//1 - Le joueur appuie sur un bouton, ca lance SendMessage (enemy ou allié). Mettre 0 en EmojiEffect si l'attaque n'est pas un Emoji public void SendMessagesPlayer(Skill capacity, int numberForEmojiEffect) { //Le joueur ne peut pas attaquer tant que l'animation n'est pas finie canAttack = false; switch (capacity.messageType) { case Skill.typeOfMessage.Small: messageToSpawn = typeToSpawn.PlayerSmall; UpdatePosition(capacity); break; case Skill.typeOfMessage.Charging: PlayerChargingMessage(capacity); break; case Skill.typeOfMessage.Big: messageToSpawn = typeToSpawn.PlayerBig; UpdatePosition(capacity); break; case Skill.typeOfMessage.Emoji: messageToSpawn = typeToSpawn.PlayerEmote; futurEmojiEffect = numberForEmojiEffect; UpdatePosition(capacity); break; default: break; } }
public void PlayerEmojis(Skill skill) { GameObject msg = Instantiate(EmojiPlayer.gameObject, playerMsgPositions[1].transform.position, Quaternion.identity); msg.transform.SetParent(playerMsgPositions[1].transform); allMsg[1] = msg; skill.messageOwner = msg; if (skill.comesFromCurse) { skill.messageOwner.GetComponent <Image>().color = ConversationManager.Instance.cursedColor; skill.comesFromCurse = false; } CombatManager.Instance.EmojiIcon(msg.GetComponent <Image>(), skill); CombatManager.Instance.MessageIcon(msg, skill); msg.GetComponent <MessageBehaviour>().teamMsg = MessageBehaviour.team.Player; msg.GetComponent <MessageBehaviour>().GetEffect(futurEmojiEffect); msg.GetComponent <MessageBehaviour>().EmojiEffectBegin(); futurEmojiEffect = 0; //On stock l'emoji dans un tableau, pour réactiver son effet; emojis.Add(msg); //reset des valeurs pour instancier le prochain message. messageToSpawn = typeToSpawn.Null; canAttack = true; }
public void PlayerLargeMessage(Skill skill) { playerChargingAttack.SetActive(false); Player.Instance.isCharging = false; Debug.Log("BigMessage"); GameObject msg = Instantiate(BigMessagePlayer.gameObject, playerMsgPositions[2].transform.position, Quaternion.identity); msg.transform.SetParent(playerMsgPositions[2].transform); allMsg[2] = msg; skill.messageOwner = msg; if (skill.comesFromCurse) { skill.messageOwner.GetComponent <Image>().color = ConversationManager.Instance.cursedColor; } CombatManager.Instance.MessageIcon(msg, skill); messageManager.ChoseArray(skill, msg); messageToSpawn = typeToSpawn.Null; canAttack = true; Player.Instance.canAttack = true; skill.messageType = Skill.typeOfMessage.Charging; //Lancer Methode pour le Text; }
public void SendMessagesEnemy(Skill capacity, int numberForEmojiEffect) { canAttack = false; switch (capacity.messageType) { case Skill.typeOfMessage.Small: messageToSpawn = typeToSpawn.EnemySmall; UpdatePosition(capacity); break; case Skill.typeOfMessage.Charging: EnemyChargingMessage(capacity); break; case Skill.typeOfMessage.Big: messageToSpawn = typeToSpawn.EnemyBig; UpdatePosition(capacity); break; case Skill.typeOfMessage.Emoji: messageToSpawn = typeToSpawn.EnemyEmote; futurEmojiEffect = numberForEmojiEffect; UpdatePosition(capacity); break; default: break; } }
public void EnemyEmojis(Skill skill) { GameObject msg = Instantiate(EmojiEnemy.gameObject, enemyMsgPositions[1].transform.position, Quaternion.identity); msg.transform.SetParent(enemyMsgPositions[1].transform); allMsg[1] = msg; skill.messageOwner = msg; CombatManager.Instance.EmojiIcon(msg.GetComponent <Image>(), skill); CombatManager.Instance.MessageIcon(msg, skill); msg.GetComponent <MessageBehaviour>().teamMsg = MessageBehaviour.team.Enemy; msg.GetComponent <MessageBehaviour>().GetEffect(futurEmojiEffect); futurEmojiEffect = 0; msg.GetComponent <MessageBehaviour>().EmojiEffectBegin(); emojis.Add(msg); //reset des valeurs pour instancier le prochain message. messageToSpawn = typeToSpawn.Null; canAttack = true; }
public void EnemySmallMessage(Skill skill) { //A lancer à la fin de la coroutine. GameObject msg = Instantiate(SmallMessageEnemy.gameObject, enemyMsgPositions[1].transform.position, Quaternion.identity); msg.transform.SetParent(enemyMsgPositions[1].transform); allMsg[1] = msg; skill.messageOwner = msg; if (skill.comesFromCurse) { skill.messageOwner.GetComponent <Image>().color = ConversationManager.Instance.cursedColor; } CombatManager.Instance.MessageIcon(msg, skill); messageManager.ChoseArray(skill, msg); skill.MonsterEffect(); messageToSpawn = typeToSpawn.Null; canAttack = true; //Lancer Methode pour le Text; }
public void PlayerSmallMessage(Skill skill) { GameObject msg = Instantiate(SmallMessagePlayer.gameObject, playerMsgPositions[1].transform.position, Quaternion.identity); msg.transform.SetParent(playerMsgPositions[1].transform); allMsg[1] = msg; skill.messageOwner = msg; if (skill.comesFromCurse) { skill.messageOwner.GetComponent <Image>().color = ConversationManager.Instance.cursedColor; } CombatManager.Instance.MessageIcon(msg, skill); //Debug.Log(skill); messageManager.ChoseArray(skill, msg); skill.PlayerEffect(); messageToSpawn = typeToSpawn.Null; canAttack = true; //Lancer Methode pour le Text; }
public void EnemyLargeMessage(Skill skill) { enemyChargingAttack.SetActive(false); Enemy.Instance.isCharging = false; GameObject msg = Instantiate(BigMessageEnemy.gameObject, enemyMsgPositions[2].transform.position, Quaternion.identity); msg.transform.SetParent(enemyMsgPositions[2].transform); allMsg[2] = msg; skill.messageOwner = msg; if (skill.comesFromCurse) { skill.messageOwner.GetComponent <Image>().color = ConversationManager.Instance.cursedColor; } CombatManager.Instance.MessageIcon(msg, skill); messageManager.ChoseArray(skill, msg); messageToSpawn = typeToSpawn.Null; canAttack = true; Enemy.Instance.canAttack = true; skill.messageType = Skill.typeOfMessage.Charging; }
public void EnemyChargingMessage(Skill skill) { //Initialisation. enemyChargingAttack.SetActive(true); skill.messageOwner = enemyChargingAttack; skill.messageType = Skill.typeOfMessage.Big; Enemy.Instance.isCharging = true; //Changer la couleur du message qui se charge en fonction de si il est curse ou non. if (skill.comesFromCurse) { skill.messageOwner.GetComponent <Image>().color = ConversationManager.Instance.cursedColor; } //else //{ // skill.messageOwner.GetComponent<Image>().color = Color.red; //} messageToSpawn = typeToSpawn.Null; canAttack = true; Enemy.Instance.canAttack = false; StartCoroutine(Enemy.Instance.EndEnemyChargeAttack(skill)); }
public void PlayerChargingMessage(Skill skill) { Debug.Log("ChargingAttack"); playerChargingAttack.SetActive(true); skill.messageOwner = playerChargingAttack; skill.messageType = Skill.typeOfMessage.Big; Player.Instance.isCharging = true; if (skill.comesFromCurse) { skill.messageOwner.GetComponent <Image>().color = ConversationManager.Instance.cursedColor; } //else //{ // //Mettre la couleur Cyan // skill.messageOwner.GetComponent<Image>().color = cyanColor; //} messageToSpawn = typeToSpawn.Null; canAttack = true; Player.Instance.canAttack = false; StartCoroutine(Player.Instance.EndPlayerChargeAttack(skill)); }