public static void ExitAbilityTargetMode() { if (!targetMode) { return; } TBTK.OnFactionABTargetMode(); TBTK.OnUnitABTargetMode(); //clear ability select mode for UI targetMode = false; instance.abilityIndex = 0; instance.targetModeTileList = new List <Tile>(); OverlayManager.EnableTileCursor(); OverlayManager.ClearAbilityTargetIndicator(); OverlayManager.ClearAbilityRangeIndicator(); GridManager.ClearTargetSelectMode(); GameControl.ReselectUnit(); if (instance.exitTargetCallBack != null) { instance.exitTargetCallBack(); } TBTK.OnAbilityTargetMode(false); }
public void _PerkUnlockNewAbility(List <int> unitIDList, int abID, int abIDSub) { int dbIndex = GetAbilityDBIndex(abID); if (dbIndex == -1 && abIDSub == -1) { return; } List <Unit> unitList = FactionManager.GetAllUnit(); for (int i = 0; i < unitList.Count; i++) { Unit unit = unitList[i]; if (unit.isAIUnit) { continue; } if (unitIDList == null || unitIDList.Contains(unit.prefabID)) { int replaceIndex = -1; if (abIDSub >= 0) { for (int n = 0; n < unit.abilityList.Count; n++) { if (unit.abilityList[n].prefabID == abIDSub) { replaceIndex = n; //cached the replaceIndex to be used for adding the new ability later break; } } } if (dbIndex >= 0) //add the new ability { UnitAbility unitAbility = unitAbilityDBList[dbIndex].Clone(); unitAbility.Init(unit); if (replaceIndex >= 0) //if we need to replacing something that alreayd existed { unit.abilityIDList[replaceIndex] = abID; unit.abilityList[replaceIndex] = unitAbility; } else //otherwise just add the new ability { unit.abilityIDList.Add(abID); unit.abilityList.Add(unitAbility); } } } } GameControl.ReselectUnit(); //reselect current unit to refresh the UI if (dbIndex >= 0) { TBTK.OnNewUnitAbility(unitAbilityDBList[dbIndex].Clone()); } }
IEnumerator _ApplyAbilityEffect(Tile targetTile, Ability ability, int type, Unit srcUnit = null, float critMult = 1.0f) { if (targetTile != null && ability.effectObject != null) { if (!ability.autoDestroyEffect) { ObjectPoolManager.Spawn(ability.effectObject, targetTile.GetPos(), Quaternion.identity); } else { ObjectPoolManager.Spawn(ability.effectObject, targetTile.GetPos(), Quaternion.identity, ability.effectObjectDuration); } } if (!ability.useDefaultEffect) { yield break; } if (ability.effectDelayDuration > 0) { yield return(new WaitForSeconds(ability.effectDelayDuration)); } if (type == 1) //_AbilityType.Generic { List <Tile> tileList = new List <Tile>(); if (targetTile != null) { if (ability.aoeRange > 0) { tileList = GridManager.GetTilesWithinDistance(targetTile, ability.aoeRange); } tileList.Add(targetTile); } else { if (ability.effTargetType == _EffectTargetType.Tile) { tileList = GridManager.GetTileList(); } else { List <Unit> unitList = FactionManager.GetAllUnit(); for (int i = 0; i < unitList.Count; i++) { tileList.Add(unitList[i].tile); } } } if (ability.effTargetType == _EffectTargetType.AllUnit) { for (int i = 0; i < tileList.Count; i++) { if (tileList[i].unit == null) { continue; } tileList[i].unit.ApplyEffect(ability.CloneEffect(critMult), srcUnit); SpawnEffectObjTarget(ability, tileList[i]); } } else if (ability.effTargetType == _EffectTargetType.HostileUnit) { for (int i = 0; i < tileList.Count; i++) { if (tileList[i].unit == null) { continue; } if (tileList[i].unit.factionID == ability.factionID) { continue; } tileList[i].unit.ApplyEffect(ability.CloneEffect(critMult), srcUnit); SpawnEffectObjTarget(ability, tileList[i]); } } else if (ability.effTargetType == _EffectTargetType.FriendlyUnit) { for (int i = 0; i < tileList.Count; i++) { if (tileList[i].unit == null) { continue; } if (tileList[i].unit.factionID != ability.factionID) { continue; } tileList[i].unit.ApplyEffect(ability.CloneEffect(critMult), srcUnit); SpawnEffectObjTarget(ability, tileList[i]); } } else if (ability.effTargetType == _EffectTargetType.Tile) { for (int i = 0; i < tileList.Count; i++) { tileList[i].ApplyEffect(ability.CloneEffect(critMult)); SpawnEffectObjTarget(ability, tileList[i]); } } } else if (type == 2) //_AbilityType.SpawnNew { Quaternion rot = srcUnit != null ? srcUnit.thisT.rotation : Quaternion.identity; GameObject unitObj = (GameObject)Instantiate(ability.spawnUnit.gameObject, targetTile.GetPos(), rot); Unit unit = unitObj.GetComponent <Unit>(); unitObj.transform.position = targetTile.GetPos(); if (srcUnit != null) { unitObj.transform.rotation = srcUnit.thisT.rotation; } else { Faction faction = FactionManager.GetFaction(ability.factionID); if (faction != null) { unitObj.transform.rotation = Quaternion.Euler(0, faction.spawnDirection, 0); } } FactionManager.InsertUnit(unit, ability.factionID); unit.SetNewTile(targetTile); //if(GridManager.GetDistance(targetTile, srcUnit.tile)<=srcUnit.GetMoveRange()) GameControl.SelectUnit(srcUnit); } else if (type == 3) //_AbilityType.ScanFogOfWar) { List <Tile> targetTileList = GridManager.GetTilesWithinDistance(targetTile, ability.GetAOERange()); targetTileList.Add(targetTile); for (int i = 0; i < targetTileList.Count; i++) { targetTileList[i].ForceVisible(ability.effect.duration); } } else if (type == 4) //_AbilityType.Overwatch { targetTile.unit.Overwatch(ability.CloneEffect(critMult)); } else if (type == 5) //_AbilityType.Teleport { Quaternion wantedRot = Quaternion.LookRotation(targetTile.GetPos() - ability.unit.tile.GetPos()); ability.unit.thisT.rotation = wantedRot; GameControl.ClearSelectedUnit(); ability.unit.SetNewTile(targetTile); GameControl.SelectUnit(srcUnit); } else if (type == 6) //charge attack { List <Tile> tileList = GridManager.GetTilesInALine(srcUnit.tile, targetTile, ability.GetRange()); for (int i = 0; i < tileList.Count; i++) { while (true) { float dist = Vector3.Distance(srcUnit.thisT.position, tileList[i].GetPos()); if (dist < 0.05f) { if (tileList[i].unit != null) { tileList[i].unit.ApplyEffect(ability.CloneEffect(critMult)); SpawnEffectObjTarget(ability, tileList[i]); } break; } Quaternion wantedRot = Quaternion.LookRotation(tileList[i].GetPos() - srcUnit.thisT.position); srcUnit.thisT.rotation = Quaternion.Slerp(srcUnit.thisT.rotation, wantedRot, Time.deltaTime * srcUnit.moveSpeed * 6); Vector3 dir = (tileList[i].GetPos() - srcUnit.thisT.position).normalized; srcUnit.thisT.Translate(dir * Mathf.Min(srcUnit.moveSpeed * 2 * Time.deltaTime, dist), Space.World); yield return(null); } } srcUnit.tile.unit = null; srcUnit.tile = tileList[tileList.Count - 1]; tileList[tileList.Count - 1].unit = srcUnit; GameControl.ReselectUnit(); } else if (type == 7) //attack all unit in a straight line { List <Tile> tileList = GridManager.GetTilesInALine(srcUnit.tile, targetTile, ability.GetRange()); for (int i = 0; i < tileList.Count; i++) { if (tileList[i].unit == null) { continue; } tileList[i].unit.ApplyEffect(ability.CloneEffect(critMult)); SpawnEffectObjTarget(ability, tileList[i]); } } else { Debug.LogWarning("Error, unknown ability type (" + type + ")"); } yield return(null); }