Exemple #1
0
    // Start is called before the first frame update
    void Start()
    {
        // make sure start position is centered
        targetPosition.x = Mathf.Round(gameObject.transform.position.x);
        targetPosition.y = Mathf.Floor(gameObject.transform.position.y) + 0.5f;
        startPosition    = targetPosition;

        // load turn system
        TurnSystem = GameObject.Find("Turn-basedSystem").GetComponent <turnSystemScript>();
        //create a turn for the enemy
        foreach (TurnClass tc in TurnSystem.playersGroup)
        {
            if (tc.playerGameObject.name == gameObject.name)
            {
                turnClass = tc;
            }
        }
        //set information for starting position tile
        var tiles = GameTiles.instance.tiles;

        if (tiles.TryGetValue(new Vector3Int(Mathf.RoundToInt(startPosition.x), Mathf.FloorToInt(startPosition.y), 0), out _tile))
        {
            _tile.Occupied = true;
            _tile.Player   = false;
        }

        if (gameObject.name.Equals("Ranged Enemy"))
        {
            ranged = true;
        }
    }
    void Awake()
    {
        GameObject Rob  = GameObject.Find("Rob");
        GameObject Rob2 = GameObject.Find("Rob2");

        realTurns = new TurnClass(Rob, Rob2);
        Debug.Log("executed the start line of playershooting");
        realTurns.nextTurn();
    }
Exemple #3
0
 private void Start()
 {
     turnSystem = GameObject.Find("TurnBasedSystem").GetComponent <TurnSystem>();
     foreach (TurnClass tc in turnSystem.playersGroup)
     {
         if (tc.playerGameObject.name == gameObject.name)
         {
             turnClass = tc;
         }
     }
 }
Exemple #4
0
    void Start()
    {
        player     = GameObject.FindGameObjectWithTag("Player");
        turnSystem = GameObject.Find("TurnSystem").GetComponent <TurnBasedSystem> ();
        gameObject.transform.parent.hasChanged = false;

        foreach (TurnClass tc in turnSystem.playersGroup)
        {
            if (tc.character.name == gameObject.name)
            {
                turnClass = tc;
            }
        }
        pos = gameObject.transform.position;
    }
    void Start()
    {
        mRigidbody2D = GetComponent <Rigidbody2D>();

        hitPoints = maxPoints;


        turnSystem = GameObject.Find("Turn-basedSystem").GetComponent <TurnSystem>();

        foreach (TurnClass tc in turnSystem.playersGroup)
        {
            if (tc.playerGameObject.name == gameObject.name)
            {
                turnClass = tc;
            }
        }
    }
Exemple #6
0
    private void Start()
    {
        playerColl      = this.GetComponent <CapsuleCollider>();
        boardTurnSystem = GameObject.Find("Maze").GetComponent <RandoMazeBoard>();
        maze            = GameObject.Find("Maze").GetComponent <maze>();
        move            = GetComponent <keyMove2>();
        NVM             = GetComponent <navMashMove>();

        //for each gameObject of Turnclass in the List of "Maze"
        foreach (TurnClass element in boardTurnSystem.playersGroup)
        {
            //if the gameObject Name matches the gameObject name in "Maze" /check if gameObject is registered in "Maze"
            //add reference of element instance into turnclass
            if (element.playerGameObject.name == gameObject.name)
            {
                turnClass = element;
            }
        }
    }
Exemple #7
0
    private void Start()
    {
        newPosition  = transform.position;
        gridMeasures = FindObjectOfType <Grid>();
        Debug.Log(gridMeasures.hexWidth);
        Debug.Log(gridMeasures.hexHeight);

        turnSystem = GameObject.Find("TurnBasedSystem").GetComponent <TurnSystem>();
        turnClass.playerGameObject = GameObject.FindGameObjectWithTag("Player");
        turnSystem.playersGroup.Add(turnClass);

        foreach (TurnClass tc in turnSystem.playersGroup)
        {
            if (tc.playerGameObject.name == gameObject.name)
            {
                turnClass = tc;
            }
        }
    }
Exemple #8
0
    // Use this for initialization
    void Start()
    {
        player = GameObject.Find("Player");

        turnSystem = GameObject.Find("TurnSystem").GetComponent <TurnBasedSystem> ();

        foreach (GameObject node in GameObject.FindGameObjectsWithTag("Node"))                          // For each object in the scene tagged "Node"...
        {
            nodes.Add(node);                                                                            // ...Add it to the list "nodes"
        }

        foreach (TurnClass tc in turnSystem.playersGroup)
        {
            if (tc.character.name == gameObject.name)
            {
                turnClass = tc;
            }
        }
        pos = gameObject.transform.position;
    }
    void Start()
    {
        trailMemory [0] = gameObject.transform.position;                //The trails become the player's position when starting the game.
        trailMemory [1] = gameObject.transform.position;

        foreach (GameObject node in GameObject.FindGameObjectsWithTag("Node"))                          // For each object in the scene tagged "Node"...
        {
            nodes.Add(node);                                                                            // ...Add it to the list "nodes"
        }

        turnSystem = GameObject.Find("TurnSystem").GetComponent <TurnBasedSystem> ();

        foreach (TurnClass tc in turnSystem.playersGroup)
        {
            if (tc.character.name == gameObject.name)
            {
                turnClass = tc;
            }

            pos = gameObject.transform.position;                                                                                                // Assigning pos a value. At the start of the game, pos = where the player is so the player does not move.

            playerAnimator = gameObject.GetComponent <Animator> ();
        }
    }
    // Start is called before the first frame update
    void Start()
    {
        Button endturn = endTurn.GetComponent <Button>();

        endturn.onClick.AddListener(TurnEnder);

        Button wizardmove = wizardMove.GetComponent <Button>();

        wizardmove.onClick.AddListener(MoveWizard);

        Button sacrificemove = sacrificeMove.GetComponent <Button>();

        sacrificemove.onClick.AddListener(MoveSacrifice);

        boundAbilities.Add(hud.Ability1);
        boundAbilities.Add(hud.Ability2);
        boundAbilities.Add(hud.Ability3);

        for (int i = 0; i < 3; i++)
        {
            Debug.Log(boundAbilities[i]);
            if (PersistentData.abilities[i] == "Staff Whack")
            {
                staffWhack = boundAbilities[i];
            }
            else if (PersistentData.abilities[i] == "Fiendish Wisp")
            {
                fiendishWisp = boundAbilities[i];
            }
            else if (PersistentData.abilities[i] == "Vicious Slap")
            {
                viciousSlap = boundAbilities[i];
            }
            else if (PersistentData.abilities[i] == "Forgotten Curse")
            {
                forgottenCurse = boundAbilities[i];
            }
            else if (PersistentData.abilities[i] == "Infernal Bubble")
            {
                infernalBubble = boundAbilities[i];
            }
            else if (PersistentData.abilities[i] == "Shady Switcheroo")
            {
                shadyswitcheroo = boundAbilities[i];
            }
            else if (PersistentData.abilities[i] == "Shadow Step")
            {
                shadowstep = boundAbilities[i];
            }
        }

        if (staffWhack != null)
        {
            Button staffwhack = staffWhack.GetComponent <Button>();
            staffwhack.onClick.AddListener(UseStaffWhack);
        }

        if (shadyswitcheroo != null)
        {
            Button shadySwitcheroo = shadyswitcheroo.GetComponent <Button>();
            shadySwitcheroo.onClick.AddListener(UseShadySwitcheroo);
        }

        if (fiendishWisp != null)
        {
            Button fiendishwisp = fiendishWisp.GetComponent <Button>();
            fiendishwisp.onClick.AddListener(UseFiendishWisp);
        }

        if (forgottenCurse != null)
        {
            Button forgottencurse = forgottenCurse.GetComponent <Button>();
            forgottencurse.onClick.AddListener(UseForgottenCurse);
        }

        if (infernalBubble != null)
        {
            Button infernalbubble = infernalBubble.GetComponent <Button>();
            infernalbubble.onClick.AddListener(UseInfernalBubble);
        }

        if (shadowstep != null)
        {
            Button shadowStep = shadowstep.GetComponent <Button>();
            shadowStep.onClick.AddListener(useshadowStep);
        }

        if (viciousSlap != null)
        {
            Button viciousslap = viciousSlap.GetComponent <Button>();
            viciousslap.onClick.AddListener(useViciousSlap);
        }

//        GameObject.FindGameObjectWithTag("Music").GetComponent<GameMusic>().PlayBattleMusic();

        // load turn system
        TurnSystem = GameObject.Find("Turn-basedSystem").GetComponent <turnSystemScript>();

        foreach (TurnClass tc in TurnSystem.playersGroup)
        {
            if (tc.playerGameObject.name == gameObject.name)
            {
                turnClass = tc;
            }
        }
    }