Exemple #1
0
    public void SetPerformerSkillAnimation(SkillArtInfo skillInfo, bool activate)
    {
        SkeletonAnimation skillAnimation = unitAnimator.Effects.Find(item => item.name == skillInfo.ArtId);

        if (skillAnimation != null)
        {
            skillAnimation.gameObject.layer = CurrentState.gameObject.layer;
            skillAnimation.gameObject.SetActive(activate);
            skillAnimation.Reset();
        }
        unitAnimator.Animator.SetBool(skillInfo.AnimationId, activate);
    }
Exemple #2
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    public void UnitSkillIntroOverriden(FormationUnit unit, SkillArtInfo skillArtInfo, string mode)
    {
        if (unit.CurrentHalo != null)
        {
            unit.CurrentHalo.skeletonAnimation.MeshRenderer.enabled = false;
        }

        unit.SetLayer(9);
        unit.SetSortingOrder(PartyFormationManager.ShowoffOrder + 6);
        if (unit.CombatInfo.IsImmobilized)
        {
            unit.SetDefendAnimation(false);
        }
        unit.SetPerformerSkillAnimationOverriden(skillArtInfo, mode, true);
    }
    public void UnitSkillIntro(FormationUnit unit, SkillArtInfo skillArtInfo)
    {
        if (unit.CurrentHalo != null)
        {
            unit.CurrentHalo.SkeletonAnimation.MeshRenderer.enabled = false;
        }

        unit.SetLayer(9);
        unit.SetSortingOrder(ShowoffOrder + 6);
        if (unit.CombatInfo.IsImmobilized)
        {
            unit.SetDefendAnimation(false);
        }
        unit.SetPerformerSkillAnimation(skillArtInfo, true);
    }
Exemple #4
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    public SkillTargetInfo UpdateSkillInfo(FormationUnit performer, CombatSkill skill)
    {
        Mode         = performer.Character.Mode;
        Skill        = skill;
        SkillArtInfo = performer.Character.SkillArtInfo.Find(info => info.SkillId == skill.Id);

        if (skill.LimitPerBattle.HasValue)
        {
            performer.CombatInfo.SkillsUsedInBattle.Add(skill.Id);
        }
        if (skill.LimitPerTurn.HasValue)
        {
            performer.CombatInfo.SkillsUsedThisTurn.Add(skill.Id);
        }

        return(this);
    }
Exemple #5
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    public void SetPerformerSkillAnimationOverriden(SkillArtInfo skillInfo, string mode, bool activate)
    {
        SkeletonAnimation skillAnimation = unitAnimator.Effects.Find(item => item.name == skillInfo.ArtId);

        if (skillAnimation != null)
        {
            skillAnimation.gameObject.layer = CurrentState.gameObject.layer;
            skillAnimation.gameObject.SetActive(activate);
            if (activate)
            {
                skillAnimation.Reset();
                skillAnimation.state.SetAnimation(0, skillInfo.ArtId + "_" + mode, false).Time = 0;
                skillAnimation.Update(0);
                skillAnimation.AnimationName = skillInfo.ArtId + "_" + mode;
            }
        }
        unitAnimator.Animator.SetBool(skillInfo.AnimationId + "_" + mode, activate);
    }
Exemple #6
0
 public void UnitSkillOutroOverriden(FormationUnit unit, SkillArtInfo skillArtInfo, string mode)
 {
     unit.SetLayer(0);
     if (unit.Character.RenderRankOverride == 0)
     {
         unit.SetSortingOrder(PartyFormationManager.ShowoffOrder - unit.Rank);
     }
     else
     {
         unit.SetSortingOrder(PartyFormationManager.ShowoffOrder - unit.Character.RenderRankOverride);
     }
     unit.DeleteTarget(0.1f);
     unit.SetPerformerSkillAnimationOverriden(skillArtInfo, mode, false);
     if (unit.CombatInfo.IsImmobilized)
     {
         unit.SetDefendAnimation(true);
     }
     if (unit.CurrentHalo != null)
     {
         unit.CurrentHalo.skeletonAnimation.MeshRenderer.enabled = true;
     }
 }
    public static void ExecuteSkill(FormationUnit performerUnit, FormationUnit targetUnit, CombatSkill skill, SkillArtInfo artInfo)
    {
        SkillResult.Skill   = skill;
        SkillResult.ArtInfo = artInfo;

        var target    = targetUnit.Character;
        var performer = performerUnit.Character;

        ApplyConditions(performerUnit, targetUnit, skill);

        if (skill.Move != null && !performerUnit.CombatInfo.IsImmobilized)
        {
            if (skill.Move.Pullforward > 0)
            {
                performerUnit.Pull(skill.Move.Pullforward, false);
            }
            else if (skill.Move.Pushback > 0)
            {
                performerUnit.Push(skill.Move.Pushback, false);
            }
        }

        if (skill.Category == SkillCategory.Heal || skill.Category == SkillCategory.Support)
        {
            #region Heal

            if (skill.Heal != null)
            {
                float initialHeal = RandomSolver.Next(skill.Heal.MinAmount, skill.Heal.MaxAmount + 1) *
                                    (1 + performer.GetSingleAttribute(AttributeType.HpHealPercent).ModifiedValue);

                if (skill.IsCritValid)
                {
                    float critChance = performer[AttributeType.CritChance].ModifiedValue + skill.CritMod / 100;
                    if (RandomSolver.CheckSuccess(critChance))
                    {
                        int critHeal = target.Heal(initialHeal * 1.5f, true);
                        targetUnit.OverlaySlot.UpdateOverlay();
                        SkillResult.AddResultEntry(new SkillResultEntry(targetUnit, critHeal, SkillResultType.CritHeal));

                        ApplyEffects(performerUnit, targetUnit, skill);
                        if (targetUnit.Character.IsMonster == false)
                        {
                            DarkestDungeonManager.Data.Effects["crit_heal_stress_heal"].ApplyIndependent(targetUnit);
                        }
                        return;
                    }
                }

                int heal = target.Heal(initialHeal, true);
                targetUnit.OverlaySlot.UpdateOverlay();

                SkillResult.AddResultEntry(new SkillResultEntry(targetUnit, heal, SkillResultType.Heal));
                ApplyEffects(performerUnit, targetUnit, skill);
            }
            else
            {
                SkillResult.AddResultEntry(new SkillResultEntry(targetUnit, SkillResultType.Utility));
                ApplyEffects(performerUnit, targetUnit, skill);
            }

            #endregion
        }
        else
        {
            #region Damage

            float accuracy  = skill.Accuracy + performer.Accuracy;
            float hitChance = Mathf.Clamp(accuracy - target.Dodge, 0, 0.95f);
            float roll      = (float)RandomSolver.NextDouble();
            if (target.BattleModifiers != null && target.BattleModifiers.CanBeHit == false)
            {
                roll = float.MaxValue;
            }

            if (roll > hitChance)
            {
                if (!(skill.CanMiss == false || (target.BattleModifiers != null && target.BattleModifiers.CanBeMissed == false)))
                {
                    if (roll > Mathf.Min(accuracy, 0.95f))
                    {
                        SkillResult.AddResultEntry(new SkillResultEntry(targetUnit, SkillResultType.Miss));
                    }
                    else
                    {
                        SkillResult.AddResultEntry(new SkillResultEntry(targetUnit, SkillResultType.Dodge));
                    }

                    ApplyEffects(performerUnit, targetUnit, skill);
                    return;
                }
            }

            float initialDamage = performer is Hero?
                                  Mathf.Lerp(performer.MinDamage, performer.MaxDamage, (float)RandomSolver.NextDouble()) * (1 + skill.DamageMod) :
                                  Mathf.Lerp(skill.DamageMin, skill.DamageMax, (float)RandomSolver.NextDouble()) * performer.DamageMod;

            int damage = Mathf.CeilToInt(initialDamage * (1 - target.Protection));
            if (damage < 0)
            {
                damage = 0;
            }

            if (target.BattleModifiers != null && target.BattleModifiers.CanBeDamagedDirectly == false)
            {
                damage = 0;
            }

            if (skill.IsCritValid)
            {
                float critChance = performer.GetSingleAttribute(AttributeType.CritChance).ModifiedValue + skill.CritMod;
                if (RandomSolver.CheckSuccess(critChance))
                {
                    int critDamage = target.TakeDamage(damage * 1.5f);
                    targetUnit.OverlaySlot.UpdateOverlay();

                    if (target.HasZeroHealth)
                    {
                        SkillResult.AddResultEntry(new SkillResultEntry(targetUnit, critDamage, true, SkillResultType.Crit));
                    }
                    else
                    {
                        SkillResult.AddResultEntry(new SkillResultEntry(targetUnit, critDamage, SkillResultType.Crit));
                    }

                    ApplyEffects(performerUnit, targetUnit, skill);
                    if (targetUnit.Character.IsMonster == false)
                    {
                        DarkestDungeonManager.Data.Effects["Stress 2"].ApplyIndependent(targetUnit);
                    }
                    return;
                }
            }
            damage = target.TakeDamage(damage);
            targetUnit.OverlaySlot.UpdateOverlay();
            if (target.HasZeroHealth)
            {
                SkillResult.AddResultEntry(new SkillResultEntry(targetUnit, damage, true, SkillResultType.Hit));
            }
            else
            {
                SkillResult.AddResultEntry(new SkillResultEntry(targetUnit, damage, SkillResultType.Hit));
            }

            ApplyEffects(performerUnit, targetUnit, skill);

            #endregion
        }
    }
Exemple #8
0
    private void LoadData(List <string> heroData)
    {
        int index = 2;

        StringId = heroData[0].Split(' ')[1];

        while (heroData[index] != ".end")
        {
            List <string> data = heroData[index++].Replace("%", "").Replace("\"", "").
                                 Split(new[] { ' ', '\t' }, StringSplitOptions.RemoveEmptyEntries).ToList();

            switch (data[0])
            {
            case "rendering:":
                RenderingRankOverride = int.Parse(data[2]);
                break;

            case "commonfx:":
                if (CommonEffects == null)
                {
                    CommonEffects = new CommonEffects(data);
                }
                else
                {
                    CommonEffects.LoadData(data);
                }
                break;

            case "combat_skill:":
                SkillArtInfo skillArt = new SkillArtInfo(data, false);
                SkillArtInfo.Add(skillArt);
                break;

            case "riposte_skill:":
                SkillArtInfo riposteArt = new SkillArtInfo(data, false);
                SkillArtInfo.Add(riposteArt);
                break;

            default:
                Debug.LogError("Unknown art token in hero: " + StringId);
                break;
            }
        }
        index += 2;

        while (heroData[index] != ".end")
        {
            List <string> data = heroData[index++].Replace("%", "").Replace("\"", "").
                                 Split(new [] { ' ', '\t' }, StringSplitOptions.RemoveEmptyEntries).ToList();

            switch (data[0])
            {
            case "resistances:":
                Resistanses.Add(AttributeType.Stun, float.Parse(data[2]) / 100);
                Resistanses.Add(AttributeType.Poison, float.Parse(data[4]) / 100);
                Resistanses.Add(AttributeType.Bleed, float.Parse(data[6]) / 100);
                Resistanses.Add(AttributeType.Disease, float.Parse(data[8]) / 100);
                Resistanses.Add(AttributeType.Move, float.Parse(data[10]) / 100);
                Resistanses.Add(AttributeType.Debuff, float.Parse(data[12]) / 100);
                Resistanses.Add(AttributeType.DeathBlow, float.Parse(data[14]) / 100);
                Resistanses.Add(AttributeType.Trap, float.Parse(data[16]) / 100);
                break;

            case "weapon:":
                Equipment weapon = new Equipment(data[2], Weapons.Count + 1, HeroEquipmentSlot.Weapon);
                weapon.EquipmentModifiers.Add(new FlatModifier(AttributeType.DamageLow, float.Parse(data[6]), false));
                weapon.EquipmentModifiers.Add(new FlatModifier(AttributeType.DamageHigh, float.Parse(data[7]), false));
                weapon.EquipmentModifiers.Add(new FlatModifier(AttributeType.CritChance, float.Parse(data[9]) / 100, false));
                weapon.EquipmentModifiers.Add(new FlatModifier(AttributeType.SpeedRating, float.Parse(data[11]), false));
                Weapons.Add(weapon);
                break;

            case "armour:":
                Equipment armor = new Equipment(data[2], Armors.Count + 1, HeroEquipmentSlot.Armor);
                armor.EquipmentModifiers.Add(new FlatModifier(AttributeType.DefenseRating, float.Parse(data[4]) / 100, false));
                armor.EquipmentModifiers.Add(new FlatModifier(AttributeType.HitPoints, float.Parse(data[8]), true));
                Armors.Add(armor);
                break;

            case "combat_skill:":
                List <string> combatData = new List <string>();
                data = heroData[index - 1].Split(new [] { '\"' }, StringSplitOptions.RemoveEmptyEntries).ToList();
                bool isEffectData = false;
                foreach (var item in data)
                {
                    if (isEffectData)
                    {
                        if (item.Trim(' ').StartsWith("."))
                        {
                            isEffectData = false;
                        }
                        else
                        {
                            combatData.Add(item);
                            continue;
                        }
                    }

                    string[] combatItems = item.Replace("%", "").Split(
                        new [] { ' ', '\t' }, StringSplitOptions.RemoveEmptyEntries);
                    if (combatItems[combatItems.Length - 1] == ".effect")
                    {
                        isEffectData = true;
                    }
                    combatData.AddRange(combatItems);
                }

                CombatSkillVariants.Add(new CombatSkill(combatData, true));
                break;

            case "combat_move_skill:":
                MoveSkill = new MoveSkill(data[2], int.Parse(data[8]), int.Parse(data[9]));
                break;

            case "riposte_skill:":
                List <string> riposteData = new List <string>();
                data = heroData[index - 1].Split('\"').ToList();
                bool isRiposteEffect = false;
                foreach (var item in data)
                {
                    if (isRiposteEffect)
                    {
                        if (item.Trim(' ')[0] == '.')
                        {
                            isRiposteEffect = false;
                        }
                        else
                        {
                            riposteData.Add(item);
                            continue;
                        }
                    }

                    string[] combatItems = item.Replace("%", "").Split(
                        new [] { ' ', '\t' }, StringSplitOptions.RemoveEmptyEntries);
                    if (combatItems[combatItems.Length - 1] == ".effect")
                    {
                        isRiposteEffect = true;
                    }
                    riposteData.AddRange(combatItems);
                }
                RiposteSkill = new CombatSkill(riposteData, true);
                break;

            case "incompatible_party_member:":
                IncompatiablePartyTag = data[4];
                break;

            case "tag:":
                Tags.Add(data[2]);
                break;

            case "controlled:":
                break;

            case "id_index:":
                IndexId = int.Parse(data[2]);
                break;

            case "skill_selection:":
                CanSelectCombatSkills        = bool.Parse(data[2]);
                NumberOfSelectedCombatSkills = int.Parse(data[4]);
                break;

            case "deaths_door:":
                if (DeathDoor == null)
                {
                    DeathDoor = new DeathDoor(data);
                }
                else
                {
                    DeathDoor.LoadData(data);
                }
                break;

            case "generation:":
                if (Generation == null)
                {
                    Generation = new HeroGeneration(data);
                }
                else
                {
                    Generation.LoadData(data);
                }
                break;

            case "extra_battle_loot:":
                if (ExtraBattleLoot == null)
                {
                    ExtraBattleLoot = new LootDefinition(data);
                }
                else
                {
                    ExtraBattleLoot.LoadData(data);
                }
                break;

            case "extra_curio_loot:":
                if (ExtraCurioLoot == null)
                {
                    ExtraCurioLoot = new LootDefinition(data);
                }
                else
                {
                    ExtraCurioLoot.LoadData(data);
                }
                break;

            case "extra_stack_limit:":
                ExtraStackLimit = data[2];
                break;

            case "mode:":
                Modes.Add(new CharacterMode(data));
                break;

            default:
                Debug.LogError("Unknown info token " + data[0] + " in hero: " + StringId);
                break;
            }
        }

        CombatSkills = new List <CombatSkill>(CombatSkillVariants.FindAll(skill => skill.Level == 0));
    }
Exemple #9
0
 public void SetTargetSkillEffect(SkillArtInfo artInfo, FormationUnit performer)
 {
     SetTargetEffect(performer, artInfo.TargetChestFX, "fxchest");
     SetTargetEffect(performer, artInfo.TargetFX, "fxskill");
     SetTargetEffect(performer, artInfo.TargetHeadFX, "fxhead");
 }