Exemple #1
0
    private void Start()
    {
        myUnit   = GetComponent <CharacterUnit>();
        agent    = GetComponent <NavMeshAgent>();
        startPos = transform.position;
        var p = GameObject.Find("Parent");

        unitlists = p.GetComponentInChildren <UnitListCabinet>();
        //StartCoroutine(EnemyUpdate());
    }
Exemple #2
0
        public void ApplyItemEffects(CharacterUnit unit)
        {
            unit.AttackPoints += DamagePointsBoost;
            if (unit.CurrentHP + HealthPointsBoost < unit.MaxHP)
            {
                unit.CurrentHP += HealthPointsBoost;
            }

            unit.DefensePoints += DefensePointsBoost;
        }
    public override void OnStateEnter()
    {
        base.OnStateEnter();

        foreach (EnemyUnit eu in combatManager.enemiesList)
        {
            CharacterUnit cu = combatManager.CurrentUnit as CharacterUnit;
            eu.DisplayAsSelectable();
            eu.EventOnSelected += SingleTargetSelection;
            eu.GetDamageData(1f, cu.ATK, cu.myWeapon.weaponType.damageType);
        }
        foreach (CharacterUnit cu in combatManager.charactersList)
        {
            // Can team kill?
        }
    }
 public void UpdateCharacterUI(CharacterUnit character)
 {
     if (character.IsPlayerControlled())
     {
         if (!actionPointsBar.IsActive())
         {
             actionPointsBar.gameObject.SetActive(true);
         }
         UpdateActionPointsBar(character);
     }
     else
     {
         if (actionPointsBar.IsActive())
         {
             actionPointsBar.gameObject.SetActive(false);
         }
     }
     portrait.sprite = character.GetComponent <SpriteRenderer>().sprite;
     UpdateHealthBar(character);
     movementRange.text = character.GetMovementCost().ToString();
     attackRange.text   = character.GetAttackRange().ToString();
     attackCost.text    = character.GetAttackCost().ToString();
     attackDamage.text  = character.GetAttackDamage().ToString();
 }
Exemple #5
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 private void ApplyItemEffext(Item item, CharacterUnit player)
 {
     item.ApplyItemEffects(player);
     this._painter.RedrawObjectWithAShield(player);
 }
Exemple #6
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 public GameStateInfo(string safeName, DateTime createdTime, string currentRegion, CharacterUnit player, ICollection <RegionState> regionStates)
 {
     this.SafeName      = safeName;
     this.CreatedOn     = createdTime;
     this.CurrentRegion = currentRegion;
     this.Player        = player;
     this.RegionStates  = regionStates;
 }
 public void UpdateActionPointsBar(CharacterUnit character)
 {
     actionPointsBar.maxValue = character.GetMaxAP();
     actionPointsBar.value    = character.GetCurrentAP();
     actionPointsText.text    = character.GetCurrentAP().ToString();
 }
 public void UpdateHealthBar(CharacterUnit character)
 {
     healthBar.maxValue = character.GetHealth();
     healthBar.value    = character.GetCurrentHealth();
     healthText.text    = character.GetCurrentHealth().ToString();
 }
Exemple #9
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 private void Start()
 {
     myUnit    = GetComponent <CharacterUnit>();
     agent     = GetComponent <NavMeshAgent>();
     unitlists = CompornentUtility.FindCompornentOnScene <UnitListCabinet>();
 }
Exemple #10
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 public void SetUnit(CharacterUnit unit) => this.unit = unit;
Exemple #11
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 private void IntialisePlayer()
 {
     this._player = new Warrior(500, 500, 16, 24, 250, 250, 10, 80, 4, SpriteType.Char1);
     Painter.AddObject(_player);
 }