Exemple #1
0
        public void UpdateDisplay(AllyInfo selectedAlly)
        {
            var threadDamageBonus = selectedAlly.capacity.Where(thread => thread.GetComponent <Ethread>().effectName == "RedThread").Count();
            var threadMoveBonus   = selectedAlly.capacity.Where(thread => thread.GetComponent <Ethread>().effectName == "BlueThread").Count();

            nameText.text    = selectedAlly.entity.entityName;
            subnameText.text = selectedAlly.entity.entitySubname;
            SetChips(damageChips, selectedAlly.entity.damage + threadDamageBonus);
            SetChips(moveRangeChips, selectedAlly.entity.maxMoves + threadMoveBonus);
            SetChips(atkRangeChips, selectedAlly.entity.range);

            var skills = SkillUtils.PopulateSkills(selectedAlly.entity.skillNames, new List <int> {
                1, 1, 1
            });

            skillNameTexts = skillElements.Select(element => {
                return(element.Find("SkillName").GetComponent <Text>());
            }).ToList();

            skillDescTexts = skillElements.Select(element => {
                return(element.Find("SkillDesc").GetComponent <Text>());
            }).ToList();

            skills.ForEach(skill => {
                var skillNameText = skillNameTexts[0];
                skillNameTexts.Remove(skillNameText);

                skillNameText.text = skill.name ?? "";

                var skillDescText = skillDescTexts[0];
                skillDescTexts.Remove(skillDescText);

                skillDescText.text = skill.desc ?? "";
            });

            var enablePrimarySkillText   = selectedAlly.capacity.Any(thread => thread.GetComponent <Ethread>().effectName == "PurpleThread");
            var enableSecondarySkillText = selectedAlly.capacity.Any(thread => thread.GetComponent <Ethread>().effectName == "YellowThread");
            var enableTertiarySkillText  = selectedAlly.capacity.Any(thread => thread.GetComponent <Ethread>().effectName == "PinkThread");

            ToggleSkillText(skillElements[0], enablePrimarySkillText);
            ToggleSkillText(skillElements[1], enableSecondarySkillText);
            ToggleSkillText(skillElements[2], enableTertiarySkillText);

            // resets any skill section that was previously populated, that the newly selected ally does not have
            // i.e swapping from ally with 3 skills to one with 2 will empty the third slot even though
            skillNameTexts.ForEach(text => text.text = "");
            skillDescTexts.ForEach(text => text.text = "");
        }
Exemple #2
0
    void Start()
    {
        equippedThreads.ForEach(thread => thread.effect.ApplyEffect(this));

        currentMoves     = maxMoves;
        currentAttacks   = maxAttacks;
        currentHP        = maxHP;
        damageReceiver   = this;
        currentSkillUses = maxSkillUses;
        currentSP        = maxSP;
        if (isHostile)
        {
            enemyConfig = enemyConfigName.ToEnemyConfig();
        }
        skills          = SkillUtils.PopulateSkills(skillNames, skillLevels);
        behaviors       = behaviorNames.ToBehaviors(this);
        fears           = fearNames.ToFears();
        afraidBehaviors = afraidBehaviorNames.ToBehaviors(this);
        healthBar       = GenerateHealthBar();
        UpdateHealthBar();
        fearIcon = gameObject.transform.Find("FearIcon").gameObject;
        fearIcon.SetActive(false);
        turnAnimSequence = DOTween.Sequence();
    }