Example #1
0
    void Update()
    {
        collisiondelay += Time.deltaTime;

        if (TurnBaseManager.PlayerTurn == ID && health != 0)
        {
            Moving = Input.GetAxis("Vertical") * MoveSpeed;
            Rotate = Input.GetAxis("Horizontal") * 5;

            if (Input.GetKeyDown(KeyCode.Space))
            {
                GameObject clone = Instantiate(bullet);
                clone.transform.position = FiringEnd.transform.position;
                clone.GetComponent <Rigidbody>().velocity = FiringEnd.transform.right * 10;
                rb.AddForce(transform.right * -Recoil);
                TurnBaseManager.EndTurn();
            }
        }
        else if (TurnBaseManager.PlayerTurn >= 2)
        {
            TurnBaseManager.PlayerTurn = 0;
        }

        if (ID == 0 && health == 0)
        {
            SceneManager.LoadScene("player2wins", LoadSceneMode.Single);
        }
        if (ID == 1 && health == 0)
        {
            SceneManager.LoadScene("player1wins", LoadSceneMode.Single);
        }

        healthobject.GetComponent <Slider>().value = health;
    }
Example #2
0
        void Start()
       
    {
                m_Camera = Camera.main;

        m_TurnBaseManager = GameObject.Find("TurnBaseManager").GetComponent <TurnBaseManager>();
           
    }
    void Start()
    {
        state      = ControlState.Wait;
        unitCtrl   = this.GetComponent <UnitMoveControl>();
        camManager = this.GetComponent <CameraManager>();
        battle     = this.GetComponent <BattleManager>();
        turn       = this.GetComponent <TurnBaseManager>();
        controlPanel.SetActive(true);

        cam = camManager.cam;
    }
Example #4
0
        /// <summary>
        /// 施放技能
        /// </summary>
        public void Spell(TurnBaseManager turnBaseManager)
        {
            if (!IsActive)
            {
                return;
            }

            skill.Effect(turnBaseManager);

            this.cooldown += skill.Cooldown;
            if (this.cooldown > 0)
            {
                IsActive = false;
            }
        }
Example #5
0
 public virtual void OnExecutiveEnter(TurnBaseManager turnBaseManager)
 {
 }
Example #6
0
 public virtual void OnDrawEnter(TurnBaseManager turnBaseManager)
 {
 }
Example #7
0
        public override void Addon(TurnBaseManager turnBaseManager)
        {
//            turnBaseManager.addBuff(character);
        }
Example #8
0
 public override void OnDrawEnter(TurnBaseManager turnBaseManager)
 {
     //修改drawstate中的抽卡数量,然后抽牌
 }
Example #9
0
 /// <summary>
 /// 讲技能效果保存到manager里,在结算阶段一起调用
 /// </summary>
 /// <param name="turnBaseManager"></param>
 public abstract void Effect(TurnBaseManager turnBaseManager);
Example #10
0
 public PrepareState(TurnBaseManager manager, string name, float maxWaitTime = 30f) : base(manager)
 {
     this.Name        = name;
     this.maxWaitTime = maxWaitTime;
 }
Example #11
0
 public TimeWaitState(TurnBaseManager manager, string name, float waitTime = .3f)
     : base(manager)
 {
     this.Name = name;
     this.waitTime = waitTime;
 }
Example #12
0
 public virtual void OnTurnStartEnter(TurnBaseManager turnBaseManager)
 {
 }
Example #13
0
 public virtual void OnTurnEndEnter(TurnBaseManager turnBaseManager)
 {
 }
Example #14
0
 public virtual void OnPrepareEnter(TurnBaseManager turnBaseManager)
 {
 }
Example #15
0
 public virtual void OnExecutiveEnter(TurnBaseManager turnBaseManager)
 {
 }
Example #16
0
 public virtual void OnDrawEnter(TurnBaseManager turnBaseManager)
 {
 }
Example #17
0
 public virtual void OnAttacked(TurnBaseManager turnBaseManager)
 {
 }
Example #18
0
 /// <summary>
 /// 战斗开始时发动的附加状态
 /// </summary>
 /// <param name="turnBaseManager"></param>
 public abstract void Addon(TurnBaseManager turnBaseManager);
Example #19
0
 public State(TurnBaseManager tbManager)
 {
     this.tbManager = tbManager;
 }
Example #20
0
 public PrepareState(TurnBaseManager manager, string name, float maxWaitTime = 30f)
     : base(manager)
 {
     this.Name = name;
     this.maxWaitTime = maxWaitTime;
 }
Example #21
0
 public DrawState(TurnBaseManager manager, string name, float waitTime = 1f)
     : base(manager, name, waitTime)
 {
 }
Example #22
0
 public override void OnDrawEnter(TurnBaseManager turnBaseManager)
 {
     //修改drawstate中的抽卡数量,然后抽牌
 }
Example #23
0
 /// <summary>
 /// 战斗开始时发动的附加状态
 /// </summary>
 /// <param name="turnBaseManager"></param>
 public abstract void Addon(TurnBaseManager turnBaseManager);
Example #24
0
 public override void Effect(TurnBaseManager turnBaseManager)
 {
 }
Example #25
0
        /// <summary>
        /// 施放技能
        /// </summary>
        public void Spell(TurnBaseManager turnBaseManager)
        {
            if (!IsActive)
                return;

            skill.Effect(turnBaseManager);

            this.cooldown += skill.Cooldown;
            if (this.cooldown > 0) {
                IsActive = false;
            }
        }
Example #26
0
 public override void Addon(TurnBaseManager turnBaseManager)
 {
     //            turnBaseManager.addBuff(character);
 }
Example #27
0
 public override void Effect(TurnBaseManager turnBaseManager)
 {
 }
Example #28
0
 public DrawState(TurnBaseManager manager, string name, float waitTime = 1f) : base(manager, name, waitTime)
 {
 }
Example #29
0
 // Start is called before the first frame update
 void Start()
 {
     ins = this;
 }
Example #30
0
 public TimeWaitState(TurnBaseManager manager, string name, float waitTime = .3f) : base(manager)
 {
     this.Name     = name;
     this.waitTime = waitTime;
 }
Example #31
0
 public virtual void OnPrepareEnter(TurnBaseManager turnBaseManager)
 {
 }
Example #32
0
 public virtual void OnTurnEndEnter(TurnBaseManager turnBaseManager)
 {
 }
Example #33
0
 public virtual void OnAttacked(TurnBaseManager turnBaseManager)
 {
 }
Example #34
0
 /// <summary>
 /// 讲技能效果保存到manager里,在结算阶段一起调用
 /// </summary>
 /// <param name="turnBaseManager"></param>
 public abstract void Effect(TurnBaseManager turnBaseManager);
Example #35
0
 public virtual void OnTurnStartEnter(TurnBaseManager turnBaseManager)
 {
 }
Example #36
0
 public State(TurnBaseManager tbManager)
 {
     this.tbManager = tbManager;
 }