public override BattleData use(Nalp user) { int d = damage + user.Strength; curUse--; return(new BattleData(Hit(), Crit(), d, type, name)); }
// Start is called before the first frame update void Start() { itemDatas = new List <ItemData>(Resources.LoadAll <ItemData>("Items")); abilityDatas = new List <AbilityData>(Resources.LoadAll <AbilityData>("Abilities")); player = new Player(); enemy = new Nalp(); }
void setAbilityText(Nalp n) { box0.text = ""; box1.text = ""; box2.text = ""; box3.text = ""; for (int i = 0; i < n.MoveList.Count; i++) { switch (i) { case 0: box0.text = n.MoveList[0].Name; break; case 1: box1.text = n.MoveList[1].Name; break; case 2: box2.text = n.MoveList[2].Name; break; case 3: box3.text = n.MoveList[3].Name; break; default: break; } } }
public void update(Player player, Nalp n) { hpCur.Clear(); hpTot.Clear(); names.Clear(); hpCur.Add(player.Hp); hpCur.Add(n.Hp); hpTot.Add(player.MaxHp); hpTot.Add(n.MaxHp); names.Add(player.Name); names.Add(n.Name); }
public BattleInfo(Player player, Nalp n) { hpCur = new List <int>(); hpTot = new List <int>(); names = new List <string>(); hpCur.Add(player.Hp); hpCur.Add(n.Hp); hpTot.Add(player.MaxHp); hpTot.Add(n.MaxHp); names.Add(player.Name); names.Add(n.Name); }
// Start is called before the first frame update void Start() { //find the player object by reference player = GameObject.FindGameObjectsWithTag("PlayerData")[0].GetComponent <PlayerScript>().player; enemy = new Nalp(); //Manually set enemies player.Enemy = enemy; enemy.Enemy = player; //Create info for UI battleInfo = new BattleInfo(player, enemy); abilityInfo = new AbilityInfo(player); }
//Return the BattleData to be read by the enemy //Input: Nalp to modify the move if the user's stats influence its power public virtual BattleData use(Nalp user) { curUse--; return(new BattleData(Hit(), Crit(), damage, type, name)); }