Exemple #1
0
        //SpellPhaseContext CreatePhaseContext(SpellPhase phase, SpellPhaseContext sourcePhaseContext) {
        SpellPhaseContext CreatePhaseContext(SpellPhase phase, GameObject contextOwner, Vector3 position, Quaternion rotation)
        {
            var        prefab = phase.Template.PhaseObjectPrefab;
            GameObject carrierObject;
            //bool isTemporaryPhaseObject = prefab != null;
            bool isTemporaryPhaseObject = true;

            prefab = prefab ?? SpellManager.Instance.DefaultPhasePrefab;

            if (prefab != null)
            {
                carrierObject = GameObjectManager.Instance.Obtain(prefab, position, rotation);
            }
            else
            {
                carrierObject = GameObjectManager.Instance.ObtainEmpty(phase.ToString(), position, rotation);
            }

            var context = SpellPhaseContext.CreatePhaseContext(
                carrierObject,
                phase,
                contextOwner ?? carrierObject,
                isTemporaryPhaseObject);

            phase.NotifyStart(context);

            return(context);
        }
        public static SpellPhaseContext CreatePhaseContext(
            GameObject carrierObject,
            SpellPhase spellPhase,
            GameObject contextOwner,
            bool isTemporaryPhaseObject)
        {
            var phaseContext = GameObjectManager.Instance.AddComponent <SpellPhaseContext>(carrierObject);

            phaseContext.Phase                  = spellPhase;
            phaseContext.ContextOwner           = contextOwner;
            phaseContext.IsTemporaryPhaseObject = isTemporaryPhaseObject;
            return(phaseContext);
        }
Exemple #3
0
        /// <summary>
        /// Find all spell targets, then either send out projectiles to or impact on each of them.
        /// </summary>
        void StartCriticalPhase(SpellPhase phase, Action <GameObject> goCb, Action <Vector3> posCb)
        {
            Targets.FindTargets(SpellCastContext.Spell.Targets);

            // handle position target
            if (Targets.TargetPosition != null)
            {
                posCb(Targets.TargetPosition.Value);
            }


            // handle object target
            for (var i = 0; i < Targets.Count; ++i)
            {
                var target = Targets[i];
                goCb(target);
            }
        }