UseSkill() public méthode

public UseSkill ( GameObject caller, GameObject target = null, System optionalParameters = null ) : void
caller GameObject
target GameObject
optionalParameters System
Résultat void
Exemple #1
0
    //Use a skill.
    public bool UseSkill(Skill s, AttackData data)
    {
        //If the skill is ready and not passive.
        if (s.IsReady() && !s.isPassive)
        {
            //If this is auto or our selected target is vald, use the skill. If we're provoked, ignore validation.
            if (auto || s.IsValidTarget(selectedUnit, data) || s.isTriggered || data.actor.myStatusEffects.Find(n => n.provoke) != null || EnemyArena.myParty.GetAllLiving().Contains(data.actor))
            {
                //If we are provoked, the applier exists and is alive, select that guy.
                SetSkillTarget(data);

                //Use the skill.
                if (data.actor.myStatusEffects.Find(n => n.preventAction) == null)
                {
                    s.UseSkill(data);
                }
                if (!s.isTriggered)
                {
                    EndTurn();
                }
                return(true);
            }
            else
            {
                selectedUnit = null;
            }
        }
        return(false);
    }
    public void TriggerMonsterAction(int skillNumber)
    {
        statusEffectManager.ActivateStatusEffects();
        if (skillNumber > skillList.Length - 1)
        {
            Debug.Log("Invalid skill");
        }
        else
        {
            // Shake!
            Vector2 newPosition = transform.position;
            newPosition.x     += attackShakeAmount;
            transform.position = newPosition;
            attackShakeTimer.Go(attackShakeDelay);

            Skill      triggeredSkill = skillList[skillNumber].GetComponent <Skill>();
            GameObject target         = gameInfo.GetSelectedHero();
            if (tauntTarget != 0)
            {
                target = gameInfo.characters[tauntTarget];
            }
            lastHit = target;
            triggeredSkill.UseSkill(gameObject, target);
            turnManager.MonsterTookTurn();
        }
    }
Exemple #3
0
    void Update()
    {
        Camera.main.transform.position -= new Vector3(Time.deltaTime * 1f, 0, 0);

        if (Input.GetKeyDown(KeyCode.N))
        {
            skill01.GetSkill();
        }
        if (Input.GetKeyDown(KeyCode.B))
        {
            skill01.UseSkill();
        }
        if (Input.GetKeyDown(KeyCode.V))
        {
            skill02.GetSkill();
        }
        if (Input.GetKeyDown(KeyCode.K))
        {
            zimuUI.Show("瓶装水");
        }

        /*if (Input.GetKeyDown(KeyCode.O))
         * {
         *  getOrLostItem.GetShow("瓶装水",5f);
         * }
         * if (Input.GetKeyDown(KeyCode.P))
         * {
         *  getOrLostItem.LostShow("罐头");
         * }*/
        if (Input.GetKeyDown(KeyCode.U))
        {
            bubbleHintUI.ShowAndHide("罐头");
        }
        if (Input.GetKeyDown(KeyCode.L))
        {
            GameObject.Find("BackpackUI/Canvas/Note").transform.GetComponent <NoteUI>().Show("罐头", 2f);
        }
        if (Input.GetKeyDown(KeyCode.M))
        {
            Debug.Log("Input M");
            Debug.Log(Time.timeScale);
            GameObject.Find("n格漫画UI").transform.GetComponent <CartoonUI>().Show(5);
        }
        if (Input.GetKeyDown(KeyCode.R))
        {
            GameObject.Find("BackpackUI").GetComponent <BackpackUI>().AddItem("炸弹");
        }
        if (Input.GetKeyDown(KeyCode.T))
        {
            GameObject.Find("BackpackUI").GetComponent <BackpackUI>().RemoveItem("炸弹");
        }
        if (Input.GetKeyUp(KeyCode.Q))
        {
            Debug.Log("Input Q");
            TransitionUI.FadeOut();
        }
    }
Exemple #4
0
    IEnumerator UseSkill(Transform tp_button, Skill tp_skill)
    {
        tp_button.GetComponent <Button> ().interactable = false;

        tp_button.GetComponent <ButtonClass>().ChangeColor();
        if (!GameManager.k_Manager.SkillWaiting)
        {
            GameManager.k_Manager.SkillWaiting = true;
        }
        else
        {
            StopCoroutine(GameManager.k_Manager.OldSkillUsed);
            GameObject[]      tp_buttons = GameObject.FindGameObjectsWithTag("SkillButton");
            List <GameObject> tp_list    = new List <GameObject> (tp_buttons);
            tp_list.Remove(tp_button.gameObject);
            tp_buttons = tp_list.ToArray();

            for (int i = 0; i < tp_buttons.Length; i++)
            {
                SetButtonsInteractable(tp_buttons [i], i);
            }
        }
        tp_button.GetComponent <ButtonClass>().Clicked = true;
        if (tp_skill.TargetMode == 0)
        {
            foreach (Transform trans in tp_button.GetComponent <ButtonClass>().tp_list.ToArray())
            {
                if (trans.FindChild("Character(Clone)") != null)
                {
                    trans.FindChild("CharacterSpawn").GetComponent <CharacterTrigger> ().clickable = true;
                }
            }
        }
        if (tp_skill.TargetMode == 2)
        {
            foreach (Transform trans in tp_button.GetComponent <ButtonClass>().tp_list.ToArray())
            {
                trans.FindChild("CharacterSpawn").GetComponent <CharacterTrigger> ().clickable = true;
            }
        }

        if (k_Character.isEnemy)
        {
            yield return(new WaitForSeconds(1.0f));
        }

        yield return(new WaitUntil(() => GameManager.k_Manager.TargetChosen));

        tp_button.GetComponent <ButtonClass> ().Clicked = false;
        tp_button.GetComponent <ButtonClass>().ChangeColorBack();
        tp_button.GetComponent <Button> ().interactable = true;
        tp_skill.UseSkill(true, 0, null);
//		GameManager.k_Manager.CheckDeadCharacters ();
        GameManager.k_Manager.Target = null;
        GameManager.k_Manager.WantToEndTurn();
    }
Exemple #5
0
    void PlayerAction(int i)
    {
        Skill currentSkill = playerCritter.moveSet[i];

        if (currentSkill as SupportSkill)
        {
            if (currentSkill.suportSkillUsed < 3)
            {
                playerCritter.moveSet[i].UseSkill(enemyCritter);
                StatusChange(playerCritter, currentSkill);
            }
            if (currentSkill.suportSkillUsed == 3 && i == 1)
            {
                Notify(currentSkill, i, NotificationType.UpdateHUD);
            }
            else if (currentSkill.suportSkillUsed == 3 && i == 2)
            {
                Notify(currentSkill, i, NotificationType.UpdateHUD);
            }
        }
        else
        {
            currentSkill.UseSkill(enemyCritter);
            StatusChange(playerCritter, currentSkill);
        }

        if (enemyCritter.isDefeated)
        {
            Critter oldCritter = enemyCritter;
            enemy.collection.Remove(enemyCritter.gameObject);
            player.collection.Add(enemyCritter.gameObject);
            enemyCritter.transform.position = player.collectionPos.position;
            enemyCritter.transform.parent   = player.collectionPos;

            if (enemyCritterStack.Count > 0)
            {
                NextEnemyCritter();
                Notify(oldCritter, enemyCritter, NotificationType.CritterDeath);
                Notify(this, NotificationType.UpdateHUD);
                StartCoroutine(EnemyTurn());
            }
            else
            {
                BattleWon();
            }
        }
        else
        {
            StartCoroutine(EnemyTurn());
        }
        if (state != BattleState.Won)
        {
            CritterStatsChange();
        }
    }
Exemple #6
0
 // Dispara las abilidades de la clase
 public void SkillFire()
 {
     if (Input.GetKeyDown(KeyCode.Q))
     {
         skillQ.UseSkill();
     }
     if (Input.GetKeyDown(KeyCode.E))
     {
         skillE.UseSkill();
     }
 }
Exemple #7
0
    IEnumerator AutoUseSkill(Skill skill, GameObject player)
    {
        GameObject[] goals;
        Transform    sets;

        if (player.GetComponent <PlayerComponent>().camp == Camp.enemy)
        {
            sets = GameObject.Find("Sets/Teammates").transform;
        }
        else
        {
            sets = GameObject.Find("sets/Enemys").transform;
        }

        int num = skill.GetGoalsNum();

        goals = new GameObject[num];
        bool[] flags = new bool[num];
        for (int i = 0; i < num; i++)
        {
            flags[i] = false;
        }

        for (int i = 0; i < num; i++)
        {
            int n = Random.Range(0, num);
            while (flags[n])
            {
                n = (n + 1) % num;
            }
            goals[i] = sets.gameObject.GetComponentsInChildren <PlayerComponent>()[n].gameObject;
        }

        skill.SetGoals(goals);

        skill.SetFlag(false);
        skill.BeforeUseSkill();
        yield return(new WaitUntil(skill.GetFlag));

        skill.SetFlag(false);
        skill.UseSkill();
        yield return(new WaitUntil(skill.GetFlag));

        skill.SetFlag(false);
        skill.AfterUseSkill();
        yield return(new WaitUntil(skill.GetFlag));

        if (bm.GetNextPlayer().GetComponent <PlayerComponent>().camp == Camp.teammate)
        {
            canvas.transform.Find("OperationWindow").gameObject.SetActive(true);
        }
        bm.NextTurn();
    }
Exemple #8
0
 public void OnEndDrag(PointerEventData eventData)
 {
     if (DetectSpawnArea() && cardData.mana <= Player.Instance.getNowMp())
     {
         skill.UseSkill();
         Player.Instance.UseMana(cardData.mana);
         CardManager.Instance.DeleteCard(this);
     }
     else
     {
         this.transform.position = originPrs.pos;
     }
     isDraging = false;
 }
Exemple #9
0
    void EnemyAction()
    {
        int   i            = Random.Range(0, 3);
        Skill currentSkill = enemyCritter.moveSet[i];

        if (currentSkill as SupportSkill)
        {
            if (currentSkill.suportSkillUsed < 3)
            {
                enemyCritter.moveSet[i].UseSkill(playerCritter);
                StatusChange(enemyCritter, currentSkill);
            }
            else
            {
                EnemyAction();
            }
        }
        else
        {
            currentSkill.UseSkill(playerCritter);
            StatusChange(enemyCritter, currentSkill);
        }

        if (playerCritter.isDefeated)
        {
            Critter oldCritter = playerCritter;
            player.collection.Remove(playerCritter.gameObject);
            enemy.collection.Add(playerCritter.gameObject);
            playerCritter.transform.position = enemy.collectionPos.position;
            playerCritter.transform.parent   = enemy.collectionPos;

            if (playerCritterStack.Count > 0)
            {
                NextPlayerCritter();
                Notify(oldCritter, playerCritter, NotificationType.CritterDeath);
                Notify(this, NotificationType.UpdateHUD);
                Invoke("PlayerTurn", 2f);
            }
            else
            {
                BattleLost();
            }
        }
        else
        {
            Invoke("PlayerTurn", 2f);
        }
        CritterStatsChange();
    }
 public void ActivateSkill()
 {
     if (!activateSkill && skills.Count > 0)
     {
         Skill activeSkill = skills[0];
         skills.RemoveAt(0);
         skill = activeSkill;
         skill.UseSkill();
         activateSkill            = true;
         skillDuration            = skill.durability;
         skillBar.maxValue        = skillDuration;
         skillBar.value           = skillDuration;
         skillActiveImage.enabled = true;
         skillActiveImage.sprite  = skillImage[0].sprite;
         skillActiveImage.color   = skillImage[0].color;
         UpdateImage();
     }
 }
Exemple #11
0
    IEnumerator UseSkill(Skill skill)
    {
        skill.SetFlag(false);
        skill.ChooseGoal();
        yield return(new WaitUntil(skill.GetFlag));

        skill.SetFlag(false);
        skill.BeforeUseSkill();
        yield return(new WaitUntil(skill.GetFlag));

        skill.SetFlag(false);
        skill.UseSkill();
        yield return(new WaitUntil(skill.GetFlag));

        skill.SetFlag(false);
        skill.AfterUseSkill();
        yield return(new WaitUntil(skill.GetFlag));

        bm.NextTurn();
    }
Exemple #12
0
    private void ExecuteHeroAction()
    {
        // Shake!
        Vector2 newPosition = transform.position;

        newPosition.y     += attackShakeAmount;
        transform.position = newPosition;
        attackShakeTimer.Go(attackShakeDelay);

        if (triggeredSkillNumber > skillList.Length - 1)
        {
            Debug.Log("Invalid skill");
        }
        else
        {
            Skill triggeredSkill = skillList[triggeredSkillNumber].GetComponent <Skill>();
            triggeredSkill.UseSkill(gameObject, gameInfo.GetTheMonster());
            turnManager.HeroTookTurn(myInfo.characterNumber);
        }
    }
Exemple #13
0
 // Update is called once per frame
 void Update()
 {
     //If you press the button associated with the hotkey slot
     if (Input.GetKeyDown(keyPress))
     {
         int id = hotkey.id;                                           //Get the id of the item or skill the player is going to use
         if (id != -1)                                                 //If there's actually something in the hotkey slot
         {
             if (hotkey.hotkeyType.Equals(Hotkey.HotkeyType.ITEM))     //If it's an item
             {
                 UsableItem item = (UsableItem)itemDB.GetItemByID(id); //Get the actual item
                 item.Action();                                        //Perform the action associated with the item
             }
             else //If it's a skill
             {
                 Skill skill = (Skill)skillDB.GetSkillByID(id); //Get the actual skill
                 skill.UseSkill();                              //Use the skill
             }
         }
     }
 }
Exemple #14
0
 // Use the current skill if unused and ready. Turn off current skill otherwise.
 public void UseCurrentSkill(InputAction.CallbackContext context)
 {
     if (currentSkill.isActive)
     {
         currentSkill.DeactivateSkill();
     }
     else
     {
         if (player.data.remainingStamana >= currentSkill.usageCost)
         {
             if (currentSkill.UseSkill())
             {
                 player.data.remainingStamana -= currentSkill.usageCost;
             }
         }
         else
         {
             Debug.Log("Not enough stamana!");
         }
     }
 }
    public void AddSkill(int skillNumber, Skill skill)
    {
        switch (skillNumber)
        {
            case 1:
                skill1 = skill;
                skillPanelControll.AddNewSkillToPanel(skill);

                break;

            case 2:
                skill2 = skill;
                skillPanelControll.AddNewSkillToPanel(skill);

                break;

            case 3:
                skill3 = skill;
                skillPanelControll.AddNewSkillToPanel(skill);

                break;

            case 4:
                skill4 = skill;
                skillPanelControll.AddNewSkillToPanel(skill);

                break;
            case 5:
                skill5 = skill;
                skillPanelControll.AddNewSkillToPanel(skill);

                break;
        }

        if (skill.GetIsSkillPassive() == true)
        {
            skill.UseSkill();
        }
    }
Exemple #16
0
    public virtual void SelectSkill()
    {
        List <Skill> readyList = new List <Skill>();

        for (int i = 0; i < skillList.Count; i++)
        {
            skillList[i].CheckSkill();
            if (!skillList[i].isAlwaysUse && skillList[i].isReady)
            {
                readyList.Add(skillList[i]);
            }
            else if (skillList[i].isAlwaysUse)
            {
                skillList[i].UseSkill();
            }
        }
        if (readyList.Count > 0)
        {
            int min    = 0;
            int select = 0;
            for (int i = 0; i < readyList.Count; i++)
            {
                if (readyList[i].usePriority > min)
                {
                    select = i;
                }
            }
            selectedSkill = readyList[select];
        }
        else
        {
            selectedSkill = null;
        }
        if (selectedSkill is SkillWithUse)
        {
            selectedSkill.UseSkill();
        }
    }
Exemple #17
0
    // Update is called once per frame
    void Update()
    {
        interaction = false;
        InputController.GetKey();

        #region 切换视角
        if (CameraController != null && GameController.GetCharacterNumber() == 2)
        {
            int mainCamera = CameraController.GetComponent <CameraAndCharacterController>().mainCamera;
            if (mainCamera == 0 && InputController.mouseDown)
            {
                CameraController.GetComponent <CameraAndCharacterController>().mainCamera = 1;
                CameraController.GetComponent <CameraAndCharacterController>().SendMessage("ChangeCamera");
            }
            else if (mainCamera == 1 && InputController.buttonDown)
            {
                CameraController.GetComponent <CameraAndCharacterController>().mainCamera = 0;
                CameraController.GetComponent <CameraAndCharacterController>().SendMessage("ChangeCamera");
            }
        }
        else if (GameController.GetCharacterNumber() != 2)
        {
            Debug.Log("这个场景的角色不是两个,所以不能切换视角!");
        }
        #endregion

        #region 虚弱的人的移动
        if (m_state == 0)
        {
            if (InputController.left)
            {
                gameObject.GetComponent <PoorManMoving>().SendMessage("MoveLeft");
                audioSourceController.Play("人走路", transform);
            }
            else if (InputController.right)
            {
                gameObject.GetComponent <PoorManMoving>().SendMessage("MoveRight");
                audioSourceController.Play("人走路", transform);
            }
            else if (InputController.interaction)
            {
                interaction = true;
                gameObject.GetComponent <PoorManMoving>().SendMessage("StopMoving");
                audioSourceController.Stop();
                audioSourceController = AudioSourcesManager.ApplyAudioSourceController();
                return;
            }
            else
            {
                gameObject.GetComponent <PoorManMoving>().SendMessage("StopMoving");
                audioSourceController.Stop();
                audioSourceController = AudioSourcesManager.ApplyAudioSourceController();
                return;
            }
        }
        #endregion

        #region 轮椅的移动
        if (m_state == 1)
        {
            if (InputController.rush)
            {
                Skill rushSkill = GameObject.Find("技能UI/Canvas/Panel").transform.Find("技能1").GetComponent <Skill>();
                if (rushSkill.IsAble())
                {
                    if (!rushSkill.isCD)
                    {
                        rushSkill.UseSkill();
                        //audioSourceController.Play("冲刺", transform);
                        gameObject.GetComponent <ChairMoving>().SendMessage("Rush");
                    }
                }
            }
            if (InputController.left)
            {
                audioSourceController.Play("轮椅移动", transform);
                gameObject.GetComponent <ChairMoving>().SendMessage("MoveLeft");
            }
            else if (InputController.right)
            {
                audioSourceController.Play("轮椅移动", transform);
                gameObject.GetComponent <ChairMoving>().SendMessage("MoveRight");
            }
            else if (InputController.interaction)
            {
                interaction = true;
                gameObject.GetComponent <ChairMoving>().SendMessage("StopMoving");
                audioSourceController.Stop();
                audioSourceController = AudioSourcesManager.ApplyAudioSourceController();
                return;
            }
            else
            {
                gameObject.GetComponent <ChairMoving>().SendMessage("StopMoving");
                audioSourceController.Stop();
                audioSourceController = AudioSourcesManager.ApplyAudioSourceController();
                return;
            }
        }
        #endregion


        #region 健康人的移动
        if (m_state == 2)
        {
            if (InputController.left)
            {
                gameObject.GetComponent <PlayerMoving>().SendMessage("IsMoving", true);
                gameObject.GetComponent <PlayerMoving>().SendMessage("MoveLeft");
                audioSourceController.Play("人走路", transform);
            }
            else if (InputController.right)
            {
                gameObject.GetComponent <PlayerMoving>().SendMessage("IsMoving", true);
                gameObject.GetComponent <PlayerMoving>().SendMessage("MoveRight");
                audioSourceController.Play("人走路", transform);
            }
            else if (InputController.interaction)
            {
                interaction = true;
                gameObject.GetComponent <PlayerMoving>().SendMessage("IsMoving", false);
                audioSourceController.Stop();
                audioSourceController = AudioSourcesManager.ApplyAudioSourceController();
                return;
            }
            else
            {
                gameObject.GetComponent <PlayerMoving>().SendMessage("IsMoving", false);
                audioSourceController.Stop();
                audioSourceController = AudioSourcesManager.ApplyAudioSourceController();
                return;
            }
        }
        #endregion

        #region 狗子的移动
        if (m_state == 3)
        {
            GameObject plane  = GameObject.FindGameObjectWithTag("Plane");
            Vector3    target = new Vector3(InputController.hitPoint.x, InputController.hitPoint.y, plane.transform.position.z);
            if (InputController.right_mouseDown)
            {
                GetComponent <DogMoving>().SendMessage("JumpTo", target);
            }
            if (plane.GetComponent <Collider2D>().bounds.Contains(target))
            {
                if (InputController.left_mouseDown)
                {
                    GetComponent <DogMoving>().SendMessage("MoveTo", target);
                    interaction = true;
                }
            }
        }
        #endregion
    }
Exemple #18
0
 public void UseSkill(Skill skill)
 {
     skill.UseSkill(this);
 }
Exemple #19
0
    void SelectArea(bool playersMustLive)
    {
        bool charAbove = false;
        bool charBelow = false;

        if (charSelectIndex < 4)
        {
            if (charSelectIndex > 0)
            {
                if (gameMaster.playerParty[charSelectIndex - 1].charName != "na" && (!playersMustLive || gameMaster.playerParty[charSelectIndex - 1].currentHP > 0))
                {
                    charAbove = true;
                }
            }
            if (charSelectIndex < 3)
            {
                if (gameMaster.playerParty[charSelectIndex + 1].charName != "na" && (!playersMustLive || gameMaster.playerParty[charSelectIndex + 1].currentHP > 0))
                {
                    charBelow = true;
                }
            }
        }
        else
        {
            if (charSelectIndex > 4)
            {
                if (enemyParty[charSelectIndex - 5].charName != "na" && enemyParty[charSelectIndex - 5].currentHP > 0)
                {
                    charAbove = true;
                }
            }
            if (charSelectIndex < 7)
            {
                if (enemyParty[charSelectIndex - 3].charName != "na" && enemyParty[charSelectIndex - 3].currentHP > 0)
                {
                    charBelow = true;
                }
            }
        }

        if (charAbove && charBelow)
        {
            charsSelected = new int[2] {
                charSelectIndex - 1, charSelectIndex + 1
            }
        }
        ;
        else
        {
            if (charAbove)
            {
                charsSelected = new int[1] {
                    charSelectIndex - 1
                }
            }
            ;
            else
            {
                charsSelected = new int[1] {
                    charSelectIndex + 1
                }
            };
        }
    }

    void SelectAll(bool playersMustLive)
    {
        bool[] charsSelected   = new bool[8];
        int    charsAliveCount = 0;

        for (int i = 0; i < 8; i++)
        {
            if (i < 4)
            {
                if (gameMaster.playerParty[i].charName != "na" && (!playersMustLive || gameMaster.playerParty[i].currentHP > 0))
                {
                    charsAliveCount++;
                    charsSelected[i] = true;
                }
            }
            else
            {
                if (enemyParty[i - 4].charName != "na" && enemyParty[i - 4].currentHP > 0)
                {
                    charsAliveCount++;
                    charsSelected[i] = true;
                }
            }
        }
        this.charsSelected = new int[charsAliveCount];
        for (int i = 0; i < this.charsSelected.Length; i++)
        {
            for (int k = 0; k < charsSelected.Length; k++)
            {
                if (charsSelected[k])
                {
                    this.charsSelected[i] = k;
                    charsSelected[k]      = false;
                    break;
                }
            }
        }
    }

    void MenuConfirm()
    {
        if (currentMenu != RpgMenu.SelectChar)
        {
            prevMenu = currentMenu;
        }

        switch (currentMenu)
        {
        case RpgMenu.Main:
            switch (mainIndex)
            {
            case 0:
                currentMenu = RpgMenu.Attack;
                break;

            case 1:
                currentMenu = RpgMenu.Skill;
                break;

            case 2:
                currentMenu = RpgMenu.Item;
                break;

            case 3:
                currentMenu = RpgMenu.Escape;
                break;
            }
            break;

        case RpgMenu.Attack:
            currentMenu = RpgMenu.SelectChar;
            break;

        case RpgMenu.Skill:
            currentMenu = RpgMenu.SelectChar;
            break;

        case RpgMenu.Item:
            currentMenu = RpgMenu.SelectChar;
            break;

        case RpgMenu.SelectChar:
            switch (prevMenu)
            {
            case RpgMenu.Attack:
                switchToSTG = true;
                break;

            case RpgMenu.Skill:
                usingSkill = true;
                break;
            }

            battleUI.CharacterCursors(-1, new int[0]);
            break;
        }
        menuInteractionDelay = 10;
        battleUI.ChangeBattleMenu();
    }

    int[] TargetHandling()
    {
        int[] allTargets = new int[charsSelected.Length + ((charSelectIndex != -1) ? 1 : 0)];
        if (charSelectIndex != -1)
        {
            allTargets[0] = charSelectIndex;
        }
        for (int i = 0; i < charsSelected.Length; i++)
        {
            allTargets[i + ((charSelectIndex != -1) ? 1 : 0)] = charsSelected[i];
        }
        return(allTargets);
    }

    void MenuBack()
    {
        switch (currentMenu)
        {
        case RpgMenu.Attack:
            currentMenu = RpgMenu.Main;
            break;

        case RpgMenu.Skill:
            currentMenu = RpgMenu.Main;
            break;

        case RpgMenu.Item:
            currentMenu = RpgMenu.Main;
            break;

        case RpgMenu.SelectChar:
            currentMenu     = prevMenu;
            charsSelected   = new int[0];
            charSelectIndex = -1;
            battleUI.CharacterCursors(charSelectIndex, charsSelected);
            break;
        }
        menuInteractionDelay = 10;
        battleUI.ChangeBattleMenu();
    }

    void UseSkill(Character caster, Character[] targets, SkillData skill)
    {
        Skill.UseSkill(skill, caster, targets);
    }

    void EnemyTurn()
    {
        currentMenu = RpgMenu.None;
        battleUI.ChangeBattleMenu();
        Debug.Log("Enemy " + (currentTurn - 4).ToString() + " (" + enemyParty[currentTurn - 4].charName + ")'s turn");
        switchToSTG = true;
    }

    void SwitchToSTG(int playerTarget, RpgEnemy enemyAttacker, int patternIndex, bool spell)
    {
        camAnimations.SetBool("BulletHell", true);
        shmupManager.endSTG = false;
        shmupManager.SpawnPlayer(gameMaster.playerParty[playerTarget].shmupData, gameMaster.playerParty[playerTarget].shotTypeEquip, playerTarget, gameMaster.playerParty[playerTarget].damageTypeUnlocks[attackSelectIndex].damageType, gameMaster.playerParty[playerTarget].statusEffects.ToArray());
        shmupManager.SpawnEnemy(enemyAttacker.shmupSpawn, enemyAttacker.weaknessesAndResistances, 120, new Vector2(0, 275), patternIndex, spell);
        gameMaster.lockInputs = true;

        switchToSTG    = false;
        switchingToSTG = true;
    }

    void InitializeSTG(int player, GameMasterScript.DamageTypes damageType, RpgEnemy enemy, int patternIndex, bool spell)
    {
        shmupManager.SpawnPlayer(gameMaster.playerParty[player].shmupData, gameMaster.playerParty[player].shotTypeEquip, player, damageType, gameMaster.playerParty[player].statusEffects.ToArray());
        shmupManager.SpawnEnemy(enemy.shmupSpawn, enemy.weaknessesAndResistances, 120, new Vector2(0, 275), patternIndex, spell);
    }

    void SwitchToRPG()
    {
        camAnimations.SetBool("BulletHell", false);
        mainCam.gameObject.SetActive(true);
        inSTG          = false;
        returningToRpg = true;
    }

    IEnumerator SwitchToSTGCam()
    {
        switchToSTG              = false;
        switchingToSTG           = true;
        shmupManager.startingSTG = true;
        shmupManager.endSTG      = false;
        camAnimations.SetBool("BulletHell", true);
        StartCoroutine(battleUI.FadeRPGMenu(false));
        gameMaster.lockInputs = true;

        do
        {
            yield return(null);
        } while (!battleUI.FadeBlackscreen(true));

        int delayCounter = 5;

        do
        {
            delayCounter--;
            yield return(null);
        } while (delayCounter > 0);

        mainCam.gameObject.SetActive(false);
        shmupManager.blackScreen.color = new Color(0, 0, 0, 1);
        shmupManager.shmupCam.gameObject.SetActive(true);
        inSTG          = true;
        switchingToSTG = false;

        if (currentTurn > 3)
        {
            int player = Random.Range(0, 2);
            InitializeSTG(player, gameMaster.playerParty[player].damageTypeUnlocks[0].damageType, enemyParty[currentTurn - 4], 0, true);
        }
        else
        {
            InitializeSTG(currentTurn, gameMaster.playerParty[currentTurn].damageTypeUnlocks[attackSelectIndex].damageType, enemyParty[charSelectIndex - 4], 0, usingSkill);
        }

        do
        {
            shmupManager.blackScreen.color = new Color(0, 0, 0, shmupManager.blackScreen.color.a - (gameMaster.timeScale * 0.025f));
            yield return(null);
        } while (shmupManager.blackScreen.color.a > 0);

        gameMaster.lockInputs    = false;
        shmupManager.startingSTG = false;
        shmupManager.inSTG       = true;
    }

    IEnumerator SwitchToRPGCam()
    {
        inSTG = false;
        shmupManager.inSTG    = false;
        returningToRpg        = true;
        gameMaster.lockInputs = true;

        do
        {
            shmupManager.blackScreen.color = new Color(0, 0, 0, shmupManager.blackScreen.color.a + (gameMaster.timeScale * 0.025f));
            yield return(null);
        } while (shmupManager.blackScreen.color.a < 1);

        shmupManager.DestroySTG();

        int delayCounter = 5;

        do
        {
            delayCounter--;
            yield return(null);
        } while (delayCounter > 0);

        camAnimations.SetBool("BulletHell", false);
        mainCam.gameObject.SetActive(true);
        battleUI.InstantBlackscreen(true);
        shmupManager.shmupCam.gameObject.SetActive(false);
        returningToRpg      = false;
        entranceDelayPassed = 0;

        do
        {
            yield return(null);
        } while (!battleUI.FadeBlackscreen(false));

        StartCoroutine(battleUI.FadeRPGMenu(true));

        gameMaster.lockInputs = false;
    }
}
 public void Evt_ActivateSkill(Skill skill)
 {
     skill.UseSkill(Skill.Type.Physical, _player, _enemy);
 }
Exemple #21
0
    void Update()
    {
        if (HP <= 0)
        {
            return;
        }
        Display();
        if (ShieldE > 1000)
        {
            ShieldE = 1000;
        }

        EnergyT.text = ShieldE + "/1000";
        EBar.GetComponentInChildren <RectTransform>().sizeDelta =
            new Vector2(1.168f * ShieldE,
                        EBar.GetComponentInChildren <RectTransform>().sizeDelta.y
                        );

        HPBar.GetComponentInChildren <RectTransform>().sizeDelta =
            new Vector2(width1hp * HP,
                        HPBar.GetComponentInChildren <RectTransform>().sizeDelta.y
                        );

        HPT.text = HP + "/2000";


        RaycastHit2D hit = Physics2D.Raycast(rayPoint.transform.position, new Vector2(0, -10), 20);

        if (hit.collider != null)
        {
            if (hit.collider.gameObject.tag == "Background")
            {
                hit.collider.isTrigger = false;
            }
        }
        if (!transform.GetChild(0).GetComponent <Animator>().GetBool("Ult") &&
            !transform.GetChild(0).GetComponent <Animator>().GetBool("3QS"))
        {
            Movement();
        }

        if (ItemList.Contains("스태틱"))
        {
            if (staticCharge >= 100)
            {
                staticCharge = 0;
                Instantiate(Lightning, Target.transform.position, Quaternion.identity);
            }
            staticChargeImage.transform.GetChild(0).GetComponent <Text>().text = ((int)staticCharge).ToString();
        }

        if (Input.GetKey(KeyCode.LeftControl) && CanControlAttack)
        {
            StopCoroutine("Timer");
            CanControlAttack = false;
            StartCoroutine("Timer");
            GameObject CEffect = Instantiate(AttackEffect1, new Vector3(transform.position.x + 0.8f, transform.position.y, 0), Quaternion.identity);
            CEffect.transform.parent = gameObject.transform;
            animator.SetBool("LeftControl", true);

            transform.GetChild(0).GetChild(1).GetComponent <NormalAttack>().NormalEffect();
        }
        else if (Input.GetKeyUp(KeyCode.LeftControl))
        {
            animator.SetBool("LeftControl", false);
        }
        if (Input.GetKey(KeyCode.Q) && QScript.canUseSkill)
        {
            if (!EAction)
            {
                if (QStack == 2)
                {
                    QStack = 0;
                    GameObject.Find("QS").GetComponent <Text>().text = QStack + "";
                    animator.SetBool("3QS", true);
                }
                else
                {
                    animator.SetBool("QSkill", true);
                }
            }
            else
            {
                animator.SetBool("EQS", true);
                transform.GetChild(0).GetChild(3).GetComponent <EQSkill>().EEffect();
            }
            GameObject.Find("CoolTime Q").SendMessage("UseSkill");
        }

        if (Input.GetKey(KeyCode.E) && EScript.canUseSkill)
        {
            EAction = true;
            for (int i = 0; i < 7; i++)
            {
                GameObject.Find("잔상").transform.GetChild(i).GetComponent <SpriteRenderer>().enabled = true;
            }
            int move = transform.localScale.x < 0 ? -1 : 1;
            if (move == -1)
            {
                if (transform.position.x - 15 < GameObject.Find("EndLeft").transform.position.x)
                {
                    GameObject.Find("잔상").transform.position = new Vector3(
                        GameObject.Find("EndLeft").transform.position.x,
                        transform.position.y, 0);
                }
                else
                {
                    GameObject.Find("잔상").transform.position = new Vector3(
                        transform.position.x - 15,
                        transform.position.y, 0);
                }
            }
            else
            {
                if (transform.position.x + 15 > GameObject.Find("EndRight").transform.position.x)
                {
                    GameObject.Find("잔상").transform.position = new Vector3(
                        GameObject.Find("EndRight").transform.position.x,
                        transform.position.y, 0);
                }
                else
                {
                    GameObject.Find("잔상").transform.position = new Vector3(
                        transform.position.x + 15,
                        transform.position.y, 0);
                }
            }
        }

        if (Input.GetKeyUp(KeyCode.E) && EScript.canUseSkill)
        {
            EAction = true;
            StartCoroutine(ESKillM());
            transform.GetChild(4).GetComponent <ParticleSystem>().Play();
            transform.GetChild(0).GetChild(2).GetComponent <ESkillEffect>().EEffect();
            GameObject.Find("CoolTime E").SendMessage("UseSkill");
            transform.position = GameObject.Find("잔상").transform.position;
            for (int i = 0; i < 7; i++)
            {
                GameObject.Find("잔상").transform.GetChild(i).GetComponent <SpriteRenderer>().enabled = false;
            }
        }

        if (Input.GetKeyDown(KeyCode.R) && RScript.canUseSkill && IsThereAirboned())
        {
            RScript.UseSkill();
            GameObject[] gameObjects = GetAirbonedMonsters();
            float        avX         = 0;
            int          cnt         = 0;
            float        sum         = 0;
            foreach (GameObject item in gameObjects)
            {
                if (item.name.Contains("Wolf"))
                {
                    item.GetComponent <Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezePositionY;
                    item.GetComponent <Wolf>().CantMove           = true;
                }
                else if (item.name.Contains("Bird"))
                {
                    item.GetComponent <Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezePositionY;
                    item.GetComponent <Bird>().CantMove           = true;
                }
                sum += item.transform.position.x;
                cnt++;
            }
            avX = sum / cnt;

            transform.position             = new Vector3(avX, transform.position.y, transform.position.z);
            Camera.main.transform.position = new Vector3(transform.position.x, transform.position.y, Camera.main.transform.position.z);

            transform.GetChild(0).GetComponent <UltEffect>().avX      = avX;
            transform.GetChild(0).GetComponent <UltEffect>().Monsters = gameObjects;
            transform.GetChild(0).GetComponent <Animator>().SetBool("Ult", true);
        }
        if (Input.GetKey(KeyCode.W) && WScript.canUseSkill && Application.loadedLevelName == "Fight")
        {
            if (!Target)
            {
                return;
            }
            WScript.UseSkill();
            Target.GetComponent <MonsterInfo>().hp -= Target.GetComponent <MonsterInfo>().maxHp / 100 * 20;
            HP += (int)(Target.GetComponent <MonsterInfo>().maxHp * 0.4f + stats.AP);
        }
        if (HP > 2000)
        {
            HP = 2000;
        }
    }
Exemple #22
0
        public bool UseSkill(Skill skill, bool selfTarget = false, bool autoCome = true)
        {
            if (skill == null)
            {
                return(false);
            }

            while (IsCasting())
            {
                Utils.Delay(50, token);
            }


            if (autoCome && !selfTarget)
            {
                double dist = CalcMaxSkillRange(skill);

                if (dist > 0)
                {
                    double comeDist = (dist <= 4) ? Utils.Rand(0.8, 2) : dist - 1.5;

                    if ((TargetDist() > dist) && !ComeToTarget(comeDist, false))
                    {
                        // Failed coming to target...
                        return(false);
                    }
                }
            }


            bool result = false;

            SelectTarget();

            if (skill.TargetType() != TargetType.Location)
            {
                result = skill.UseSkill(false, selfTarget);
            }
            else
            {
                result = Host.UseSkill(skill.id, Target.X, Target.Y, Target.Z, false);
            }

            while (IsCasting())
            {
                Utils.Delay(50, token);
            }


            if (!result && autoCome)
            {
                var error = Host.GetLastError();

                if (TargetDist() >= 3.5 && (error == LastError.NoLineOfSight || error == LastError.TargetTooFarAway))
                {
                    ComeToTarget(TargetDist() - 2.5, false);
                }
            }


            return(result);
        }
Exemple #23
0
 // スキル使用
 public void Skill()
 {
     _skill.UseSkill();
 }
Exemple #24
0
    void UseSkill()
    {
        if (CurrentSkillStatus != SkillStatus.useSkill)
        {
            return;
        }

        if (_selectedSkill.targetType != TargetType.Position)
        {
            var targets = new List <Character>();
            switch (_selectedSkill.targetCount)
            {
            case TargetAmount.Single:
                targets.Add(_selectedTarget);
                break;

            case TargetAmount.Multiple:
                if (_selectedSkill.targetSite == TargetSite.Enemy)
                {
                    foreach (var chars in controller.allCharacters)
                    {
                        if (chars.Key < 0 && _selectedSkill.CheckForPossibleTarget(chars.Value.position))
                        {
                            targets.Add(chars.Value);
                        }
                    }
                }
                else if (_selectedSkill.targetSite == TargetSite.Team)
                {
                    foreach (var chars in controller.allCharacters)
                    {
                        if (chars.Key > 0 && _selectedSkill.CheckForPossibleTarget(chars.Value.position))
                        {
                            targets.Add(chars.Value);
                        }
                    }
                }
                break;

            case TargetAmount.All:
                if (_selectedSkill.targetSite == TargetSite.Enemy)
                {
                    foreach (var chars in controller.allCharacters)
                    {
                        if (chars.Key < 0)
                        {
                            targets.Add(chars.Value);
                        }
                    }
                }
                else if (_selectedSkill.targetSite == TargetSite.Team)
                {
                    foreach (var chars in controller.allCharacters)
                    {
                        if (chars.Key > 0)
                        {
                            targets.Add(chars.Value);
                        }
                    }
                }
                break;

            case TargetAmount.GlobalAll:
                foreach (var chars in controller.allCharacters)
                {
                    targets.Add(chars.Value);
                }
                break;
            }
            _selectedSkill.UseSkill(_currentChar, targets.ToArray(), this);
        }
        else
        {
            // _selectedSkill.UseSkill(_currentChar, this);
        }
        EndTurn();
    }
Exemple #25
0
    // Update is called once per frame
    void Update()
    {
        if (m_playingSkillAnimation || m_playingItemAnimation)
        {
            return;
        }

        if (EventSystem.current.currentSelectedGameObject == null)
        {
            r_attackButton.Select();
        }

        if (m_enemies == 0)
        {
            Victory();
        }

        switch (m_battleState)
        {
        case BattleState.BATTLESTATE_START:
            break;

        case BattleState.BATTLESTATE_PLAYER_TURN:

            if (Input.GetAxis("Horizontal") < 0.1 && Input.GetAxis("Horizontal") > -0.1 && Input.GetAxis("Vertical") < 0.1 && Input.GetAxis("Vertical") > -0.1 && Input.GetAxis("Submit") > 0.1 && Input.GetAxis("Cancel") > 0.1)
            {
                m_inputTimer = m_inputDelay;
            }

            if (m_inputTimer < m_inputDelay)
            {
                m_inputTimer += Time.deltaTime;
                return;
            }


            switch (m_selectedCommand)
            {
            case Command.COMMAND_NONE:
                break;

            case Command.COMMAND_ATTACK:
                BattleCursorMovement();

                if (Input.GetAxis("Submit") > 0.1)
                {
                    m_inputTimer = 0;
                    if (m_battleSpaces[m_selectionX, m_selectionY].m_selectable && m_battleSpaces[m_selectionX, m_selectionY].m_occupied)
                    {
                        foreach (BattleSpace space in m_SelectableSpaces)
                        {
                            space.m_cube.GetComponent <MeshRenderer>().material = m_materialNormal;
                            space.m_selectable = false;
                        }

                        foreach (BattleSpace space in m_battleSpaces)
                        {
                            if (space.m_occupied)
                            {
                                space.m_pawn.r_turnMarker.SetActive(false);
                                space.m_pawn.r_myTurnMarker.SetActive(false);
                            }
                        }
                        m_SelectableSpaces.Clear();

                        //ATTACK CODE
                        m_currentTurnPawn.Attack(m_selectionX, m_selectionY,
                                                 new Vector3(m_battleSpaces[m_selectionX, m_selectionY].m_cube.transform.position.x,
                                                             m_currentTurnPawn.transform.position.y,
                                                             m_battleSpaces[m_selectionX, m_selectionY].m_cube.transform.position.z));
                    }
                }

                if (Input.GetAxis("Cancel") > 0.1)
                {
                    m_inputTimer = 0;
                    AttackEnd(true);
                }
                break;

            case Command.COMMAND_SKILL:
                if (Input.GetAxis("Cancel") > 0.1)
                {
                    m_inputTimer = 0;
                    SkillEnd(true);
                    return;
                }

                if (!m_isAimingSkill)
                {
                    return;
                }
                BattleCursorMovement();

                if (Input.GetAxis("Submit") > 0.1)
                {
                    m_inputTimer = 0;
                    if (r_selectedSkill.ValidTarget(m_currentTurnPawn, m_selectionX, m_selectionY))
                    {
                        foreach (BattleSpace space in m_SelectableSpaces)
                        {
                            space.m_cube.GetComponent <MeshRenderer>().material = m_materialNormal;
                            space.m_selectable = false;
                        }

                        foreach (BattleSpace space in m_battleSpaces)
                        {
                            if (space.m_occupied)
                            {
                                space.m_pawn.r_turnMarker.SetActive(false);
                                space.m_pawn.r_myTurnMarker.SetActive(false);
                            }
                        }
                        m_SelectableSpaces.Clear();
                        r_selectedSkill.UseSkill(m_currentTurnPawn, m_selectionX, m_selectionY);
                    }
                }
                break;

            case Command.COMMAND_ITEM:
                if (Input.GetAxis("Cancel") > 0.1)
                {
                    m_inputTimer = 0;
                    ItemEnd(true);
                    return;
                }

                if (!m_isAimingItem)
                {
                    return;
                }
                BattleCursorMovement();

                if (Input.GetAxis("Submit") > 0.1)
                {
                    m_inputTimer = 0;
                    if (r_selectedItem.ValidTarget(m_currentTurnPawn, m_selectionX, m_selectionY))
                    {
                        foreach (BattleSpace space in m_SelectableSpaces)
                        {
                            space.m_cube.GetComponent <MeshRenderer>().material = m_materialNormal;
                            space.m_selectable = false;
                        }
                        m_SelectableSpaces.Clear();
                        foreach (BattleSpace space in m_battleSpaces)
                        {
                            if (space.m_occupied)
                            {
                                space.m_pawn.r_turnMarker.SetActive(false);
                                space.m_pawn.r_myTurnMarker.SetActive(false);
                            }
                        }
                        r_selectedItem.UseItem(m_currentTurnPawn, m_selectionX, m_selectionY);
                    }
                }
                break;

            case Command.COMMAND_MOVE:


                BattleCursorMovement();

                if (Input.GetAxis("Submit") > 0.1)
                {
                    m_inputTimer = 0;
                    if (m_battleSpaces[m_selectionX, m_selectionY].m_selectable)
                    {
                        foreach (BattleSpace space in m_SelectableSpaces)
                        {
                            space.m_cube.GetComponent <MeshRenderer>().material = m_materialNormal;
                            space.m_selectable = false;
                        }
                        m_SelectableSpaces.Clear();
                        foreach (BattleSpace space in m_battleSpaces)
                        {
                            if (space.m_occupied)
                            {
                                space.m_pawn.r_turnMarker.SetActive(false);
                                space.m_pawn.r_myTurnMarker.SetActive(false);
                            }
                        }
                        m_currentTurnPawn.MoveTo(m_selectionX, m_selectionY,
                                                 new Vector3(m_battleSpaces[m_selectionX, m_selectionY].m_cube.transform.position.x,
                                                             m_currentTurnPawn.transform.position.y,
                                                             m_battleSpaces[m_selectionX, m_selectionY].m_cube.transform.position.z));
                        MoveEnd(false);
                    }
                }

                if (Input.GetAxis("Cancel") > 0.1)
                {
                    m_inputTimer = 0;
                    MoveEnd(true);
                }

                break;

            case Command.COMMAND_DEFEND:
                break;

            default:
                break;
            }

            break;

        case BattleState.BATTLESTATE_ENEMY_TURN:
            break;

        case BattleState.BATTLESTATE_WIN:
            if (m_inputTimer < m_inputDelay)
            {
                m_inputTimer += Time.deltaTime;
                return;
            }

            switch (m_victoryState)
            {
            case VictoryState.VICTORYSTATE_START:
                if (Input.GetAxis("Submit") > 0.1)
                {
                    m_inputTimer = 0;
                    LevelUp();
                    m_victoryState = VictoryState.VICTORYSTATE_LEVELUP;
                }
                break;

            case VictoryState.VICTORYSTATE_LEVELUP:
                if (Input.GetAxis("Submit") > 0.1)
                {
                    m_inputTimer = 0;
                    EndBattle(true);
                }
                break;

            case VictoryState.VICTORYSTATE_END:
                break;

            default:
                break;
            }
            break;

        case BattleState.BATTLESTATE_LOSE:
            break;

        case BattleState.BATTLESTATE_INBETWEENTURN:
            m_turnTimer -= Time.deltaTime;
            if (m_turnTimer <= 0)
            {
                foreach (BattlePawn pawn in m_charactersInBattle)
                {
                    pawn.r_turnMarker.GetComponentInChildren <Text>().text = (pawn.m_timeUntilTurn).ToString();

                    if (pawn.m_timeUntilTurn == 0)
                    {
                        pawn.r_turnMarker.SetActive(false);
                        pawn.r_myTurnMarker.SetActive(true);
                    }
                    else
                    {
                        pawn.r_turnMarker.SetActive(true);
                        pawn.r_myTurnMarker.SetActive(false);
                    }

                    if (pawn.m_isDead)
                    {
                        pawn.r_turnMarker.SetActive(false);
                        pawn.r_myTurnMarker.SetActive(false);
                    }
                }
                m_currentTurnPawn.TakeTurn();
            }
            break;

        default:
            break;
        }
    }
Exemple #26
0
    // Update is called once per frame
    void Update()
    {
        spriteRenderer.sortingOrder = -(int)(transform.position.y * 2);

        switch (currentState)
        {
        case PokemonState.Attack:
            if (!isOnAttack)
            {
                if (!IsAttackTargetInRange())
                {
                    currentState = PokemonState.Move;
                }
                else
                {
                    attackCoroutine = AttackAction();
                    StartCoroutine(attackCoroutine);
                }
            }

            break;

        case PokemonState.Move:
            StartAnimation();
            if (attackTarget != null && attackTarget.isAlive)
            {
                if (IsAttackTargetInRange())
                {
                    currentState = PokemonState.Attack;
                }
            }
            else
            {
                battleCallbackHandler.LostAttackTarget(this);
            }
            break;

        default:
            break;
        }

        if ((currentState == PokemonState.Attack || currentState == PokemonState.Move) &&
            currentPp >= ppFull)
        {
            currentPp = 0;

            if (skill != null)
            {
                isOnAttack = false;
                StopAttack();
                if (!CheckParalysis())
                {
                    currentState = PokemonState.Skill;
                    Pokemon skillTarget = GetNearstEnemyPokemon();

                    skill.UseSkill(this, skillTarget);
                }
            }
        }

        if (isAlive)
        {
            UpdateStatus();
        }
    }