public void Play_Pokemon_Anim(Animator anim, Player_Action atk = null) { if (atk == null) { anim.Play(anim.runtimeAnimatorController.animationClips[0].name); } else { AnimationClip toPlay = null; foreach (AnimationClip clip in anim.runtimeAnimatorController.animationClips) { if (clip.name.Contains(atk.name)) { toPlay = clip; break; } } if (toPlay == null) { return; } anim.Play(toPlay.name); } }
void Start() { game_manager = GameManager.Instance; dungeon_manager = Dungeon_Manager.Instance; player_action = Player_Manager.Instance.player_action; dungeon_data = new Dungeon_Data(); enemy_status = new Enemy_Status(); }
void Start() { player = Player_Manager.Instance.player; player_script = Player_Manager.Instance.player_script; player_action = Player_Manager.Instance.player_action; player_status = Player_Manager.Instance.player_status; map_layer = Dungeon_Manager.Instance.map_layer_2D; damage_calculation = new Damage_Calculation(); }
void Awake() { player = GameObject.Find("Player"); player_script = player.GetComponent <Player>(); player_move = gameObject.AddComponent <Player_Move>(); player_status = new Player_Status(); player_status.Initialize(); player_action = gameObject.AddComponent <Player_Action>(); action_stair = gameObject.AddComponent <Action_On_Stair>(); }
public void AddItemToInventory(Player_Action item) { if (this.PokeList.Count >= 4) { //TODO: Show message saying inventory is full Debug.Log("INVENTORY IS FULL!"); } else { this.Inventory.AddLast(item); } }
public void doAction(Player_Action action, out BattleStates newState) { if (action.GetType() == typeof(Header_Option)) { updateUI_State((Header_Option)action); newState = BattleStates.PLAYER; } else { action.execute(player: this.StartingPlayer.Current_Pokemon, enemy: this.enemy, this.StartingPlayer.PokeList); this.StartingPlayer.Current_Pokemon.chosenAction = action; newState = BattleStates.PLAYER_ANIMATION; } }
/* * Setup_UI_Elements(void) : void * * This sets up the initial UI elements. * * Return : void */ private void Setup_UI_Elements() { Player_Action[] inv = new Player_Action[StartingPlayer.Inventory.Count]; StartingPlayer.Inventory.CopyTo(inv, 0); //Copy linked list into array Header_Option attacks = new Header_Option("Attacks", StartingPlayer.Current_Pokemon.moveSet); Header_Option bag = new Header_Option("Bag", inv); Header_Option pokemon = new Header_Option("Pokemon", UI_Util.PokeListToAction(this.StartingPlayer)); Header_Option flee = new Header_Option("Flee"); this.UI_State = new Player_Action[, ] { { attacks, bag }, { pokemon, flee } }; // This will always be the initial state this.UI_InitialState = new Player_Action[, ] { { attacks, bag }, { pokemon, flee } }; // This serves as a COPY of the initial state; }
private Player_Action[,] getNewState(Player_Action[] subList) { //Lets make a N X 2 matrix, where is N is the 'sublist.Length / 2', and lets fill that matrix with every value of our sublist: Player_Action[,] rtnState = new Player_Action[subList.Length / 2, 2]; int subList_idx = 0; while (subList_idx < subList.Length) { int row = subList_idx / 2; // For i to N: row = 0, 0, 1, 1, 2, 2, ...., n-1, n-1, n, n -- this value is floored each time allowing us to make this pattern int col = subList_idx % 2; // For i to N: col = 0, 1, 0, 1, 0 , 1,...., 0, 1, 0, 1 -- taking the mod allows us to alternate between column 1 and 2. rtnState[row, col] = subList[subList_idx]; subList_idx++; } return(rtnState); }
public Pokemon(int slotNumber, string name, Tuple <PokeType, PokeType> TypeAndWeakness, Attack[] moveSet, Player_Action chosenAction = null) { this.slotNumber = slotNumber; this.name = name; this.pokemonType = TypeAndWeakness.Item1; this.weaknessPokeType = TypeAndWeakness.Item2; this.currentConditions = new LinkedList <Condition>(); this.canAttack = true; // If FROZEN or STUNNED, this pokemon cannot attack this.isConfused = false; // If this is set to true, theres a 50% chance that this Pokemon will attack itself this.damageModifier = 0.0f; // This is a value that ranges from -0.5 -- 0.5. It takes a proportion of , and adds that to the outgoing damage this.stats = getRandomStats(); // TODO: Make a base stats table in SQLite this.moveSet = moveSet; this.chosenAction = chosenAction; }
public void RemoveItemFromInventory(Player_Action item) { this.Inventory.Remove(item); }
void Start() { player_script = Player_Manager.Instance.player_script; player_action = Player_Manager.Instance.player_action; action_stair = Player_Manager.Instance.action_stair; }