/// <summary>
    /// Shows a basic overview of the character with some stats and combat stats.
    /// </summary>
    /// <param name="tactics"></param>
    private void ShowBasicStats(TacticsMove tactics)
    {
        if (tactics == null)
        {
            return;
        }
        StatsContainer  stats  = tactics.stats;
        SkillsContainer skills = tactics.skills;

        menuView.SetActive(true);
        statsObject.SetActive(false);
        basicObject.SetActive(true);
        inventoryObject.SetActive(false);

        //		colorBackground.color = (tactics.faction == Faction.PLAYER) ?
        //			new Color(0.2f,0.2f,0.5f) : new Color(0.5f,0.2f,0.2f);

        characterName.text = stats.charData.entryName;
        portrait.enabled   = true;
        portrait.sprite    = stats.charData.portraitSet.small;
        levelClass.text    = string.Format("Level {0}  {1}", stats.level, stats.currentClass.entryName);
        healthBar.SetAmount(tactics.currentHealth, tactics.stats.hp);
        expBar.SetAmount(tactics.stats.currentExp, 100);
        expBar.gameObject.SetActive(tactics.faction == Faction.PLAYER);
        weakIcon1.sprite  = weaknessIcons.icons[(int)stats.currentClass.classType];
        weakIcon1.enabled = (weakIcon1.sprite != null);

        InventoryTuple weapon = tactics.GetEquippedWeapon(ItemCategory.WEAPON);

        wpnIcon.sprite  = weapon?.icon;
        wpnIcon.enabled = (weapon != null);
        wpnName.text    = (weapon != null) ? weapon.entryName : "---";

        for (int i = 0; i < skillImages.Length; i++)
        {
            if (i >= skills.skills.Length || skills.skills[i] == null)
            {
                skillImages[i].sprite = noSkillImage;
            }
            else
            {
                skillImages[i].sprite = skills.skills[i].icon;
            }
        }

        int pwer = BattleCalc.CalculateDamage(weapon, stats);

        pwrText.text = (pwer != -1) ? "Pwr:  " + pwer : "Pwr:  --";
        int hitrate = BattleCalc.GetHitRate(weapon, stats);

        hitText.text   = (hitrate != -1) ? "Hit:  " + hitrate : "Hit:  --";
        avoidText.text = "Avo:  " + (BattleCalc.GetAvoid(stats) + tactics.currentTile.terrain.avoid);
        for (int i = 0; i < fatigueLevels.Length; i++)
        {
            fatigueLevels[i].SetActive(i == tactics.stats.fatigueAmount);
        }

        //Terrain
        boostAvoid.enabled = (tactics.currentTile.terrain.avoid > 0);
    }
Exemple #2
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    /// <summary>
    /// Takes a weapon and shows the possible tiles it can be used on to define where the AI
    /// can do things. Each opponent or each ally depending on weapon type.
    /// </summary>
    /// <param name="weapon"></param>
    private void GenerateHitTiles(List <InventoryTuple> weapons)
    {
        battleMap.ResetMap();

        //Sort characters
        enemies.Clear();
        friends.Clear();
        if (faction == Faction.ALLY)
        {
            for (int i = 0; i < enemyList.values.Count; i++)
            {
                if (enemyList.values[i].IsAlive() && !enemyList.values[i].hasEscaped)
                {
                    enemies.Add(enemyList.values[i]);
                }
            }
            for (int i = 0; i < playerList.Count; i++)
            {
                if (playerList.values[i].IsAlive() && !playerList.values[i].hasEscaped)
                {
                    friends.Add(playerList.values[i]);
                }
            }
            for (int i = 0; i < allyList.Count; i++)
            {
                if (this != allyList.values[i] && allyList.values[i].IsAlive() && !allyList.values[i].hasEscaped)
                {
                    friends.Add(allyList.values[i]);
                }
            }
        }
        else if (faction == Faction.ENEMY)
        {
            for (int i = 0; i < enemyList.values.Count; i++)
            {
                if (this != enemyList.values[i] && enemyList.values[i].IsAlive() && !enemyList.values[i].hasEscaped)
                {
                    friends.Add(enemyList.values[i]);
                }
            }
            for (int i = 0; i < playerList.Count; i++)
            {
                if (playerList.values[i].IsAlive() && !playerList.values[i].hasEscaped)
                {
                    enemies.Add(playerList.values[i]);
                }
            }
            for (int i = 0; i < allyList.Count; i++)
            {
                if (allyList.values[i].IsAlive() && !allyList.values[i].hasEscaped)
                {
                    enemies.Add(allyList.values[i]);
                }
            }
        }

        //Calculate range

        //Generate attack/support tiles
        if (weapons[0].itemCategory == ItemCategory.WEAPON)
        {
            int         damage = BattleCalc.CalculateDamage(weapons[0], stats);
            WeaponRange reach  = inventory.GetReach(ItemCategory.WEAPON);
            for (int i = 0; i < enemies.Count; i++)
            {
                int defense = (weapons[0].attackType == AttackType.PHYSICAL) ? enemies[i].stats.def : enemies[i].stats.mnd;
                enemies[i].ShowAttackTiles(reach, damage - defense);
            }
        }
        else
        {
            WeaponRange reach = inventory.GetReach(ItemCategory.SUPPORT);
            for (int i = 0; i < friends.Count; i++)
            {
                bool isBuff = (weapons[0].weaponType == WeaponType.BARRIER);
                if (isBuff || friends[i].IsInjured())
                {
                    friends[i].ShowSupportTiles(reach, isBuff);
                }
            }
        }
    }