// Update is called once per frame void Update() { if (state == CombatState.TIMER) { TimerPhase(); } else if (state == CombatState.ATTACK) { CombatPhase(); } else if (state == CombatState.NULL) { if (Input.GetButtonUp("Jump")) { InitializeCombat(); } } else if (state == CombatState.ANIM) { AnimatePhase(); } Debug.Log(state.ToString()); _ct.time = timer; _ct.timer = countdownTime; }
public void UseCurrentActionActorEffects(CombatState combatState) { Debug.Log("USECURRENTACTIONACTOREFFECTS: " + combatState.ToString()); //We begin calculating the abilities speed this.combatState = combatState; //Place effects that fire in the current state into the EffectsInPlay list ActivateEffects(currentAction); //Sort the list by resolution order SortEffectsInPlay(); //TODO //Resolve the list ResolveEffectsInPlay(); }
private void ChangeState(CombatState newState) { CombatState oldState = _sessionModel.State.Value; if (!AllowedTransitions.TryGetValue( oldState, out HashSet <CombatState> possibleStates) || !possibleStates.Contains(newState)) { Debug.Log( $"Attempted forbidden transition: {oldState.ToString()} to {newState.ToString()}"); return; } _sessionModel.State.Value = newState; }
private static void TestSerialization() { var state = new CombatState("TestCombat", 1); state.Combatants.Add(new CombatStateTracker.Combatants.Combatant() { Name = "Ork", Wounds = 12, WoundsMax = 12 }); state.Combatants.Add(new CombatStateTracker.Combatants.Combatant() { Name = "Guardsman", Wounds = 7, WoundsMax = 7 }); Console.WriteLine($"Serializing state: \n{state.ToString()}"); CombatStateSerializer.SerializeToXml(state); Console.WriteLine("Success!"); string fileName = "TestCombat_1.xml"; Console.WriteLine($"Deserializing {fileName}..."); var stateReload = CombatStateSerializer.DeserializeFromXml(fileName); Console.WriteLine($"Success! Deserialized State: \n{stateReload.ToString()}."); }