public void IsExhausted() { string exhaust = text.GetStringData(node, "NPCExhaust"); exhaust = exhaust.Replace("%str%", GetDefenderName()); message.StoreText(exhaust); }
public bool IsValidDestination(int[] check) { int[] previous = previousPosition.Peek(); if ((check[0] == previous[0]) && (check[1] == previous[1])) { countAutoExplore = 0; modeline.PrintStaticText(text.GetStringData(node, "Manual")); return(false); } previousPosition.Push(coord.Convert(transform.position)); return(true); }
private void ReadyToBuy(bool isReady) { confirmToBuy = isReady; FindObjects.GetUIText(UITag.BuyPowerModeline).text = isReady ? text.GetStringData("BuyPower", "Confirm") : ""; }
public void DefeatTarget(GameObject target) { SubObjectTag tag = target.GetComponent <MetaInfo>().SubTag; int potion = actorData.GetIntData(tag, DataTag.Potion); int bonusPotion = target.GetComponent <Infection>().HasInfection( InfectionTag.Mutated) ? potionData.BonusPotion : 0; string victory; GetComponent <Potion>().GainPotion(potion + bonusPotion); progress.CountKill(target); if (progress.IsWin()) { BurySelf(); color.ChangeObjectColor(getActor(SubObjectTag.Guide), ColorName.Orange); if (progressData.IsRushMode) { victory = text.GetStringData(node, "WinRush"); } else { victory = text.GetStringData(node, "WinNormal"); } victory = color.GetColorfulText(victory, ColorName.Green); message.StoreText(victory); modeline.PrintStaticText(text.GetStringData(node, "ReloadWin")); } else if (progress.LevelCleared()) { BurySelf(); color.ChangeObjectColor(getActor(SubObjectTag.Guide), ColorName.Orange); victory = text.GetStringData(node, "Level"); victory = color.GetColorfulText(victory, ColorName.Green); message.StoreText(victory); modeline.PrintStaticText(text.GetStringData(node, "Continue")); } }
public void DrinkPotion() { if (CurrentPotion < 1) { return; } int hp = GetComponent <Infection>().HasInfection(InfectionTag.Mutated) ? potionData.MutatedHP : potionData.RestoreHP; GetComponent <HP>().GainHP(hp); GetComponent <Infection>().ResetInfection(); GetComponent <Stress>().LoseStress(potionData.RelieveStress); GetComponent <Energy>().GainEnergy(potionData.RestoreEnergy); LosePotion(1); string drink = text.GetStringData(node, "Potion"); drink = color.GetColorfulText(drink, ColorName.Orange); message.StoreText(drink); return; }
public void MoveGameObject(int targetX, int targetY) { int[] start = coord.Convert(transform.position); if (!GetComponent <Energy>().HasEnoughEnergy()) { return; } if (!terrain.IsPassable(targetX, targetY)) { // Auto-explore does not work sometimes and will let the actor // bump into wall. This is a workaround to prevent printing an // error message for NPC. if (GetComponent <MetaInfo>().IsPC) { modeline.PrintStaticText( text.GetStringData("Combat", "Blocked")); } return; } terrain.ChangeStatus(true, start[0], start[1]); terrain.ChangeStatus(false, targetX, targetY); actor.RemoveActor(start[0], start[1]); actor.AddActor(gameObject, targetX, targetY); transform.position = coord.Convert(targetX, targetY); int moveEnergy = GetComponent <Energy>().GetMoveEnergy( start, new int[2] { targetX, targetY }); GetComponent <Energy>().LoseEnergy(moveEnergy); }
public void IsExhausted() { message.StoreText(text.GetStringData(node, "PCExhaust")); }