public void MeditateButton() { timeBetweenTurns = attackTime.floatingPoint; preFightText.text = playerInfo.identityName + ": CALMS THERE MIND AND HEALS " + enemyInfo.identityName + "."; playerHealth.value *= 1.25f; moveSounds[3].Play(); battle = battleState.enemyTurn; }
public void StartBattle() { for (int i = 4; i < 8; i++) { eStatMods[i] += Mathf.Clamp(enemySpecies.baseStats[i] / 25, 1, 999) * eStatMods[0]; } eStatMods[3] = eStats[4]; curState = battleState.idle; }
public void DefendButton() { timeBetweenTurns = attackTime.floatingPoint; preFightText.text = playerInfo.identityName + ": DEFENDS FROM " + enemyInfo.identityName + "!"; playerInfo.defence = playerInfo.startDefence; playerInfo.defence += (playerInfo.defence * playerInfo.boost); playerInfo.boost = 1; moveSounds[1].Play(); battle = battleState.enemyTurn; }
private int clearScore; // クリア条件のスコア // Use this for initialization void Start() { state = battleState.battleStart; timer = 0; messageStart.enabled = true; messageWin.enabled = false; messageLose.enabled = false; score = 0; clearScore = EnemyInstantiate.instantiateValue; }
public void AttackButton() { timeBetweenTurns = attackTime.floatingPoint; preFightText.text = playerInfo.identityName + ": STRIKES " + enemyInfo.identityName + "!"; enemyHealth.value -= ((playerInfo.attack * playerInfo.boost) - enemyInfo.defence); playerInfo.boost = 1; playerInfo.defence = playerInfo.startDefence; moveSounds[0].Play(); battle = battleState.enemyTurn; }
// Use this for initialization void Start() { bs = battleState.WAIT; ps = playerState.SELECT; memeP.AddRange(GameObject.FindGameObjectsWithTag("Meme")); enemyE.AddRange(GameObject.FindGameObjectsWithTag("Enemy")); playerUI.SetActive(false); enemyUI.SetActive(false); }
public void BoostButton() { timeBetweenTurns = attackTime.floatingPoint; preFightText.text = playerInfo.identityName + ": BOOST IN POWER!"; playerInfo.defence = playerInfo.startDefence; if (playerInfo.boost <= playerInfo.startBoost + 4) { playerInfo.boost += 1; } moveSounds[2].Play(); battle = battleState.enemyTurn; }
private void Awake() { playerInfo = PullPush.player; playerSelection = PullPush.playerCharacter; afterFightButton.interactable = false; playerDeathButton.interactable = false; demonkidBeaten.interactable = false; battle = battleState.talking; timeBetweenTurns = attackTime.floatingPoint; SelectedFoe(enemyLevel.number); PlayerCharacter(playerSelection.number); }
private void PlayerTurn() { if (playerHealth.value <= 0) { battle = battleState.playerDefeat; } else { attack.interactable = true; defend.interactable = true; boost.interactable = true; meditate.interactable = true; } }
// Update is called once per frame void Update() { switch (state) { case battleState.battleStart: // 開始時 timer += Time.deltaTime; if (timeEnableMsg < timer) { messageStart.enabled = false; state = battleState.battlePlay; timer = 0; } break; case battleState.battlePlay: // プレー中 if (clearScore <= score) // クリアスコアをこえた { state = battleState.battleEnd; messageWin.enabled = true; } if (PlayerAp.armorPoint <= 0) // ゲームオーバー { state = battleState.battleEnd; messageLose.enabled = true; } break; case battleState.battleEnd: // 終了処理 timer += Time.deltaTime; if (timeEnableMsg < timer) { Time.timeScale = 0; // 動きを止める if (Input.GetButtonDown("Fire1")) { SceneManager.LoadScene("Title"); Time.timeScale = 1; // 動きを再開 } } break; default: break; } }
// Use this for initialization void Start () { /* * What we gon do * * On start, get the player data from the PlayerData class * Create objects and give the battle components to those objects * play some gosh darn vidya games * */ //PlayerData.getPlayer(); initPlayers(); initEnemies(); currentState = battleState.start; canvas = GameObject.Find ("Canvas"); bottomPanel = GameObject.Find ("BottomPanel").GetComponent<RectTransform>(); topPanel = GameObject.Find ("TopPanel").GetComponent<RectTransform>(); }
// Update is called once per frame void Update() { switch (curState) { case battleState.idle: eMonBattler.sprite = enemySpecies.speciesPortrait; pMonBattler.sprite = playerMon.species.speciesPortrait; enemyTimer += Time.deltaTime * 20; playerTimer += Time.deltaTime * ((float)playerMon.stats[7] / (float)eStats[7]) * 20; eHealth.maxValue = eStats[4]; eHealth.value = eStatMods[3]; pHealth.maxValue = playerMon.stats[4]; pHealth.value = playerMon.statMods[3]; if (enemyTimer >= 100) { curState = battleState.enemy; } if (playerTimer >= 100) { powerGauge.gameObject.SetActive(true); powerGauge.value = 0; curState = battleState.player; } if (eStatMods[3] <= 0) { playerMon.statMods[2] += 100; //REPLACE WITH BETTER FORMULA curState = battleState.inactive; GameObject.Find("FarmManager").GetComponent <fmScript>().curState = fmScript.playerState.farm; GameObject.Find("FarmManager").GetComponent <fmScript>().MoveCamera(); this.enabled = false; } if (playerMon.statMods[3] <= 0) { playerMon.statMods[2] += 50; //REPLACE WITH BETTER FORMULA GameObject.Find("FarmManager").GetComponent <fmScript>().curState = fmScript.playerState.farm; GameObject.Find("FarmManager").GetComponent <fmScript>().MoveCamera(); curState = battleState.inactive; this.enabled = false; } break; case battleState.enemy: enemyTimer = 0; playerMon.statMods[3] -= (int)Mathf.Clamp((((float)(eStats[0] * 2) / 5) + 2) * ((float)eStats[5] / (float)playerMon.stats[6]), 1, 9999); curState = battleState.idle; break; case battleState.player: playerTimer = 0; if (increasing) { powerGauge.value += Time.deltaTime * 200; if (powerGauge.value >= 100) { increasing = false; } } else { powerGauge.value -= Time.deltaTime * 200; if (powerGauge.value <= 0) { increasing = true; } } if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButtonUp(0) || Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Ended) { if (powerGauge.value < 16.5 || powerGauge.value > 83.5) { multiplier = .75f; } else if (powerGauge.value < 33 || powerGauge.value > 67) { multiplier = 1; } else if (powerGauge.value < 40 || powerGauge.value > 60) { multiplier = 1.25f; } else if (powerGauge.value < 45 || powerGauge.value > 55) { multiplier = 1.5f; } else { multiplier = 1.75f; } eStatMods[3] -= (int)(Mathf.Clamp((((float)(playerMon.stats[0] * 2) / 5) + 2) * ((float)playerMon.stats[5] / (float)eStats[6]), 1, 9999) * multiplier); powerGauge.gameObject.SetActive(false); curState = battleState.idle; } break; } }
// Update is called once per frame /* * Control Flow * ------------ * 1) List action options * 2) List all of the players who can use that option * 3) List the individual options within that action type * 4) List the opponents on which you can use the action on * 5) Commence actoin on target * 6) Revert to step one until win/lose condition * * */ void Update () { if (checkIfAllDead (opponents)) { currentState = battleState.win; } else if (checkIfAllDead (players)) { currentState = battleState.lose; } switch (currentState) { case (battleState.start): battleStart(); break; case (battleState.player): //Check if all the players have attacked bool allAttacked = false; foreach(GameObject player in players){ allAttacked = player.GetComponent<BattleComponent>().attacked; if(allAttacked == false){ break; } } //if they all attacked, switch over to opponent's turn //if they didn't, just keep going until all of the players have attacked if(allAttacked){ foreach(GameObject player in players){ player.GetComponent<BattleComponent>().attacked = false; } currentState = battleState.opponent; setBotButtons(false); } break; case (battleState.opponent): opponentTurn(); break; case (battleState.lose): endBattle(); break; case (battleState.win): endBattle(); break; case (battleState.flee): endBattle(); break; } }
private void opponentTurn(){ Debug.Log ("Enemy took turn"); currentState = battleState.player; setBotButtons (true); }
private void battleStart(){ attackButton = createButton ("Attck", bottomPanel); attackButton.onClick.AddListener (() => selectActionMode(typeOfAction.attack)); attackButton.onClick.AddListener (() => listUserButtons(players)); attackButton.onClick.AddListener (() => setBotButtons(false)); itemButton = createButton("ITM", bottomPanel); currentState = battleState.player; }
private void EnemyTurn() { if (enemyHealth.value <= 0) { afterFightButton.interactable = true; battle = battleState.enemyDefeat; } else { attack.interactable = false; defend.interactable = false; boost.interactable = false; meditate.interactable = false; int r; r = enemyInfo.favoredMoves[Random.Range(0, 10)]; switch (r) { case 0: if (timeBetweenTurns < 0) { playerHealth.value -= ((enemyInfo.attack * enemyInfo.boost) - playerInfo.defence); enemyInfo.defence = enemyInfo.startDefence; enemyInfo.boost = 1; preFightText.text = enemyInfo.identityName + ": ATTACKS!"; moveSounds[0].Play(); battle = battleState.playerTurn; } else { timeBetweenTurns -= Time.deltaTime; } break; case 1: if (timeBetweenTurns < 0) { enemyInfo.defence = enemyInfo.startDefence; enemyInfo.boost += 1; preFightText.text = enemyInfo.identityName + ": BOOST IN POWER!"; enemyInfo.boost = 1; moveSounds[2].Play(); battle = battleState.playerTurn; } else { timeBetweenTurns -= Time.deltaTime; } break; case 2: if (timeBetweenTurns < 0) { enemyInfo.defence = enemyInfo.startDefence; enemyInfo.defence += (enemyInfo.defence * enemyInfo.boost); enemyInfo.boost = 1; preFightText.text = enemyInfo.identityName + ": DEFENDS ITSELF!"; moveSounds[1].Play(); battle = battleState.playerTurn; } else { timeBetweenTurns -= Time.deltaTime; } break; case 3: if (timeBetweenTurns < 0) { enemyHealth.value *= 1.25f; preFightText.text = enemyInfo.identityName + ": CALMS ITS MIND TO RESTORE HEALTH"; moveSounds[3].Play(); battle = battleState.playerTurn; } else { timeBetweenTurns -= Time.deltaTime; } break; } } }
public void CloseTextStartBattle() { preFightText.text = ""; closeButton.interactable = false; battle = battleState.playerTurn; }
// Update is called once per frame void Update() { //Debug.Log (action.Count); switch (bs) { case (battleState.WAIT): { if ((action.Count > 0) && (playerMeme[0].transform.Find("Selector").gameObject.activeSelf)) { Debug.Log("aaaa"); bs = battleState.ACTION; } break; } case (battleState.ACTION): { GameObject atkp = GameObject.Find(action[0].meme); if (action[0].type == "Enemy") { EnemySM ESM = atkp.GetComponent <EnemySM> (); ESM.atktarget = action [0].def; ESM.curState = EnemySM.enemyState.ACTION; } if (action[0].type == "Meme") { MemeSM MSM = atkp.GetComponent <MemeSM> (); MSM.target = action [0].def; MSM.curState = MemeSM.charState.ACTION; } bs = battleState.PERFORM; break; } case (battleState.PERFORM): { break; } } switch (ps) { case (playerState.WAITING): { break; } case (playerState.SELECT): { if (playerMeme.Count > 0) { //playerMeme [0].transform.Find ("Selector").gameObject.SetActive (true); //playerUI.SetActive (true); ps = playerState.WAITING; } break; } case (playerState.INPUT): { break; } case (playerState.DONE): { break; } } }