public void InitializeCharacterPanel() { _battleSystem = GetComponentInParent <BattleSystem>(); _battleField = FindObjectOfType <BattleField>(); _targetIcon = FindObjectOfType <TargetIcon>(); foreach (PlayerBattlePlacement pb in _battleField._playerBattlePlacement) { if (pb._battlePosition == _characterPanelNumber) { _myCharacter = pb._mycharacterBattler; } } if (_myCharacter == null) { return; /// Stop the Initialization } _characterIcon = _myCharacter.GetComponentInChildren <CharacterIcon>(); _characterAbilities = _myCharacter.GetComponent <CharacterAbilities>(); _targetManager = new TargetManager(_battleField._playerBattlePlacement, _battleField._enemyBattlePlacement, _characterAbilities, _targetIcon); _uiPanelChanger = GetComponent <UIPanelChanger>(); _magicPanelManager = GetComponentInChildren <MagicPanelManager>(); _magicPanelManager.InitializeMagicPanels(_characterAbilities._classSkills); _isInitialized = true; }
private void Awake() { _character = GetComponent <Character>(); _characterAbilities = GetComponent <CharacterAbilities>(); _battleField = FindObjectOfType <BattleField>(); _targetIcon = FindObjectOfType <TargetIcon>(); _battleSystem = FindObjectOfType <BattleSystem>(); }
private void Start() { m_KeyNum = _Locks.Count; _RebirthPoint = new Vector3(transform.position.x, transform.position.y + 10, 1); _myAncient = GetComponent <AncientItem>(); CharacterAbilities.Add_OnTimeLock(ResetAncientState); }
public void AddPoints_NegativeAmount_ThrowsException() { // Assign var abilityScores = new CharacterAbilities(); // Act // Assert Assert.Throws<ArgumentException>(() => abilityScores.AddPoints(-10)); }
public void Constructor_NoScores_UnusedPointsZero() { // Assign // Act var abilityScores = new CharacterAbilities(); // Assert Assert.Equal(0, abilityScores.UnusedPoints); }
public TargetManager(BattlePlacement[] allyBattlePlacements, BattlePlacement[] enemyBattlePlacements, CharacterAbilities characterAbilities, TargetIcon targetIcon) { _characterAbilities = characterAbilities; _targetIcon = targetIcon; _allyBattlePlacements = allyBattlePlacements; _enemyBattlePlacements = enemyBattlePlacements; ResetTargets(); }
public void Constructor_AbilityScoreNotGiven_SetsAbilityToDefault() { // Assign var abilities = new Dictionary<AbilityType, int> { { AbilityType.Strength, 18 } }; // Act var abilityScores = new CharacterAbilities(abilities); // Assert Assert.Equal(10, abilityScores.Wisdom); }
public void AddPoints_Zero_DoesNotChangeUnusedPoints() { // Assign var abilityScores = new CharacterAbilities(); // Act abilityScores.AddPoints(0); // Assert Assert.Equal(0, abilityScores.UnusedPoints); }
public void AddPoints_PositiveAmount_IncreasesUnusedPoints() { // Assign var abilityScores = new CharacterAbilities(); // Act abilityScores.AddPoints(10); // Assert Assert.Equal(10, abilityScores.UnusedPoints); }
public DefaultCharacter(Race race, ClassType classType, Dictionary<AbilityType, int> abilityScores, IModifierProvider modifierProvider) : this(modifierProvider) { Race = race; InitializeProperties(); _abilities = new CharacterAbilities(abilityScores); var characterClass = ClassProvider.GetNewClass(classType, _modifierProvider); Classes.Add(classType, characterClass); // Once all the properties are set, OnCreation can be called, which will process all modifiers for this character/class/race OnCreation(classType); }
public virtual void Awake() { // must be on Awake because of Initialization Timing _characterStats = new CharacterStats(); _characterStats.GetDataFromCharacterClass(_characterClass); _characterHPMPManager = GetComponent <CharacterHPMPManager>(); _characterHPMPManager.InitializeLinkCharacter(this); _characterLevelManager = GetComponent <CharacterLevelManager>(); _characterLevelManager?.Initialize(this); _battleAI = GetComponent <BattleAI>(); _characterAbilities = GetComponent <CharacterAbilities>(); _characterAbilities?.InitializeCharacterAbilities(); _characterCamera = GetComponentInChildren <CharacterCamera>(); _characterBattleAnimator = GetComponentInChildren <CharacterBattleAnimator>(); }
private CharacterAbilities GenerateCharacterAbilities(CharacterClass characterClass, CharacterRace characterRace) { CharacterAbilities characterAbilities = CharacterAbilities.None; if (characterRace == CharacterRace.Dwarf) { characterAbilities |= CharacterAbilities.Darkvision; characterAbilities |= CharacterAbilities.DetectConstruction; } if (characterRace == CharacterRace.Elf) { characterAbilities |= CharacterAbilities.Darkvision; characterAbilities |= CharacterAbilities.GhoulImmune; characterAbilities |= CharacterAbilities.DetectSecretDoors; characterAbilities |= CharacterAbilities.ReduceSurprise; } if (characterRace == CharacterRace.Halfling) { characterAbilities |= CharacterAbilities.HalflingACBonus; characterAbilities |= CharacterAbilities.HalflingAttackBonus; characterAbilities |= CharacterAbilities.HalflingHiding; characterAbilities |= CharacterAbilities.HalflingInitiative; } if (characterRace == CharacterRace.Human) { characterAbilities |= CharacterAbilities.HumanXPBonus; } if (characterClass == CharacterClass.Thief) { characterAbilities |= CharacterAbilities.ThiefSkills; } if (characterClass == CharacterClass.Cleric) { characterAbilities |= CharacterAbilities.TurnUndead; } return(characterAbilities); }
public void Constructor_WithScores_UnusedPointsZero() { // Assign var abilities = new Dictionary<AbilityType, int> { { AbilityType.Strength, 18 } }; // Act var abilityScores = new CharacterAbilities(abilities); // Assert Assert.Equal(0, abilityScores.UnusedPoints); }
void Awake() { _battleSystem = FindObjectOfType <BattleSystem>(); _characterAbilities = GetComponentInParent <CharacterAbilities>(); }
// Start is called before the first frame update void Start() { instance = this; m_CurRebitrhPoint = transform.position; }
public virtual void ActivateSkill(CharacterAbilities user) { }
private void Start() { CharacterAbilities.Add_OnTimeLock(ResetItemState); }
public virtual void Start() { player = GameObject.Find("Player").GetComponent <CharacterAbilities>(); }
public override void Draw(GameTime gameTime) { base.Draw(gameTime); Vector2 position = new Vector2(); Vector2 stringSize = new Vector2(); string text; float maxLength = 0.0f; text = playerCharacter.Name; stringSize = spriteFont.MeasureString(text); position.Y = imagePosition.Y + 12; position.X = imagePosition.X + (image.Width - stringSize.X) / 2; DrawText(text, position); position.Y += 10; string[] abilityWords = Enum.GetNames(typeof(Abilities)); CharacterAbilities abilities = playerCharacter.Abilities; int[] scores = new int[abilities.Length]; for (int i = 0; i < scores.Length; i++) { scores[i] = abilities[i]; } foreach (string s in abilityWords) { text = s + ": "; stringSize = spriteFont.MeasureString(text); if (stringSize.X > maxLength) { maxLength = stringSize.X; } } for (int i = 0; i < abilities.Length; i++) { text = abilityWords[i] + ": "; position.Y += spriteFont.LineSpacing; position.X = imagePosition.X + 17; DrawText(text, position); position.X += maxLength; text = scores[i].ToString(); DrawText(text, position); } string[] statNames = { "Class: ", "Level: ", "HP: ", "SP: ", "XP: ", "Gold: " }; string[] statValues = { playerCharacter.ClassName, playerCharacter.PlayerLevel.ToString(), playerCharacter.HitPointsCurrent.ToString() + "/" + playerCharacter.HitPointsMax.ToString(), playerCharacter.SpellPointsCurrent.ToString() + "/" + playerCharacter.SpellPointsMax.ToString(), playerCharacter.Experience.ToString(), playerCharacter.Gold.ToString() }; maxLength = 0.0f; foreach (string s in statNames) { stringSize = spriteFont.MeasureString(s); if (stringSize.X > maxLength) { maxLength = stringSize.X; } } position.Y = imagePosition.Y + 20; for (int i = 0; i < statNames.Length; i++) { position.Y += spriteFont.LineSpacing; position.X = imagePosition.X + (image.Width / 2) + 8; text = statNames[i]; DrawText(text, position); position.X += maxLength; text = statValues[i].ToString(); DrawText(text, position); } }