// instanciate the round settings
    public RoundSettings(MovementID _moveID = MovementID.walk, EnemyID _enemyID = EnemyID.none, CombatID _combatID = CombatID.none, TerrainID _terrainID = TerrainID.open)
    {
        moveID    = _moveID;
        enemyID   = _enemyID;
        combatID  = _combatID;
        terrainID = _terrainID;

        moveInfo = MovementSettings.GetMovement(moveID);
    }
Exemple #2
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    public static Combat PickCombat(CombatID id, Player player)
    {
        // switch statment returns the correct type of combat object based on the combat ID
        switch (id)
        {
        case CombatID.none:
            Debug.LogWarning("none combat ID should never call pick combat, null returned");
            return(null);

        case CombatID.dash:
            return(player.gameObject.AddComponent <Dash>());

        default:
            Debug.LogWarning("non supported Combat ID called to Create Enemy, null retunred");
            return(null);
        }
    }
Exemple #3
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 /// <summary>
 /// Find the combat ID
 /// </summary>
 /// <param name="id"></param>
 public void SetCombatID(CombatID id)
 {
     combatID = id;
 }
    public CombatID GetCombatID()
    {
        CombatID combatID = new CombatID();

        // RIGHT HAND EQUIPPED AND LEFT HAND EMPTY
        if (currentMeleeWeaponRA != null && currentMeleeWeaponLA == null)
        {
            // SET MOVESET AND ATK ID FROM THE RIGHT WEAPON
            if (checkWeaponType(currentMeleeWeaponRA, vMeleeWeapon.MeleeType.Attack))
            {
                combatID.moveSet = currentMeleeWeaponRA.MoveSet_ID;
                combatID.atk     = currentMeleeWeaponRA.ATK_ID;
            }
            // SET DEF ID FROM RIGHT WEAPON
            if (checkWeaponType(currentMeleeWeaponRA, vMeleeWeapon.MeleeType.Defense))
            {
                combatID.def = currentMeleeWeaponRA.DEF_ID;
            }

            return(combatID);
        }

        // LEFT HAND EQUIPPED AND RIGHT HAND EMPTY
        if (currentMeleeWeaponLA != null && currentMeleeWeaponRA == null)
        {
            // SET DEF ID FROM LEFT WEAPON
            if (checkWeaponType(currentMeleeWeaponLA, vMeleeWeapon.MeleeType.Defense))
            {
                combatID.def    = currentMeleeWeaponLA.DEF_ID;
                combatID.mirror = currentMeleeWeaponLA.mirrorAnimation;
            }

            // SET ID FROM DEFAULT HITBOX
            combatID.moveSet = rightArmHitbox.MoveSet_ID;
            combatID.atk     = rightArmHitbox.MoveSet_ID;
            return(combatID);
        }

        // BOTH HANDS EQUIPPED
        if (currentMeleeWeaponRA != null && currentMeleeWeaponLA != null)
        {
            // ATK ID FROM RIGHT HAND
            if (checkWeaponType(currentMeleeWeaponRA, vMeleeWeapon.MeleeType.Attack))
            {
                combatID.atk = currentMeleeWeaponRA.ATK_ID;
            }
            // DEF ID FROM LEFT HAND
            if (checkWeaponType(currentMeleeWeaponLA, vMeleeWeapon.MeleeType.Defense))
            {
                combatID.def    = currentMeleeWeaponLA.DEF_ID;
                combatID.mirror = currentMeleeWeaponLA.mirrorAnimation;
            }
            // MOVE SET ID FROM RIGHT HAND
            combatID.moveSet = currentMeleeWeaponRA.MoveSet_ID;
            return(combatID);
        }

        // BOTH HANDS EMPTY WITH DEFAULT HITBOX ENABLE
        if (currentMeleeWeaponRA == null && currentMeleeWeaponLA == null && useDefaultHitbox)
        {
            combatID.moveSet = rightArmHitbox.MoveSet_ID;
            combatID.def     = leftArmHitbox.DEF_ID;
            combatID.atk     = rightArmHitbox.MoveSet_ID;
            combatID.mirror  = false;
            return(combatID);
        }

        return(combatID);
    }