string GetAbilityDescription(int slot)
    {
        int    id   = pinfo.GetAbilityID(slot);
        string desc = "";

        //Debug.Log("SLOT" + slot+"ID"+id);
        switch (id)
        {
        case 1:     //frenzy
            Frenzy frenzy = (Frenzy)pinfo.abilities[slot];
            frenzy.CalculateMult();
            desc = frenzy.GetDescription();
            break;

        case 2:     //rage
            Rage rage = (Rage)pinfo.abilities[slot];
            rage.CalculateMult();
            desc = rage.GetDescription();
            break;


        case 3:     //Mine
            Mine mine = (Mine)pinfo.abilities[slot];
            mine.CalculateDamage();
            desc = mine.GetDescription();
            break;

        case 4:     //Mine
            Fireball fireball = (Fireball)pinfo.abilities[slot];
            fireball.CalculateDamage();
            desc = fireball.GetDescription();
            break;
        }
        return(desc);
    }
Exemple #2
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    public void UpdateAbilityData(int slot)
    {
        int id = abilities[slot].GetID();

        switch (id)
        {
        case 1:
            Frenzy frenzy = (Frenzy)abilities[slot];
            frenzy.CalculateMult();
            break;

        case 2:
            Rage rage = (Rage)abilities[slot];
            rage.CalculateMult();
            break;

        case 3:
            Mine mine = (Mine)abilities[slot];
            mine.CalculateDamage();
            break;

        case 4:
            Fireball fireball = (Fireball)abilities[slot];
            fireball.CalculateDamage();
            break;
        }
    }
Exemple #3
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    public void DoSome(string button)
    {
        lastClicked = button;

        switch (button)
        {
        case "ResetChoises": ResetAll(); break;

        case "Long Sword":
            SetWeaponDescription(button, "3.2", "2", null); break;

        case "Dagger":
            SetWeaponDescription(button, "1.6", "1", null); break;

        case "Throwing Knifes":
            SetWeaponDescription(button, "0.8", "1", "3"); break;

        case "Javelin":
            SetWeaponDescription(button, "2.4", "2.1", "4"); break;

        case "Bow":
            SetWeaponDescription(button, "1.25", "1.8", "5"); break;

        case "Unarmed":
            SetWeaponDescription(button, "0.8", "0.5", null); break;

        case "Frenzy":
            descHeader.text = button; Frenzy frenzy = new Frenzy();
            descText.text   = frenzy.GetDescription();
            break;

        case "Rage":
            descHeader.text = button; Rage rage = new Rage();
            descText.text   = rage.GetDescription();
            break;

        case "Magical Mine":
            descHeader.text = button; Mine mine = new Mine();
            descText.text   = mine.GetDescription();
            break;

        case "Fireball":
            descHeader.text = button; Fireball fireball = new Fireball();
            descText.text   = fireball.GetDescription();
            break;
        }
    }
Exemple #4
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    void DeactivateBuff(int slot)
    {
        int id = pinfo.abilities[slot].GetID();

        switch (id)
        {
        case 1:
            Frenzy frenzy = (Frenzy)pinfo.abilities[slot];
            frenzy.Reset();
            break;

        case 2:
            Rage rage = (Rage)pinfo.abilities[slot];
            rage.Reset();
            break;
        }
    }
Exemple #5
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    void UtilizeAbility(int slot)
    {
        bool cooldownActive = pinfo.abilities[slot].coolDown.GetActivity();
        int  mpCost         = pinfo.abilities[slot].GetCostMP();

        if (!cooldownActive && pinfo.stats.mpCur > mpCost)
        {
            cooldownImg[slot].gameObject.SetActive(true);
            int id = pinfo.abilities[slot].GetID();
            switch (id)
            {
            case 1:
                Frenzy frenzy = (Frenzy)pinfo.abilities[slot];
                frenzy.Activate();
                break;

            case 2:
                Rage rage = (Rage)pinfo.abilities[slot];
                rage.Activate();
                break;

            case 3:
                Mine mine = (Mine)pinfo.abilities[slot];
                mine.Activate();
                break;

            case 4:
                Fireball   fireball = (Fireball)pinfo.abilities[slot];
                PlayerInfo target   = Target.GetTargetUnit();
                if (target != null)
                {
                    fireball.Activate();
                }
                break;
            }
        }
    }
Exemple #6
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    public void InstantiateAbilities()
    {
        for (int i = 0; i < DataTransferManager.dataHolder.abilId.Length; i++)
        {
            switch (DataTransferManager.dataHolder.abilId[i])
            {
            case 1:
                abilities[i] = new Frenzy(i, this, DataTransferManager.dataHolder.abilLv[i]);
                break;

            case 2:
                abilities[i] = new Rage(i, this, DataTransferManager.dataHolder.abilLv[i]);
                break;

            case 3:
                abilities[i] = new Mine(i, this, DataTransferManager.dataHolder.abilLv[i]);
                break;

            case 4:
                abilities[i] = new Fireball(i, this, DataTransferManager.dataHolder.abilLv[i]);
                break;
            }
        }
    }