager.GetEvadeByLevel <Barbarian>(level) , LevelUpManager.GetLuckByLevel <Barbarian>(level) , chanceService , SpellFactory.GetSpellsByLevel <Barbarian>(level) , MoveFactory.GetMovesByLevel <Barbarian>(level)) { _shieldBusterFails = 0; }
public void GainExpMethod_AppropriatelyRaisesEvents_WhenFighterDoesNotLevelUp() { var expAmount = LevelUpManager.GetExpForLevel(_fighter.Level + 1) - 1; _fighter.GainExp(expAmount); var logs = _logger.Logs; Assert.AreEqual(1, logs.Count); Assert.AreEqual(EventType.ExpGained, logs[0].Type); Assert.AreEqual(_fighter, logs[0].Sender); var e = logs[0].E as ExpGainedEventArgs; Assert.That(e, Is.Not.Null); Assert.AreEqual(expAmount, e.AmountGained); }
//Function called when this object is created private void Awake() { //Setting the static reference if (globalReference == null) { globalReference = this; } //If a static reference already exists, this component is destroyed else { Destroy(this); } //Initializes the Delegate Event for the Event Manager this.trackTimePassageEVT = new DelegateEvent <EVTData>(this.TrackTimePassage); }
private static void InitializeLevelUpManager() { if (mustDebug) { Game.PrintChat("InitializeLevelUpManager Start"); } var priority1 = new int[] { 3, 2, 3, 1, 3, 4, 3, 1, 3, 1, 4, 1, 1, 2, 2, 4, 2, 2 }; levelUpManager = new LevelUpManager(); levelUpManager.Add("E > W > E > Q ", priority1); if (mustDebug) { Game.PrintChat("InitializeLevelUpManager Finish"); } }
private static void InitializeLevelUpManager() { if (mustDebug) { Chat.Print("InitializeLevelUpManager Start"); } var priority1 = new int[] { 2, 1, 3, 2, 2, 4, 2, 1, 2, 1, 4, 1, 1, 3, 3, 4, 3, 3 }; levelUpManager = new LevelUpManager(); levelUpManager.Add("W > Q > E > W ", priority1); if (mustDebug) { Chat.Print("InitializeLevelUpManager Finish"); } }
public Zombie(int level, IChanceService chanceService) : base("Zombie", level, LevelUpManager.GetHealthByLevel <Zombie>(level), LevelUpManager.GetManaByLevel <Zombie>(level), LevelUpManager.GetStrengthByLevel <Zombie>(level), LevelUpManager.GetDefenseByLevel <Zombie>(level), LevelUpManager.GetSpeedByLevel <Zombie>(level), LevelUpManager.GetEvadeByLevel <Zombie>(level), LevelUpManager.GetLuckByLevel <Zombie>(level), chanceService, SpellFactory.GetSpellsByLevel <Zombie>(level) , MoveFactory.GetMovesByLevel <Zombie>(level)) { ReviveCounter = 0; Killed = _setReviveCounter; TurnEnded += _turnEnded; }
public ShieldGuy(int level, IChanceService chanceService, string name = null) : base(name ?? "Shield Guy" , level , LevelUpManager.GetHealthByLevel <ShieldGuy>(level) , LevelUpManager.GetManaByLevel <ShieldGuy>(level) , LevelUpManager.GetStrengthByLevel <ShieldGuy>(level) , LevelUpManager.GetDefenseByLevel <ShieldGuy>(level) , LevelUpManager.GetSpeedByLevel <ShieldGuy>(level) , LevelUpManager.GetEvadeByLevel <ShieldGuy>(level) , LevelUpManager.GetLuckByLevel <ShieldGuy>(level) , chanceService , SpellFactory.GetSpellsByLevel <ShieldGuy>(level) , MoveFactory.GetMovesByLevel <ShieldGuy>(level)) { _basicAttack = AvailableMoves.FirstOrDefault(bm => bm.MoveType == BattleMoveType.Attack); _ironShieldMove = AvailableMoves.FirstOrDefault(bm => bm is ShieldMove) as ShieldMove; _healShield = AvailableMoves.FirstOrDefault(bm => bm is ShieldFortifyingMove && ((ShieldFortifyingMove)bm).FortifyingType == ShieldFortifyingType.Health) as ShieldFortifyingMove; _fortifyShield = AvailableMoves.FirstOrDefault(bm => bm is ShieldFortifyingMove && ((ShieldFortifyingMove)bm).FortifyingType == ShieldFortifyingType.Defense) as ShieldFortifyingMove; }
private static void InitializeLevelUpManager() { if (mustDebug) { Game.PrintChat("InitializeLevelUpManager Start"); } var priority1 = new int[] { 0, 2, 2, 1, 2, 3, 2, 0, 2, 0, 3, 0, 0, 1, 2, 3, 1, 1 }; var priority2 = new int[] { 0, 2, 1, 2, 2, 3, 2, 0, 2, 0, 3, 0, 0, 1, 1, 3, 1, 1 }; levelUpManager = new LevelUpManager(); levelUpManager.Add("Q > E > E > W ", priority1); levelUpManager.Add("Q > E > W > E ", priority2); if (mustDebug) { Game.PrintChat("InitializeLevelUpManager Finish"); } }
public BasePlayableCharacter(string name, int strengthPotential, int intelligencePotential, int defensePotential, int willPotential, int speedPotential, int agilityPotential) : base(name) { CurrLevel = 0; CurrExp = 1; ExpToNextLevel = 1; StrengthPotential = strengthPotential; IntelligencePotential = intelligencePotential; DefensePotential = defensePotential; WillPotential = willPotential; SpeedPotential = speedPotential; AgilityPotential = agilityPotential; LevelUpManager.LevelUp(this); CurrHp = MaxHp; CurrMp = MaxMp; }
public void LevelInitializater_CorrectlyInitializesStatsBasedOnLevel([Values(1, 2, 5)] int level) { var fighter = new HumanFighter("Foo the Magnificent", level); Assert.AreEqual(level, fighter.Level); Assert.AreEqual(LevelUpManager.GetHealthByLevel(level), fighter.CurrentHealth); Assert.AreEqual(LevelUpManager.GetHealthByLevel(level), fighter.MaxHealth); Assert.AreEqual(LevelUpManager.GetManaByLevel(level), fighter.CurrentMana); Assert.AreEqual(LevelUpManager.GetManaByLevel(level), fighter.MaxMana); Assert.AreEqual(LevelUpManager.GetStrengthByLevel(level), fighter.Strength); Assert.AreEqual(LevelUpManager.GetDefenseByLevel(level), fighter.Defense); Assert.AreEqual(LevelUpManager.GetSpeedByLevel(level), fighter.Speed); Assert.AreEqual(LevelUpManager.GetEvadeByLevel(level), fighter.Evade); Assert.AreEqual(LevelUpManager.GetLuckByLevel(level), fighter.Luck); var spells = GetSpellsByLevel(level); Assert.AreEqual(spells.Count, fighter.Spells.Count); Assert.IsTrue(spells.TrueForAll(s => fighter.Spells.SingleOrDefault(fs => fs.Description == s.Description) != null)); }
/// <summary> /// Assumes CurrentExp has already been updated /// </summary> private void LevelUp() { var continuer = true; for (var i = Level + 1; i <= LevelUpManager.MAX_LEVEL && continuer; ++i) { if (CurrentExp >= LevelUpManager.GetExpForLevel(i)) { ++Level; CurrentHealth = LevelUpManager.GetHealthByLevel(Level); MaxHealth = LevelUpManager.GetHealthByLevel(Level); CurrentMana = LevelUpManager.GetManaByLevel(Level); MaxMana = LevelUpManager.GetManaByLevel(Level); Strength = LevelUpManager.GetStrengthByLevel(Level); Defense = LevelUpManager.GetDefenseByLevel(Level); Speed = LevelUpManager.GetSpeedByLevel(Level); Evade = LevelUpManager.GetEvadeByLevel(Level); Luck = LevelUpManager.GetLuckByLevel(Level); OnLeveledUp(new LeveledUpEventArgs( Level , LevelUpManager.HealthBoostByLevel(Level) , LevelUpManager.ManaBoostByLevel(Level) , LevelUpManager.StrengthBoostByLevel(Level) , LevelUpManager.DefenseBoostByLevel(Level) , LevelUpManager.SpeedBoostByLevel(Level))); var spells = SpellFactory.GetSpellsByLevel <HumanFighter>(Level, Level); if (spells.Count > 0) { AddSpells(spells); } } else { continuer = false; } } _expToNextLevel = LevelUpManager.GetExpForLevel(Level + 1); }
void Start() { // level PlayerPrefs.SetInt(this.name + " level", PlayerPrefs.GetInt(this.name + " level", 1)); // experience PlayerPrefs.SetInt(this.name + " experience", PlayerPrefs.GetInt(this.name + " experience", 0)); LevelUpManager levelUpManager = GameObject.Find("LevelUpManager").GetComponent <LevelUpManager>(); playerXPNextLevel = levelUpManager.GetXPNextLevel(PlayerPrefs.GetInt(this.name + " level")); PlayerPrefs.SetInt(this.name + " experienceNext", playerXPNextLevel); // show level of player playerLevelText = transform.Find("Canvas/Level").GetComponent <Text>(); playerLevelText.text = "Lvl " + PlayerPrefs.GetInt(this.name + " level"); // show experience points of player playerXPText = transform.Find("Canvas/Experience").GetComponent <Text>(); playerXPText.text = "XP " + PlayerPrefs.GetInt(this.name + " experience") + "/" + playerXPNextLevel; }
public Shade(int level, IChanceService chanceService, int shadeExperience) : base("Shade", level, LevelUpManager.GetHealthByLevel <Shade>(level), LevelUpManager.GetManaByLevel <Shade>(level), LevelUpManager.GetStrengthByLevel <Shade>(level), LevelUpManager.GetDefenseByLevel <Shade>(level), LevelUpManager.GetSpeedByLevel <Shade>(level), LevelUpManager.GetEvadeByLevel <Shade>(level), LevelUpManager.GetLuckByLevel <Shade>(level), chanceService, SpellFactory.GetSpellsByLevel <Shade>(level) , MoveFactory.GetMovesByLevel <Shade>(level)) { ShadeExperience = shadeExperience; _malevolenceCounter = 0; _chargeMove = AvailableMoves.FirstOrDefault(bm => bm.MoveType == BattleMoveType.Special); _malevolenceAttackMove = AvailableMoves.FirstOrDefault(bm => bm.MoveType == BattleMoveType.ConditionalPowerAttack); }
public Warrior(int level, IChanceService chanceService, string name = null) : base(name ?? "Warrior" , level , LevelUpManager.GetHealthByLevel <Warrior>(level) , LevelUpManager.GetManaByLevel <Warrior>(level) , LevelUpManager.GetStrengthByLevel <Warrior>(level) , LevelUpManager.GetDefenseByLevel <Warrior>(level) , LevelUpManager.GetSpeedByLevel <Warrior>(level) , LevelUpManager.GetEvadeByLevel <Warrior>(level) , LevelUpManager.GetLuckByLevel <Warrior>(level) , chanceService , SpellFactory.GetSpellsByLevel <Warrior>(level) , MoveFactory.GetMovesByLevel <Warrior>(level)) { _attackIndex = AvailableMoves.FindIndex(bm => bm.MoveType == BattleMoveType.Attack); _evadeIndex = AvailableMoves.FindIndex(bm => bm.MoveType == BattleMoveType.Status && (bm as StatusMove)?.Status is AutoEvadeStatus && !((AutoEvadeStatus)((StatusMove)bm).Status).ShouldCounterAttack); _evadeAndCounterIndex = AvailableMoves.FindIndex(bm => bm.MoveType == BattleMoveType.Status && (bm as StatusMove)?.Status is AutoEvadeStatus && ((AutoEvadeStatus)((StatusMove)bm).Status).ShouldCounterAttack); _attackBoostIndex = AvailableMoves.FindIndex(bm => bm.MoveType == BattleMoveType.Status && (bm as StatusMove)?.Status is StatMultiplierStatus); _attackBoostMove = AvailableMoves[_attackBoostIndex] as StatusMove; }
public MegaChicken(int level, IChanceService chanceService) : base("Mega Chicken", level, LevelUpManager.GetHealthByLevel <MegaChicken>(level), LevelUpManager.GetManaByLevel <MegaChicken>(level), LevelUpManager.GetStrengthByLevel <MegaChicken>(level), LevelUpManager.GetDefenseByLevel <MegaChicken>(level), LevelUpManager.GetSpeedByLevel <MegaChicken>(level), LevelUpManager.GetEvadeByLevel <MegaChicken>(level), LevelUpManager.GetLuckByLevel <MegaChicken>(level), chanceService, SpellFactory.GetSpellsByLevel <MegaChicken>(level) , MoveFactory.GetMovesByLevel <MegaChicken>(level)) { MagicStrength = 3; ExpGivenOnDefeat = 20 + level * 5; _layEgg = new SpecialMove("lay egg", BattleMoveType.Special, TargetType.Self, null); _lay2Eggs = new SpecialMove("lay 2 eggs", BattleMoveType.Special, TargetType.Self, null); _castEggs = new SpecialMove("cast eggs", BattleMoveType.Special, TargetType.Self, null); _eggs = new List <Egg>(); }
public void GainExpMethod_AppropriatelyRaisesLevel([Values(2, 4)] int level) { var expAmount = (level == 2) ? _expToLevel2 : _expToLevel4; Assert.AreEqual(0, _fighter.CurrentExp); _fighter.GainExp(expAmount); Assert.AreEqual(expAmount, _fighter.CurrentExp); Assert.AreEqual(level, _fighter.Level); Assert.AreEqual(LevelUpManager.GetHealthByLevel(level), _fighter.CurrentHealth); Assert.AreEqual(LevelUpManager.GetHealthByLevel(level), _fighter.MaxHealth); Assert.AreEqual(LevelUpManager.GetManaByLevel(level), _fighter.CurrentMana); Assert.AreEqual(LevelUpManager.GetManaByLevel(level), _fighter.MaxMana); Assert.AreEqual(LevelUpManager.GetStrengthByLevel(level), _fighter.Strength); Assert.AreEqual(LevelUpManager.GetDefenseByLevel(level), _fighter.Defense); Assert.AreEqual(LevelUpManager.GetSpeedByLevel(level), _fighter.Speed); Assert.AreEqual(LevelUpManager.GetEvadeByLevel(level), _fighter.Evade); Assert.AreEqual(LevelUpManager.GetLuckByLevel(level), _fighter.Luck); var spells = GetSpellsByLevel(level); Assert.AreEqual(spells.Count, _fighter.Spells.Count); Assert.IsTrue(spells.TrueForAll(s => _fighter.Spells.SingleOrDefault(fs => fs.Description == s.Description) != null)); }