public void StartBattle(Player.Data playerData, Enemy.Data enemyData) { currentPlayerData = playerData; currentEnemyId = enemyData.id; enemyDataDictionary[currentEnemyId] = enemyData; sceneTransitionManager.FadeOut(() => SceneManager.LoadScene("Battle")); }
public void StartBattle(Player.Data playerData, Enemy.Data enemyData) { this.playerData = playerData; this.enemyData = enemyData; SetupUI(); StartCoroutine(HandleTurn()); }
// Choose a viable enemy based on the current level of challenge and spawn it. private void SpawnEnemy() { // Filter out all enemies that have too high of a challenge. List <Enemy.Data> viableEnemies = GetViableEnemies(); // Choose one of these enemies randomly. Enemy.Data enemy = viableEnemies[Random.Range(0, viableEnemies.Count)]; challengeCurrent += enemy.challenge; // Instantiate the enemy. GameObject newEnemy = Instantiate(prefabEnemy, spawnPos, Quaternion.identity); Enemy en = newEnemy.GetComponent <Enemy>(); en.SetData(enemy.DeepCopy()); // Check if there are any viable enemies left. // If not, it's time to move on to the next spawn group. viableEnemies = GetViableEnemies(); spawnGroupActive = (viableEnemies.Count != 0); }
private void LoadOverworld() { Debug.Log(">> Loading Overworld..."); sceneTransitionManager = FindObjectOfType <SceneTransitionManager>(); if (sceneTransitionManager == null) { Debug.LogError("Scene Transition Manger missing from Current Overworld Scene"); } Enemy[] enemies = GameObject.FindObjectsOfType <Enemy>(); if (enemies != null) { foreach (Enemy enemy in enemies) { Enemy.Data enemyData = enemyDataDictionary.ContainsKey(enemy.data.id) ? enemyDataDictionary[enemy.data.id] : null; enemy.LoadData(enemyData); } } if (hasBattleEnded) { Debug.Log(">>> Restoring Overworld State After Battle..."); sceneTransitionManager.FadeIn(() => Debug.Log("FadeIn Complete")); Player player = GameObject.FindObjectOfType <Player>(); if (player != null) { player.LoadData(currentPlayerData); currentPlayerData = null; } hasBattleEnded = false; } }
// Read data from the files. private void Tune() { JSONNodeReader reader = new JSONNodeReader(enemySpawnersFile); challengeMax = reader.Get("initial challenge", 1.0f); challengeIncreasePerSpawnGroup = reader.Get("challenge increase per spawn group", 1.0f); spawnGroupsPerDeadTime = reader.Get("spawn groups per dead time", 3); secondsBetweenSpawns = reader.Get("seconds between spawns", 1.0f); secondsBetweenSpawnGroups = reader.Get("seconds between spawn groups", 2.0f); secondsPerDeadTime = reader.Get("seconds per dead time", 3.0f); enemyBaseLeftMovementSpeed = reader.Get("enemy base left movement speed", 0.05f); timerSpawn = new Timer(secondsBetweenSpawns); timerSpawnGroup = new Timer(secondsBetweenSpawnGroups); timerDeadTime = new Timer(secondsPerDeadTime); ChooseRandomSpawnPosition(); // How much health a single health kit should give. int healthPerHealthKit; int pointsPerEnemyKilled; int pointsPerProjectilePunched; int pointsPerFullHealthHealthKit; reader.SetFile(scoreFile); pointsPerEnemyKilled = reader.Get("points per enemy killed", 100); pointsPerProjectilePunched = reader.Get("points per projectile punched", 10); pointsPerFullHealthHealthKit = reader.Get("points per full health health kit", 100); // Drop rates for items. Probability <ItemType> probItem = new Probability <ItemType>(ItemType.None); float dropRateHealthKit; float dropRateBattleAxe; float dropRateMoreArms; reader.SetFile(itemsFile); dropRateHealthKit = reader.Get("health kit drop rate", 0.07f); dropRateBattleAxe = reader.Get("battle axe drop rate", 0.05f); dropRateMoreArms = reader.Get("more arms drop rate", 0.05f); healthPerHealthKit = reader.Get("health per health kit", 50); probItem.SetChance(ItemType.HealthKit, dropRateHealthKit); probItem.SetChance(ItemType.BattleAxe, dropRateBattleAxe); probItem.SetChance(ItemType.MoreArms, dropRateMoreArms); reader.SetFile(enemiesFile); JSONArrayReader enemyArray = reader.Get <JSONArrayReader>("enemies"); //for (int i = 0; i < enemyArray.GetCount(); ++i) JSONNodeReader enemyNode; while (enemyArray.GetNextNode(out enemyNode)) { //JSONNodeReader enemyNode = enemyArray.GetNode(i); string enemyName = enemyNode.Get("name", "UNNAMED"); // Read volley data. JSONNodeReader volleyNode = enemyNode.Get <JSONNodeReader>("volley"); string colString = volleyNode.Get("color", "#ffffff"); Color projColor; if (!ColorUtility.TryParseHtmlString(colString, out projColor)) { Debug.Log(enemyName + ": Could not parse HTML color for volley!"); } EnemyProjectile.Data projectile = new EnemyProjectile.Data( new EnemyProjectile.Data.Refs(ts, score), volleyNode.Get("projectile punchable", true), volleyNode.Get("projectile damage", 20), pointsPerProjectilePunched, projColor, volleyNode.Get("direction", 180.0f), volleyNode.Get("speed", 4.0f)); VolleyData volley = new VolleyData(projectile, volleyNode.Get("projectile count", 1), volleyNode.Get("spread angle", 0.0f), volleyNode.Get("aims at player", false)); OscillatePosition2D.Data oscData = new OscillatePosition2D.Data( new OscillatePosition2D.Data.Refs(ts), 0.0f, 0.0f, enemyNode.Get("y oscillation magnitude", 0.0f), enemyNode.Get("y oscillation speed", 0.0f)); EnemyAttack.Data attack = new EnemyAttack.Data( new EnemyAttack.Data.Refs(ts, playerPowerup.gameObject), volley, enemyNode.Get("seconds between volleys", 1.0f), enemyNode.Get("volley direction delta per shot", 0.0f), enemyBaseLeftMovementSpeed); EnemySprite.Data enemySprite = new EnemySprite.Data( enemyNode.Get("sprite name", "basic")); Velocity2D.Data leftMovement = new Velocity2D.Data( new Velocity2D.Data.Refs(ts), new Vector2( -enemyNode.Get("left movement speed increase", 0.0f) - enemyBaseLeftMovementSpeed, 0.0f)); ItemHealthKit.Data healthKitData = new ItemHealthKit.Data( new ItemHealthKit.Data.Refs(score), healthPerHealthKit, pointsPerFullHealthHealthKit); EnemyHealth.Data enemyHealthData = new EnemyHealth.Data( new EnemyHealth.Data.Refs(ts, score, playerPowerup), healthKitData, pointsPerEnemyKilled, probItem); Enemy.Data enemy = new Enemy.Data(enemyNode.Get("challenge", 1.0f), oscData, attack, enemySprite, leftMovement, enemyHealthData); // Add the enemy to the possible enemies pool. possibleEnemies.Add(enemy); } }