Example #1
0
    // 배틀데이터를 받아와 공격 ( 메인 배틀 한턴 )
    public IEnumerator BattleStart()
    {
        BattleUIManager.Inst.StageInfoOff();
        isBattleStart = true;

        battleActionData stageActionInfo = UserDataManager.Inst.GetStageAction();

        UserDataManager.Inst.stageState.turn = stageActionInfo.turn;

        for (int i = 0; i < stageActionInfo.character_action_list.Count; i++)
        {
            if (stageActionInfo.character_action_list[i].action_type == 2)
            {
                character[stageActionInfo.character_action_list[i].my_position].GetComponent <BasicAttack>().Attack(stageActionInfo.character_action_list[i]);
            }
            else if (stageActionInfo.character_action_list[i].action_type == 3)
            {
                if (stageActionInfo.character_action_list[i].my_position < 10)
                {
                    BattleUIManager.Inst.MySkAction(GetCharState(stageActionInfo.character_action_list[i].my_position).activeSkillList[0].id);
                }
                else
                {
                    BattleUIManager.Inst.EnemySkAction(GetCharState(stageActionInfo.character_action_list[i].my_position).activeSkillList[0].id);
                }

                SkillManager.Inst.SendMessage("Skill_" + GetCharState(stageActionInfo.character_action_list[i].my_position).activeSkillList[0].id.ToString(), stageActionInfo.character_action_list[i]);
            }

            if (i + 1 != stageActionInfo.character_action_list.Count &&
                stageActionInfo.character_action_list[i].action_info_list.Count != 0 &&
                stageActionInfo.character_action_list[i + 1].action_info_list[0].target_position == stageActionInfo.character_action_list[i].my_position &&
                stageActionInfo.character_action_list[i + 1].my_position == stageActionInfo.character_action_list[i].action_info_list[0].target_position
                )
            {
                yield return(new WaitForSeconds(7.0f));
            }
            else
            {
                yield return(new WaitForSeconds(3.0f));
            }
            isAfterDelay = false;
        }

        yield return(new WaitForSeconds(3.0f));

        for (int i = 0; i < stageActionInfo.character_buff_list.Count; i++)
        {
            actionInfo tump = new actionInfo();
            tump.damage          = stageActionInfo.character_buff_list[i].damage;
            tump.target_position = stageActionInfo.character_buff_list[i].position;
            if (stageActionInfo.character_buff_list[i].type == 1 || stageActionInfo.character_buff_list[i].type == 3)
            {
                DamageManager.Inst.DamageShow(tump, true, ELEMENT_TYPE.None, false);
            }
            else if (stageActionInfo.character_buff_list[i].type == 2 || stageActionInfo.character_buff_list[i].type == 4)
            {
                DamageManager.Inst.DamageShow(tump, false, ELEMENT_TYPE.None, false);
            }

            yield return(new WaitForSeconds(0.1f));
        }

        isBattleStart = false;

        turnIndex++;
        BattleUIManager.Inst.StageInfoOn();

        int myHp = 0, enemyHp = 0;

        for (int i = 0; i < 10; i++)
        {
            myHp    += status[i].NowHp;
            enemyHp += status[i + 10].NowHp;
        }

        if (enemyHp == 0)
        {
#if UNITY_EDITOR
            Cheat.Inst.RequestStageRewardCheat();
#else
            if (UserDataManager.Inst.GetUserInfo().sceneState == SCENE_STATE.PVP)
            {
                PacketManager.Inst.RequestPVPResult();
            }
            else
            {
                PacketManager.Inst.RequestStageReward();
            }
#endif
        }
        else if (myHp == 0)
        {
            battleFail.SetActive(true);
        }
        else if (isAuto)
        {
            yield return(new WaitForSeconds(2.0f));

            TurnEnd();
        }
    }
Example #2
0
    public void DamageShow(actionInfo attackInfo, bool isHeal, ELEMENT_TYPE type, bool isCamera = true) // 맞은 대상의 인덱스와 플레이어 여부, 데미지, 크리티컬, 힐 여부
    {
        var damageText = textPool.ObjectSpawn();

        if (!attackInfo.avoid)
        {
            if (isHeal)
            {
                damageText.text.text           = attackInfo.damage.ToString();
                damageText.text.color          = HealColor[0];
                damageText.outLine.effectColor = HealColor[1];
                BattleManager.Inst.status[attackInfo.target_position].NowHp += attackInfo.damage;

                if (BattleManager.Inst.status[attackInfo.target_position].NowHp > BattleManager.Inst.status[attackInfo.target_position].Status[EFFECT_ID.HP])
                {
                    BattleManager.Inst.status[attackInfo.target_position].NowHp = BattleManager.Inst.status[attackInfo.target_position].Status[EFFECT_ID.HP];
                }
            }
            else
            {
                if (type == ELEMENT_TYPE.None)
                {
                    if (attackInfo.critical)
                    {
                        damageText.text.color          = CriticalColor[0];
                        damageText.outLine.effectColor = CriticalColor[1];
                        damageText.text.text           = "Critical\n" + attackInfo.damage.ToString();
                    }
                    else
                    {
                        damageText.text.text           = attackInfo.damage.ToString();
                        damageText.text.color          = TextColor[0].textColor;
                        damageText.outLine.effectColor = TextColor[0].outColor;
                    }
                }
                else
                {
                    if (type == ELEMENT_TYPE.Fire && BattleManager.Inst.GetCharState(attackInfo.target_position).elementType == 4 ||
                        type == ELEMENT_TYPE.Wind && BattleManager.Inst.GetCharState(attackInfo.target_position).elementType == 3 ||
                        type == ELEMENT_TYPE.Earth && BattleManager.Inst.GetCharState(attackInfo.target_position).elementType == 2 ||
                        type == ELEMENT_TYPE.Water && BattleManager.Inst.GetCharState(attackInfo.target_position).elementType == 1 ||
                        type == ELEMENT_TYPE.Light && BattleManager.Inst.GetCharState(attackInfo.target_position).elementType == 6 ||
                        type == ELEMENT_TYPE.Dark && BattleManager.Inst.GetCharState(attackInfo.target_position).elementType == 5)
                    {
                        damageText.text.color          = TextColor[(int)type].textColor;
                        damageText.outLine.effectColor = TextColor[(int)type].outColor;

                        if (attackInfo.critical)
                        {
                            damageText.text.text = "Critical\n" + attackInfo.damage.ToString();
                        }
                        else
                        {
                            damageText.text.text = "Weak\n" + attackInfo.damage.ToString();
                        }
                    }
                    else
                    {
                        if (attackInfo.critical)
                        {
                            damageText.text.text           = "Critical\n" + attackInfo.damage.ToString();
                            damageText.text.color          = CriticalColor[0];
                            damageText.outLine.effectColor = CriticalColor[1];
                        }
                        else
                        {
                            damageText.text.text           = attackInfo.damage.ToString();
                            damageText.text.color          = TextColor[0].textColor;
                            damageText.outLine.effectColor = TextColor[0].outColor;
                        }
                    }
                }
                BattleManager.Inst.status[attackInfo.target_position].NowHp -= attackInfo.damage;
            }
        }
        else
        {
            damageText.text.text           = "Miss";
            damageText.text.color          = MissColor[0];
            damageText.outLine.effectColor = MissColor[1];
        }
        damageText.obj.transform.position =
            Camera.main.WorldToScreenPoint(BattleManager.Inst.character[attackInfo.target_position].transform.position +
                                           new Vector3(0, BattleManager.Inst.character[attackInfo.target_position].GetComponent <CharInfo>().Height, 0));

        if (BattleManager.Inst.status[attackInfo.target_position].NowHp < 0)
        {
            BattleManager.Inst.status[attackInfo.target_position].NowHp = 0;
        }

        if (!isHeal && isCamera)
        {
            if (!attackInfo.critical)
            {
                StartCoroutine(NotCriticalAttackEffect());
            }
            else
            {
                StartCoroutine(CriticalAttackEffect());
            }
        }
    }