public void Init(Unit u, GameObject mesh)
    {
        m_Unit = u;


        int index = u.Inventory.EquipedWeapon.WeaponMesh.WeaponIndex;

        m_Unit.Actions.OnTargetAction += (a, b) => { UnitAnimator.SetAimTarget(b); };

        m_Unit.Actions.OnActionStarted += action =>
        {
            if (action.GetType() == typeof(UnitAction_Move))
            {
                OnMoveStart(action as UnitAction_Move);
            }
        };

        m_Unit.Stats.OnDmgReceived += () =>
        {
            PlayAnimation(UnitAnimationTypes.bHit);
        };

        rush = gameObject.AddComponent <UI_AdrenalineRushBase>();
        rush.Init(u.Stats);
        rush.OnRushGain += () =>
        {
            PlayAnimation(UnitAnimationTypes.bRage);
        };

        UnitAnimator = UnitFactory.MakeUnitAnimations(mesh, u.Inventory.EquipedWeapon.WeaponMesh, index, mesh.AddComponent <AnimationCallbackCaster>(), () => { return(rush.HasRush); });
    }
Exemple #2
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 void Awake()
 {
     Adr_Rush = GetComponent <UI_AdrenalineRushBase>();
     if (Adr_Rush != null)
     {
         Adr_Rush.OnRushGain += SetBaseState;
         Adr_Rush.OnRushFade += SetBaseState;
     }
 }
Exemple #3
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    void Update()
    {
        if (m_Unit == null)
        {
            m_Unit = Unit.GetAllUnitsOfOwner(0, true).FirstOrDefault();
            if (m_Unit != null)
            {
                rush = m_Unit.gameObject.AddComponent <UI_AdrenalineRushBase>();
                rush.Init(m_Unit.Stats);
                rush.OnRushGain += OnRush;
                rush.EnableDelay = 3f;

                m_Unit.Stats.OnStatUpdated          += UpdatedStat;
                m_Unit.Inventory.OnInventoryUpdated += UpdatedInventory;
                Unit.OnTurnStart += OnUnitStartTurn;
            }
        }
    }
Exemple #4
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    void SetUnit(Unit _m_Unit)
    {
        m_Unit = _m_Unit;

        Unit.OnUnitKilled              += CheckKilled;
        Unit.OnUnitSelect              += CheckSelected;
        Unit.OnTurnStart               += CheckStart;
        m_Unit.OnIdentify              += Identify;
        m_Unit.OnDamageReceived        += DmgReceived;
        m_Unit.Actions.OnActionStarted += ActionStarted;

        m_Unit.GetComponent <Unit_EffectManager>().OnEffectAdded += ReceivedEffect;

        rush = gameObject.AddComponent <UI_AdrenalineRushBase>();
        rush.Init(m_Unit.Stats);
        rush.EnableDelay = 3f;

        if (Config.GainAdrRush != null)
        {
            rush.OnRushGain += () => { AttemptTrigger(Config.GainAdrRush); }
        }
        ;

        if (TurnSystem.Instance != null)
        {
            TurnSystem.Instance.OnGlobalTurn += ResetCounter;
        }
    }

    void ResetCounter(int c)
    {
        selectCounter = 0;
    }

    void Identify(Unit triggerer)
    {
        if (triggerer != null)
        {
            AttemptTrigger(Config.Identify);
        }
    }

    void ActionStarted(UnitActionBase action)
    {
        if (Config.UseAbility != null)
        {
            AttemptTrigger(Config.UseAbility, action.ActionID);
        }
    }

    void DmgReceived(UnitEffect_Damage dmg)
    {
        if (dmg.GetDamage() < m_Unit.Stats.GetStatAmount(StatType.oxygen))
        {
            SpeechTriggerConfig trigger = dmg.GetDamage() > 3 ? Config.ReceiveDamageBig : Config.ReceiveDamageSmall;

            if (trigger != null)
            {
                AttemptTrigger(trigger);
            }
        }
    }

    void ReceivedEffect(UnitEffect effect)
    {
        if (Config.ReceiveEffect != null)
        {
            AttemptTrigger(Config.ReceiveEffect, effect.Unique_ID);
        }
    }

    void CheckKilled(Unit u)
    {
        if (u == m_Unit)
        {
            if (Config.Died != null)
            {
                AttemptTrigger(Config.Died);
            }

            Unit.OnUnitKilled -= CheckKilled;
        }
    }

    void CheckStart(Unit u)
    {
        if (u == m_Unit)
        {
            AttemptTrigger(Config.Turn);
        }
    }

    void CheckSelected(Unit u)
    {
        if (u == m_Unit)
        {
            selectCounter++;

            if (selectCounter == 4)
            {
                if (Config.Selected != null)
                {
                    AttemptTrigger(Config.Selected);
                }
            }
        }
    }