Example #1
0
    public void setType(CharacterMovement.charAttacks attackType)
    {
        switch (attackType)
        {
        //added title, image, and description
        case CharacterMovement.charAttacks.normal:
            type   = dieMovement.dieType.regular;
            numDie = 0;
            for (int i = 0; i < 5; ++i)
            {
                statEffects[i] = 0;
            }
            break;

        case CharacterMovement.charAttacks.pierce:
            type   = dieMovement.dieType.pierce;
            numDie = 0;
            for (int i = 0; i < 5; ++i)
            {
                statEffects[i] = 0;
            }
            break;

        case CharacterMovement.charAttacks.flurry:
            type   = dieMovement.dieType.regular;
            numDie = 2;
            for (int i = 0; i < 5; ++i)
            {
                statEffects[i] = 0;
            }
            break;
        }
    }
Example #2
0
 public void SetDie(int num, dieMovement.dieType t)
 {
     if (isFighting)
     {
         int left  = 0;
         int right = 0;
         if (isLeftAttacker)
         {
             left  = num + playerChar.attack;
             right = oppChar.defense;
         }
         else
         {
             left  = num + playerChar.defense;
             right = oppChar.attack;
         }
         for (int i = 0; i < left; ++i)
         {
             leftDice.Add(blueDie.Pop());
             leftDice[i].transform.rotation = leftSpawn.transform.rotation;
             leftDice[i].GetComponent <dieMovement>().type = t;
             leftDice[i].transform.localPosition           = new Vector3(Mathf.Floor(i / 2) * 0.55f, (i % 2) * 0.55f, 0.0f);
             leftDice[i].SetActive(true);
         }
         for (int i = 0; i < right; ++i)
         {
             rightDice.Add(redDie.Pop());
             rightDice[i].transform.rotation = rightSpawn.transform.rotation;
             rightDice[i].GetComponent <dieMovement>().type = dieMovement.dieType.regular;
             rightDice[i].transform.localPosition           = new Vector3(Mathf.Floor(i / 2) * 0.55f, (i % 2) * 0.55f, 0.0f);
             rightDice[i].SetActive(true);
         }
     }
 }
    public Vector3 addDie(GameObject die, int value, dieMovement.dieType type)
    {
        switch (type)
        {
        case dieMovement.dieType.regular:
            switch (value)
            {
            case 1:         //attack
            case 2:
            case 3:
                return(addAttack(value, die));

            case 4:         //defense
            case 5:
            case 6:
                return(addDefense(value, die));
            }
            break;

        case dieMovement.dieType.pierce:
        default:
            switch (value)
            {
            case 1:
            case 2:
            case 3:
            case 4:
                return(addAttack(value, die));

            case 5:
            case 6:
                return(addDefense(value, die));
            }
            break;
        }
        return(Vector3.zero);
    }