public void Execute() { sUI = Camera.mainCamera.GetComponent<DamageSlidingUI>(); IList atkList = new List<Transform>(); Transform localMap = attacker.GetComponent<CharacterSelect>().getMapPosition(); Transform[] attackableMaps = localMap.GetComponent<Identy>().neighbor; foreach(Transform unit in attackableMaps){ if((unit!=null) && MapHelper.IsMapOccupied(unit)){ atkList.Add(MapHelper.GetMapOccupiedObj(unit)); } } int d = attacker.GetComponent<CharacterProperty>().Hp+1; attacker.GetComponent<CharacterProperty>().Hp -= (attacker.GetComponent<CharacterProperty>().Hp+1); DamageUI aDieUI = new DamageUI(attacker, d, attacker); sUI.UIItems.Add(aDieUI); if(atkList.Count>0){ foreach(Transform target in atkList){ target.GetComponent<CharacterProperty>().Hp -= attacker.GetComponent<CharacterProperty>().Damage; DamageUI dUI = new DamageUI(target,attacker.GetComponent<CharacterProperty>().Damage, attacker); sUI.UIItems.Add(dUI); } sUI.FadeInUI = true; } }
public void Execute() { sUI = Camera.mainCamera.GetComponent <DamageSlidingUI>(); IList atkList = new List <Transform>(); Transform localMap = attacker.GetComponent <CharacterSelect>().getMapPosition(); Transform[] attackableMaps = localMap.GetComponent <Identy>().neighbor; foreach (Transform unit in attackableMaps) { if ((unit != null) && MapHelper.IsMapOccupied(unit)) { atkList.Add(MapHelper.GetMapOccupiedObj(unit)); } } int d = attacker.GetComponent <CharacterProperty>().Hp + 1; attacker.GetComponent <CharacterProperty>().Hp -= (attacker.GetComponent <CharacterProperty>().Hp + 1); DamageUI aDieUI = new DamageUI(attacker, d, attacker); sUI.UIItems.Add(aDieUI); if (atkList.Count > 0) { foreach (Transform target in atkList) { target.GetComponent <CharacterProperty>().Hp -= attacker.GetComponent <CharacterProperty>().Damage; DamageUI dUI = new DamageUI(target, attacker.GetComponent <CharacterProperty>().Damage, attacker); sUI.UIItems.Add(dUI); } sUI.FadeInUI = true; } }
// Use this for initialization void Start() { mUI = transform.GetComponent <MainUI>(); sUI = transform.GetComponent <DamageSlidingUI>(); fb = transform.GetComponent <FightBack>(); chessUI = transform.GetComponent <MainInfoUI>(); cFX = transform.GetComponent <CommonFX>(); currentSel = transform.GetComponent <selection>(); }
public AttackCalculation(Transform attacker) { Attacker = attacker; CriticalHit = false; attackerProperty = Attacker.GetComponent<CharacterProperty>(); attackerSelect = Attacker.GetComponent<CharacterSelect>(); attackerLocation = attackerSelect.getMapPosition(); sUI = Camera.mainCamera.GetComponent<DamageSlidingUI>(); }
public AttackCalculation(Transform attacker) { Attacker = attacker; CriticalHit = false; attackerProperty = Attacker.GetComponent <CharacterProperty>(); attackerSelect = Attacker.GetComponent <CharacterSelect>(); attackerLocation = attackerSelect.getMapPosition(); sUI = Camera.mainCamera.GetComponent <DamageSlidingUI>(); }
public void Execute() { IList targetList = new List <Transform>(); targetList.Add(target); sUI = Camera.mainCamera.GetComponent <DamageSlidingUI>(); Transform[] mapArray = targetMap.GetComponent <Identy>().neighbor; foreach (Transform map in mapArray) { if (map != null) { if (MapHelper.IsMapOccupied(map)) { targetList.Add(MapHelper.GetMapOccupiedObj(map)); } } } foreach (Transform unit in targetList) { if (transform.GetComponent <SkillProperty>().PassSkillRate) { damage = 2; unit.GetComponent <CharacterProperty>().Hp -= damage; DamageUI dUI = new DamageUI(unit, damage, attacker); sUI.UIItems.Add(dUI); sUI.FadeInUI = true; print("Bombed critical hit!"); } else { damage = 1; unit.GetComponent <CharacterProperty>().Hp -= damage; DamageUI dUI = new DamageUI(unit, damage, attacker); sUI.UIItems.Add(dUI); sUI.FadeInUI = true; print("Bombed!"); } } }
// Use this for initialization void Start() { mUI = transform.GetComponent<MainUI>(); sUI = transform.GetComponent<DamageSlidingUI>(); fb = transform.GetComponent<FightBack>(); chessUI = transform.GetComponent<MainInfoUI>(); cFX = transform.GetComponent<CommonFX>(); //currentSel = transform.GetComponent<selection>(); }