Example #1
0
    /// <summary>
    /// Method for loading an ability from the name of that ability
    /// Returns an ability loaded based on its type.
    /// Used to load abilities after a save or in combat mode as entire abilities can
    /// not be easily serialized.
    /// </summary>
    /// <param name="pstrAbilityName"></param>
    /// <returns></returns>
    public static Ability LoadAbilityFromName(string pstrAbilityName)
    {
        Ability musLoadedAbility        = null;
        string  strFormattedAbilityName = pstrAbilityName.ToLower().Replace(" ", string.Empty);

        if (SingleTargetAbilities.Contains(strFormattedAbilityName))
        {
            musLoadedAbility = new SingleTargetAbility(pstrAbilityName);
        }
        else if (MultiTargetAbilities.Contains(strFormattedAbilityName))
        {
            musLoadedAbility = new MultiTargetAbility(pstrAbilityName);
        }
        else if (BuffAbilities.Contains(strFormattedAbilityName))
        {
            musLoadedAbility = new BuffAbility(pstrAbilityName);
        }
        else if (DebuffAbilities.Contains(strFormattedAbilityName))
        {
            musLoadedAbility = new DebuffAbility(pstrAbilityName);
        }
        return(musLoadedAbility);
    }
Example #2
0
    public void OnMouseOver()
    {
        //If the animation is done
        if (inPlace && MapMan.Selected != null)
        {
            //Init our lists of targets
            targets = new List <Unit>();

            //If it's single target we're just target the one tile
            if (ability.AbiltyType == Ability.ABILITYTYPE.SingleTarget)
            {
                //Check who we're targeting
                if (BoardMan.playerUnits.Contains(MapMan.Selected.GetComponent <UnitObjectScript>().getUnit()))
                {
                    targets = BoardMan.enemyUnits;
                }
                else
                {
                    targets = BoardMan.playerUnits;
                }

                //Check if we're a valid tile
                foreach (Unit u in targets)
                {
                    if (pos.x == u.getPos().x&& pos.y == u.getPos().y)
                    {
                        valid = true;
                    }
                }

                //If we're valid, change material when moused over
                if (valid)
                {
                    GetComponent <MeshRenderer>().material = mousedOverValid;
                }
                else
                {
                    GetComponent <MeshRenderer>().material = mousedOverInvalid;
                }
            }
            //If it's multi target, we gotta worry about shapes
            else if (ability.AbiltyType == Ability.ABILITYTYPE.MultiTarget)
            {
                MultiTargetAbility aMi = (MultiTargetAbility)MultiTargetAbility.LoadAbilityFromName(ability.AbilityName);
                if (AOEShape == null)
                {
                    //Cone is actually a sphere (just didn't change the name elsewhere yet)
                    if (aMi.AbilityShape == Ability.MultiTargetShape.Cone)
                    {
                        AOEShape = Instantiate(SphereAOEPrefab);
                        AOEShape.transform.localScale *= aMi.Length;
                        AOEShape.gameObject.layer      = 2;
                        AOEShape.transform.position    = transform.position;
                    }
                    else if (aMi.AbilityShape == Ability.MultiTargetShape.Line)
                    {
                        AOEShape = Instantiate(CubeAOEPrefab);
                        AOEShape.gameObject.layer     = 2;
                        AOEShape.transform.localScale = new Vector3(AOEShape.transform.localScale.x * aMi.Length, AOEShape.transform.localScale.y, AOEShape.transform.localScale.z);
                        AOEShape.transform.position   = new Vector3(transform.position.x + aMi.Length / 2, transform.position.y, transform.position.z);
                    }
                    else if (aMi.AbilityShape == Ability.MultiTargetShape.Square)
                    {
                        AOEShape = Instantiate(CubeAOEPrefab);
                        AOEShape.transform.localScale *= aMi.Length;
                        AOEShape.gameObject.layer      = 2;
                        AOEShape.transform.position    = transform.position;
                    }
                }

                //Get the line offset and facing the right way
                if (aMi.AbilityShape == Ability.MultiTargetShape.Line)
                {
                    if (BoardMan.abilityDirection == 0)
                    {
                        AOEShape.transform.eulerAngles = new Vector3(0, 0, 0);
                        AOEShape.transform.position    = new Vector3(transform.position.x + aMi.Length / 2, transform.position.y, transform.position.z);
                    }
                    else if (BoardMan.abilityDirection == 1)
                    {
                        AOEShape.transform.eulerAngles = new Vector3(0, 270, 0);
                        AOEShape.transform.position    = new Vector3(transform.position.x, transform.position.y, transform.position.z + aMi.Length / 2);
                    }
                    else if (BoardMan.abilityDirection == 2)
                    {
                        AOEShape.transform.eulerAngles = new Vector3(0, 180, 0);
                        AOEShape.transform.position    = new Vector3(transform.position.x - aMi.Length / 2, transform.position.y, transform.position.z);
                    }
                    else if (BoardMan.abilityDirection == 3)
                    {
                        AOEShape.transform.eulerAngles = new Vector3(0, 90, 0);
                        AOEShape.transform.position    = new Vector3(transform.position.x, transform.position.y, transform.position.z - aMi.Length / 2);
                    }
                }

                //Check what units we should be targeting.
                if (ability.AbiltyType != Ability.ABILITYTYPE.Buff)
                {
                    if (BoardMan.playerUnits.Contains(MapMan.Selected.GetComponent <UnitObjectScript>().getUnit()))
                    {
                        targets = AOEShape.GetComponent <AOE>().getTargets(true);
                    }
                    else
                    {
                        targets = AOEShape.GetComponent <AOE>().getTargets(false);
                    }
                }
                else
                {
                    if (BoardMan.playerUnits.Contains(MapMan.Selected.GetComponent <UnitObjectScript>().getUnit()))
                    {
                        targets = AOEShape.GetComponent <AOE>().getTargets(false);
                    }
                    else
                    {
                        targets = AOEShape.GetComponent <AOE>().getTargets(true);
                    }
                }



                if (targets != new List <Unit>())
                {
                    valid = true;
                }
                else
                {
                    valid = false;
                }

                if (valid)
                {
                    GetComponent <MeshRenderer>().material          = mousedOverValid;
                    AOEShape.GetComponent <MeshRenderer>().material = mousedOverValid;
                }
                else
                {
                    GetComponent <MeshRenderer>().material          = mousedOverInvalid;
                    AOEShape.GetComponent <MeshRenderer>().material = mousedOverInvalid;
                }
            }
            else if (ability.AbiltyType == Ability.ABILITYTYPE.Buff)
            {
                //If we're a buff, we target friendly units
                if (BoardMan.playerUnits.Contains(MapMan.Selected.GetComponent <UnitObjectScript>().getUnit()))
                {
                    targets = BoardMan.playerUnits;
                }
                else
                {
                    targets = BoardMan.enemyUnits;
                }

                foreach (Unit u in targets)
                {
                    if (pos.x == u.getPos().x&& pos.y == u.getPos().y)
                    {
                        valid = true;
                    }
                }

                if (valid)
                {
                    GetComponent <MeshRenderer>().material = mousedOverValid;
                }
                else
                {
                    GetComponent <MeshRenderer>().material = mousedOverInvalid;
                }
            }
            else if (ability.AbiltyType == Ability.ABILITYTYPE.Debuff)
            {
                //Debuff targets enemy units
                if (BoardMan.playerUnits.Contains(MapMan.Selected.GetComponent <UnitObjectScript>().getUnit()))
                {
                    targets = BoardMan.enemyUnits;
                }
                else
                {
                    targets = BoardMan.playerUnits;
                }

                foreach (Unit u in targets)
                {
                    if (pos.x == u.getPos().x&& pos.y == u.getPos().y)
                    {
                        valid = true;
                    }
                }

                if (valid)
                {
                    GetComponent <MeshRenderer>().material = mousedOverValid;
                }
                else
                {
                    GetComponent <MeshRenderer>().material = mousedOverInvalid;
                }
            }

            //Actually clicking (using the ability)
            if ((Input.GetMouseButtonDown(0) || autoClick) && !buttonSwitch)
            {
                buttonSwitch = true;

                //Grab gameInfo for scaling
                GameObject GameInfoObject = GameObject.Find("GameInfo");
                GameInfo   gameInfo       = GameInfoObject.GetComponent <GameInfo>();

                //Subtract faith cost and then update the ui
                (MapMan.Selected.GetComponent <UnitObjectScript>().getUnit() as God).faith -= ability.FaithCost;
                UIMan.updateFaithLabels();

                //Just damage the one unit if single target
                if (ability.AbiltyType == Ability.ABILITYTYPE.SingleTarget)
                {
                    SingleTargetAbility aSi = (SingleTargetAbility)SingleTargetAbility.LoadAbilityFromName(ability.AbilityName);
                    Unit target             = new Unit();
                    foreach (Unit u in targets)
                    {
                        if (pos.x == u.getPos().x&& pos.y == u.getPos().y)
                        {
                            target = u;
                        }
                    }

                    if (BoardMan.playerUnits.Contains(target))
                    {
                        target.dealDamage((int)((aSi.AbilityDamage + (gameInfo.PlayerFaction.WorshipperCount / 100)) * gameInfo.GodAttackMultiplier));
                    }
                    else
                    {
                        target.dealDamage((int)((aSi.AbilityDamage + (gameInfo.PlayerFaction.WorshipperCount / 100)) * (gameInfo.EnemyFaction.GodTier + 1)));
                    }

                    //Kill target if it died
                    if (target.WorshiperCount <= 0)
                    {
                        BoardMan.killUnit(target);
                    }
                }
                // Damage all the target within the AOE if it's multi
                else if (ability.AbiltyType == Ability.ABILITYTYPE.MultiTarget)
                {
                    MultiTargetAbility aMi = (MultiTargetAbility)MultiTargetAbility.LoadAbilityFromName(ability.AbilityName);
                    foreach (Unit u in targets)
                    {
                        if (BoardMan.playerUnits.Contains(u))
                        {
                            u.dealDamage((int)((aMi.AbilityDamage + (gameInfo.PlayerFaction.WorshipperCount / 100)) * gameInfo.GodAttackMultiplier));
                        }
                        else
                        {
                            u.dealDamage((int)((aMi.AbilityDamage + (gameInfo.PlayerFaction.WorshipperCount / 100)) * (gameInfo.EnemyFaction.GodTier + 1)));
                        }

                        if (u.WorshiperCount <= 0)
                        {
                            BoardMan.killUnit(u);
                        }
                    }
                    GameObject[] AOEShapes = GameObject.FindGameObjectsWithTag("AOEShapes");
                    foreach (GameObject g in AOEShapes)
                    {
                        Destroy(g);
                    }
                }
                else if (ability.AbiltyType == Ability.ABILITYTYPE.Buff)
                {
                    Unit target = new Unit();
                    foreach (Unit u in targets)
                    {
                        if (pos.x == u.getPos().x&& pos.y == u.getPos().y)
                        {
                            target = u;
                        }
                    }

                    //Add the new status effect when used
                    target.addNewStatusEffect(ability, true);
                }
                else if (ability.AbiltyType == Ability.ABILITYTYPE.Debuff)
                {
                    Unit target = new Unit();
                    foreach (Unit u in targets)
                    {
                        if (pos.x == u.getPos().x&& pos.y == u.getPos().y)
                        {
                            target = u;
                        }
                    }

                    //Add the new status effect when used
                    target.addNewStatusEffect(ability, false);
                }

                //End turn once we used an ability
                MapMan.Selected.GetComponent <UnitObjectScript>().getUnit().EndTurnButton();

                //Unslecting
                //MapMan.Selected = null;

                //Clean up Tiles
                MapMan.ClearSelection();
            }


            if (Input.GetMouseButtonUp(0) && buttonSwitch)
            {
                buttonSwitch = false;
            }

            //Udating direction for the line AOE
            if (Input.GetMouseButtonDown(1))
            {
                if (BoardMan.abilityDirection < 3)
                {
                    BoardMan.abilityDirection++;
                }
                else
                {
                    BoardMan.abilityDirection = 0;
                }
            }
        }
    }