Exemple #1
0
    private IEnumerator ActionSequence()
    {
        // Determine turn order using our custom compare method
        List <EntityController> turnOrder = new List <EntityController>();

        foreach (EntityController ec in entities)
        {
            turnOrder.Add(ec);
        }

        turnOrder.Sort((x, y) => x.CompareTo(y));


        // Execute each entity's action
        foreach (EntityController ec in turnOrder)
        {
            // We need to check for target death later.
            if (ec.dead)
            {
                continue;
            }

            // Tweak later so that the target can change
            if (ec.target.dead)
            {
                continue;
            }

            // Cast the spell
            SpellCast spellCast = ec.action.Cast(ec, ec.target);
            ec.actionResult = spellCast;
            ec.target.IncreaseDamageTaken(spellCast.GetDamageApplied());

            // NOTE: Replace with a spell specific method later because "Player casts attack!" sounds awful.
            string dialogueSeq = ec.param.entityName + " casts " + spellCast.spell.name +
                                 " on " + ec.target.param.entityName + "!";
            EventManager.Instance.RaiseStringEvent(EventConstants.ON_DIALOGUE_QUEUE, dialogueSeq);

            // If spell is successful, queue up its animation
            if (spellCast.success)
            {
                Sequence animationSeq = new AnimationSequence(spellCast.spell.spellAnimation, ec, ec.target, spellCast);
                EventManager.Instance.RaiseSequenceGameEvent(EventConstants.ON_SEQUENCE_QUEUE, animationSeq);
            }
            // Otherwise, output a failure message
            else
            {
                // NOTE: Replace with a spell specific method later so we can output more varied flavor text here
                EventManager.Instance.RaiseStringEvent(EventConstants.ON_DIALOGUE_QUEUE, "Failed!");
            }

            // Start the sequence
            sequencer.StartSequence();

            // Output damage messages
            if (spellCast.GetDamageApplied() > 0)
            {
                if (spellCast.critical)
                {
                    string critSeq = "Critical Hit!";
                    EventManager.Instance.RaiseStringEvent(EventConstants.ON_DIALOGUE_QUEUE, critSeq);
                }

                string damageSeq = ec.target.param.entityName + " takes " + spellCast.GetDamageApplied() + " damage!";
                EventManager.Instance.RaiseStringEvent(EventConstants.ON_DIALOGUE_QUEUE, damageSeq);
            }

            // Wait until sequence is done
            while (sequencer.active)
            {
                yield return(null);
            }

            // apply effects from the spell if the target is still alive.

            List <EffectInstance> effects = spellCast.GetEffects();

            foreach (EffectInstance ef in effects)
            {
                if (ef.castSuccess)
                {
                    ef.OnActivate();
                }
            }

            while (sequencer.active)
            {
                yield return(null);
            }
        }

        yield return(null);

        StartCoroutine(InvokeOnSequenceEnd(EventConstants.ON_TURN_END));
    }