public void SelectAbility(Ability aAbility)
 {
     if(aAbility != null)
     {
         string abilityName = "Ability_" + aAbility.abilityName + "_Image";
         for(int i = 0; i < m_Abilities.Count; i++)
         {
             if(m_Abilities[i].name == abilityName)
             {
                 m_SelectedAbilityIndex = i;
                 break;
             }
         }
     }
 }
        private void Attack()
        {
            ///Get current ability
            if(m_Unit == null)
            {
                return;
            }
            Ability currentAbility = m_Unit.selectedAbility;
            if(currentAbility == null)
            {
                DebugUtils.LogWarning("Unit is missing an ability to attack with.");
                return;
            }
            ///Check the last ability with the current ability
            if(currentAbility != m_TriggeredAbility)
            {
                ///Cancelled attack?
                if(m_TriggeredAbility != null)
                {
                    GameEventManager.InvokeEvent(new GameEventData(Time.time, GameEventID.UNIT_ATTACK_CANCELLED, GameEventType.UNIT, this, m_TriggeredAbility));
                }
                m_CurrentTime = 0.0f;
            }
            ///Update time and ability.
            m_TriggeredAbility = currentAbility;
            ///Ability first started
            if(m_CurrentTime == 0.0f)
            {
                if (m_TriggeredAbility != null)
                {
                    GameEventManager.InvokeEvent(new GameEventData(Time.time, GameEventID.UNIT_ATTACK_BEGIN, GameEventType.UNIT, this, m_TriggeredAbility));
                }
            }
            m_CurrentTime += Time.deltaTime;

            ///Start executing ability
            if(m_CurrentTime > m_AttackWindup)
            {
                ///Execute ability event
                if (m_TriggeredAbility != null)
                {
                    GameEventManager.InvokeEvent(new GameEventData(Time.time, GameEventID.UNIT_ATTACK_EXECUTE, GameEventType.UNIT, this, m_TriggeredAbility));
                }
                DebugUtils.Log("Unit is executing an ability");
                m_Unit.ExecuteAbility();
                if(m_TriggeredAbility.abilityType != AbilityType.CHANNELED)
                {
                    m_Motor.attackMotion = 0.0f;
                    m_Motor.attackType = AttackType.NONE;
                    if (m_TriggeredAbility != null)
                    {
                        GameEventManager.InvokeEvent(new GameEventData(Time.time, GameEventID.UNIT_ATTACK_FINISHED, GameEventType.UNIT, this, m_TriggeredAbility));
                    }
                }
            }
            else
            {
                m_Motor.attackMotion = 1.0f;
                m_Motor.attackType = m_Unit.selectedAbility.attackType;
            }
        }
Exemple #3
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        protected virtual void Start()
        {
            UnitManager.Register(this);

            List<Ability> abilities = new List<Ability>();
            IEnumerator<Ability> iter = m_Abilities.GetEnumerator();
            while(iter.MoveNext())
            {
                if(iter.Current == null)
                {
                    continue;
                }
                abilities.Add(Instantiate(iter.Current) as Ability);
            }

            m_Abilities = abilities;
            UpdateAbilityReferences();
            if (m_Abilities.Count > 0)
            {
                m_SelectedAbility = m_Abilities[0];
            }
            m_Inventory = GetComponent<UnitInventory>();
        }
Exemple #4
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 public void SelectAbility(AbilityType aType)
 {
     IEnumerator<Ability> iter = m_Abilities.GetEnumerator();
     while (iter.MoveNext())
     {
         if (iter.Current == null)
         {
             continue;
         }
         if(iter.Current.abilityType == aType)
         {
             m_SelectedAbility = iter.Current;
             if(m_AbilityHud != null)
             {
                 m_AbilityHud.SelectAbility(m_SelectedAbility);
             }
             return;
         }
     }
 }
Exemple #5
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 public void SelectAbility(int aIndex)
 {
     if(aIndex >= 0 && aIndex < m_Abilities.Count)
     {
         m_SelectedAbility = m_Abilities[aIndex];
         if (m_AbilityHud != null)
         {
             m_AbilityHud.SelectAbility(m_SelectedAbility);
         }
     }
 }
Exemple #6
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 public void RemoveAbility(AbilityType aType)
 {
     IEnumerator<Ability> iter = m_Abilities.GetEnumerator();
     while(iter.MoveNext())
     {
         if(iter.Current == null)
         {
             continue;
         }
         if(aType == iter.Current.abilityType)
         {
             if(iter.Current == m_SelectedAbility)
             {
                 if(m_Abilities.Count == 1)
                 {
                     m_SelectedAbility = null;
                 }
                 else
                 {
                     NextAbility(false);
                 }
             }
             m_Abilities.Remove(iter.Current);
             break;
         }
     }
     UpdateAbilityReferences();
 }
Exemple #7
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 public void PreviousAbility(bool aCheckCooldown)
 {
     int count = m_Abilities.Count;
     if (count == 0 || count == 1)
     {
         return;
     }
     int index = 0;
     Ability ability = m_SelectedAbility;
     if (m_SelectedAbility != null)
     {
         while (index < count && ability != null)
         {
             ability = ability.previous;
             index++;
             if (ability.isOnCooldown == true && aCheckCooldown == true)
             {
                 continue;
             }
             m_SelectedAbility = ability;
             if (m_AbilityHud != null)
             {
                 m_AbilityHud.SelectAbility(m_SelectedAbility);
             }
             return;
         }
     }
     else if (m_Abilities.Count > 0)
     {
         m_SelectedAbility = m_Abilities[0];
     }
 }
Exemple #8
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 public void AddAbility(Ability aAbility)
 {
     if(aAbility == null)
     {
         return;
     }
     if ( m_Abilities.Any(Elemenet => Elemenet.abilityName == aAbility.abilityName))
     {
         DebugUtils.LogWarning("Unit " + unitName + " already knows " + aAbility.abilityName);
         return;
     }
     aAbility = Instantiate(aAbility) as Ability;
     m_Abilities.Add(aAbility);
     UpdateAbilityReferences();
     if(m_Abilities.Count > 0 && m_SelectedAbility == null)
     {
         m_SelectedAbility = m_Abilities[0];
         if(m_AbilityHud != null)
         {
             m_AbilityHud.SelectAbility(m_SelectedAbility);
         }
     }
 }