Exemple #1
0
        private void ModifyUnitStats(UnitStat tgtStats, UnitStat srcStats)
        {
            tgtStats.damageMin      += srcStats.damageMin;
            tgtStats.cooldown       += srcStats.cooldown;
            tgtStats.clipSize       += srcStats.clipSize;
            tgtStats.reloadDuration += srcStats.reloadDuration;
            tgtStats.attackRange    += srcStats.attackRange;
            tgtStats.aoeRadius      += srcStats.aoeRadius;
            tgtStats.hit            += srcStats.hit;
            tgtStats.dodge          += srcStats.dodge;
            tgtStats.shieldBreak    += srcStats.shieldBreak;
            tgtStats.shieldPierce   += srcStats.shieldPierce;

            tgtStats.crit.chance        += srcStats.crit.chance;
            tgtStats.crit.dmgMultiplier += srcStats.crit.dmgMultiplier;

            tgtStats.stun.chance   += srcStats.stun.chance;
            tgtStats.stun.duration += srcStats.stun.duration;

            tgtStats.slow.duration       += srcStats.slow.duration;
            tgtStats.slow.slowMultiplier += srcStats.slow.slowMultiplier;

            tgtStats.dot.duration += srcStats.dot.duration;
            tgtStats.dot.interval += srcStats.dot.interval;
            tgtStats.dot.value    += srcStats.dot.value;

            tgtStats.instantKill.chance      += srcStats.instantKill.chance;
            tgtStats.instantKill.HPThreshold += srcStats.instantKill.HPThreshold;
        }
Exemple #2
0
        public virtual void InitTower(int ID)
        {
            Init();
            gameObject.SetActive(true);
            instanceID = ID;
            transform.Rotate(Vector3.up, -90);
            value = stats[CurrentActiveStat].cost;

            int rscCount = ResourceManager.GetResourceCount();

            for (int i = 0; i < stats.Count; i++)
            {
                UnitStat stat = stats[i];
                stat.slow.effectID = instanceID;
                stat.dot.effectID  = instanceID;
                stat.buff.effectID = instanceID;
                if (stat.rscGain.Count != rscCount)
                {
                    while (stat.rscGain.Count < rscCount)
                    {
                        stat.rscGain.Add(0);
                    }
                    while (stat.rscGain.Count > rscCount)
                    {
                        stat.rscGain.RemoveAt(stat.rscGain.Count - 1);
                    }
                }
            }

            ActivateRoutine();
        }
Exemple #3
0
 protected virtual void DrawStat(UnitStat stat)
 {
     DrawMask("Target Mask:", ref stat.customMask);
     DrawFloat("Damage min:", ref stat.damageMin);
     DrawFloat("Damage max:", ref stat.damageMax);
     DrawFloat("Attack range:", ref stat.attackRange);
     DrawFloat("AOE radius:", ref stat.aoeRadius);
     //DrawGameObject<ShootObject>("Shoot Object:", ref
     DrawListObject <ShootObject>("ShootObjects:", "SO", stat.shootObjects);
 }
Exemple #4
0
        protected void DrawUnitGUI()
        {
            Unit unit = (Unit)target;

            DrawFoldOut("Unit Essential:", () =>
            {
                if (DrawToggle("Set Custom Layer: ", ref unit.useCustomLayer))
                {
                    DrawLayer("Custom Layer", ref unit.customLayer);
                }
                DrawTextfield("Unit name:", ref unit.unitName);
                DrawTransform("Target point:", unit.targetPoint);
                unit.hitedEffect = DrawGameObject("Hitted Effect:", unit.hitedEffect);
                DrawFloat("Hitpoint:", ref unit.HP);
                DrawFloat("Max HP:", ref unit.fullHP);
                DrawFloat("Shield:", ref unit.shield);
                DrawSlider("Hit Threshold:", ref unit.hitThreshold, .2f, .5f);
                unit.behaviour = (Behaviour)EditorGUILayout.EnumPopup("Behaviour: ", unit.behaviour);
            });

            DrawFoldOut("Attack Behavior:", () =>
            {
                DrawFloat("Detect range: ", ref unit.detectRange);
                bool showFoldOut = unit.stats.Count > 1;
                if (showFoldOut)
                {
                    for (int i = 0; i < unit.stats.Count; i++)
                    {
                        UnitStat stat = unit.stats[i];
                        DrawFoldOut("Stat " + i, () =>
                        {
                            DrawStat(stat);
                        });
                    }
                }
                else
                {
                    DrawStat(unit.stats[0]);
                }

                showFoldOut = unit.shootPoints.Count > 0;
                if (showFoldOut)
                {
                    for (int i = 0; i < unit.shootPoints.Count; i++)
                    {
                        Transform sp        = unit.shootPoints[i];
                        unit.shootPoints[i] = DrawTransform("ShootPoint " + i, sp);
                    }
                }
                else
                {
                    DrawStat(unit.stats[0]);
                }
            });
        }
Exemple #5
0
        public UnitStat Clone()
        {
            UnitStat stat = new UnitStat();

            stat.shootObjects     = new List <ShootObject>(shootObjects);
            stat.icon             = icon;
            stat.abilityHolder    = abilityHolder;
            stat.customMask       = customMask;
            stat.damageMin        = damageMin;
            stat.damageMax        = damageMax;
            stat.clipSize         = clipSize;
            stat.reloadDuration   = reloadDuration;
            stat.minRange         = minRange;
            stat.attackRange      = attackRange;
            stat.aoeRadius        = aoeRadius;
            stat.hit              = hit;
            stat.dodge            = dodge;
            stat.shieldBreak      = shieldBreak;
            stat.shieldPierce     = shieldPierce;
            stat.damageShieldOnly = damageShieldOnly;
            stat.crit             = crit.Clone();
            stat.stun             = stun.Clone();
            stat.slow             = slow.Clone();
            stat.dot              = dot.Clone();
            stat.instantKill      = instantKill.Clone();
            stat.buff             = buff.Clone();
            stat.buildDuration    = buildDuration;
            stat.unBuildDuration  = unBuildDuration;
            stat.shootObjectT     = shootObjectT;
            stat.desp             = desp;
            //stat.despGeneral=despGeneral;
            //for(int i=0; i<rscGain.Count; i++) stat.rscGain.Add(rscGain[i]);
            //for(int i=0; i<cost.Count; i++) stat.cost.Add(cost[i]);

            stat.rscGain = new List <int>(rscGain);
            stat.cost    = new List <int>(cost);

            return(stat);
        }
Exemple #6
0
        public static Vector3 DrawStat(UnitStat stat, float startX, float startY, float statContentHeight, UnitTower tower, UnitCreep creep)
        {
            List <Rsc> rscList = EditorDBManager.GetRscList();

            float width  = 150;
            float fWidth = 35;
            float spaceX = 130;
            float height = 18;
            float spaceY = height + 2;

            //startY-=spaceY;

            GUI.Box(new Rect(startX + 10, startY + 20, 220, statContentHeight - startY), "");
            startX += 20; startY += 25;
            if (tower && tower.IsHero())
            {
                //stat.icon = EditorGUI.ObjectField(new Rect(startX + 100, startY + 20, 60, 60), stat.icon, typeof(Sprite)) as Sprite;
                //startX += 20; startY += 85;
                cont = new GUIContent("Ability:", "Istrumination");
                EditorGUI.LabelField(new Rect(startX, startY, 50, spaceY), cont);
                stat.abilityHolder = EditorGUI.ObjectField(new Rect(startX + 80, startY, 105, spaceY), stat.abilityHolder, typeof(AbilityBehavior)) as AbilityBehavior;
                startX            += 0; startY += spaceY;
            }

            if (tower != null)
            {
                cont = new GUIContent("Construct Duration:", "The time in second it takes to construct (if this is the first level)/upgrade (if this is not the first level)");
                EditorGUI.LabelField(new Rect(startX, startY, width, height), cont);
                stat.buildDuration = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.buildDuration);

                cont = new GUIContent("Deconstruct Duration:", "The time in second it takes to deconstruct if the unit is in this level");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.unBuildDuration = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.unBuildDuration);


                if (stat.cost.Count != rscList.Count)
                {
                    while (stat.cost.Count > rscList.Count)
                    {
                        stat.cost.RemoveAt(stat.cost.Count - 1);
                    }
                    while (stat.cost.Count < rscList.Count)
                    {
                        stat.cost.Add(0);
                    }
                }
                cont = new GUIContent("Build/Upgrade Cost:", "The resource required to build/upgrade to this level");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                int count = 0; startY += spaceY; float cachedX = startX;
                for (int i = 0; i < rscList.Count; i++)
                {
                    EditorUtilities.DrawSprite(new Rect(startX + 10, startY - 1, 20, 20), rscList[i].icon);
                    stat.cost[i] = EditorGUI.IntField(new Rect(startX + 30, startY, fWidth, height), stat.cost[i]);
                    count       += 1; startX += 65;
                    if (count == 3)
                    {
                        startY += spaceY; startX = cachedX;
                    }
                }
                startX = cachedX; startY += 5;

                startY += spaceY + 5;
            }

            //if(tower && tower.IsHero())
            //{
            //    cont = new GUIContent("ShootObject:", "The shootObject used by the unit.\nUnit that intended to shoot at the target will not function correctly if this is left unassigned.");
            //    EditorGUI.LabelField(new Rect(startX, startY, width, height), cont);
            //    stat.shootObject = (ShootObject)EditorGUI.ObjectField(new Rect(startX + spaceX - 50, startY, width-20, height), stat.shootObject, typeof(ShootObject));
            //    startY += spaceY;
            //}
            //else
            if ((tower && TowerUseShootObject(tower)) || (creep && creep.type == _CreepType.Offense))
            {
                if (stat.shootObjects.Count == 0 && stat.shootObject)
                {
                    stat.shootObjects.Add(stat.shootObject);
                }
                cont = new GUIContent("ShootObject:", "The shootObject used by the unit.\nUnit that intended to shoot at the target will not function correctly if this is left unassigned.");
                EditorGUI.LabelField(new Rect(startX, startY, width, height), cont);
                Vector2 Start = EditorUtilities.DrawButton(new Rect(startX, startY + 15, 30, height),
                                                           Vector2.zero, "+", () =>
                {
                    if (stat.shootObjects.Count > 0 && stat.shootObjects[stat.shootObjects.Count - 1])
                    {
                        stat.shootObjects.Add(stat.shootObjects[stat.shootObjects.Count - 1]);    //clone the last one
                    }
                    else
                    {
                        stat.shootObjects.Add(null);
                    }
                });

                EditorUtilities.DrawButton(new Rect(startX + 31, startY + 15, 30, height),
                                           Vector2.zero, "-", () =>
                {
                    if (stat.shootObjects.Count > 1)
                    {
                        stat.shootObjects.RemoveAt(stat.shootObjects.Count - 1);
                    }
                });

                if (stat.shootObjects.Count < 2)
                {
                    startY = Start.y;
                }
                if (stat.shootObjects.Count == 1)
                {
                    startY -= height;
                }
                for (int i = 0; i < stat.shootObjects.Count; i++)
                {
                    stat.shootObjects[i] = (ShootObject)EditorGUI.ObjectField(new Rect(startX + spaceX - 50, startY, 4 * fWidth - 20, height), stat.shootObjects[i], typeof(ShootObject), false);
                    startY += spaceY;
                }
            }

            cont = new GUIContent("Target layer:", "");
            EditorGUI.LabelField(new Rect(startX, startY, width, height), cont);
            stat.customMask = EditorUtilities.LayerMaskField(new Rect(startX + spaceX - 50, startY, 4 * fWidth - 20, height), "", stat.customMask);
            startY         += 5;

            if (tower && TowerUseShootObjectT(tower))
            {
                cont = new GUIContent("ShootObject:", "The shootObject used by the unit.\nUnit that intended to shoot at the target will not function correctly if this is left unassigned.");
                EditorGUI.LabelField(new Rect(startX, startY, width, height), cont);
                stat.shootObjectT = (Transform)EditorGUI.ObjectField(new Rect(startX + spaceX - 50, startY, 4 * fWidth - 20, height), stat.shootObjectT, typeof(Transform), false);
                startY           += 5;
            }

            if ((tower && TowerDealDamage(tower)) || (creep && creep.type == _CreepType.Offense))
            {
                cont = new GUIContent("Damage(Min/Max):", "");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.damageMin = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.damageMin);
                stat.damageMax = EditorGUI.FloatField(new Rect(startX + spaceX + fWidth, startY, fWidth, height), stat.damageMax);

                cont = new GUIContent("Cooldown:", "Duration between each attack");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.cooldown = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.cooldown);


                cont = new GUIContent("Attack Range:", "Effect range of the unit");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.attackRange = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.attackRange);

                if (creep)
                {
                    cont = new GUIContent("Detect Range:", "Detect range of the creep");
                    EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                    creep.detectRange = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), creep.detectRange);
                }
                //~ cont=new GUIContent("Range(Min/Max):", "");
                //~ EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont);
                //~ stat.minRange=EditorGUI.FloatField(new Rect(startX+spaceX, startY, fWidth, height), stat.minRange);
                //~ stat.range=EditorGUI.FloatField(new Rect(startX+spaceX+fWidth, startY, fWidth, height), stat.range);

                cont = new GUIContent("AOE Radius:", "Area-of-Effective radius. When the shootObject hits it's target, any other hostile unit within the area from the impact position will suffer the same target as the target.\nSet value to >0 to enable. ");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.aoeRadius = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.aoeRadius);



                cont = new GUIContent("Hit Chance:", "Take value from 0-1. 0 being 0% and 1 being 100%. Final value are subject to target's dodgeChance. Assume two targets with 0 dodgeChance and .2 dodgeChance and the hitChance set to 1, the unit will always hits the target and have 20% chance to miss the second target.");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.hit = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.hit);

                if (!creep)
                {
                    cont = new GUIContent("Dodge Chance:", "Take value from 0-1. 0 being 0% and 1 being 100%. Final value are subject to target's hitChance. Assume two attackers with 1 hitChance and .8 hitChance and the dodgeChance set to .2, the chances to dodge attack from each attacker are 20% and 40% respectively.");
                    EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                    stat.dodge = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.dodge);
                }


                cont = new GUIContent("Stun", "");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); startY -= spaceY;

                cont = new GUIContent("        - Chance:", "Chance to stun the target in each successful attack. Takes value from 0-1 with 0 being 0% and 1 being 100%");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.stun.chance = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.stun.chance);

                cont = new GUIContent("        - Duration:", "The stun duration in second");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.stun.duration = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.stun.duration);



                cont = new GUIContent("Critical", "");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); startY -= spaceY;

                cont = new GUIContent("            - Chance:", "Chance to score critical hit in attack. Takes value from 0-1 with 0 being 0% and 1 being 100%");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.crit.chance = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.crit.chance);

                cont = new GUIContent("            - Multiplier:", "Damage multiplier for successful critical hit. Takes value from 0 and above with with 0.5 being 50% of normal damage as bonus");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.crit.dmgMultiplier = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.crit.dmgMultiplier);



                cont = new GUIContent("Slow", "");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); startY -= spaceY;

                cont = new GUIContent("         - Duration:", "The effect duration in second");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.slow.duration = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.slow.duration);

                cont = new GUIContent("         - Multiplier:", "Move speed multiplier. Takes value from 0-1 with with 0.7 being decrese default speed by 30%");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.slow.slowMultiplier = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.slow.slowMultiplier);



                cont = new GUIContent("Dot", "Damage over time");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); startY -= spaceY;

                cont = new GUIContent("        - Duration:", "The effect duration in second");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.dot.duration = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.dot.duration);

                cont = new GUIContent("        - Interval:", "Duration between each tick. Damage is applied at each tick.");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.dot.interval = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.dot.interval);

                cont = new GUIContent("        - Damage:", "Damage applied at each tick");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.dot.value = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.dot.value);



                cont = new GUIContent("InstantKill", "");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); startY -= spaceY;

                cont = new GUIContent("                - Chance:", "The chance to instant kill the target. Takes value from 0-1 with 0 being 0% and 1 being 100%");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.instantKill.chance = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.instantKill.chance);

                cont = new GUIContent("        - HP Threshold:", "The HP threshold of the target in order for the instantKill to become valid. Take value from 0-1 with 0.3 being 30% of the fullHP.");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.instantKill.HPThreshold = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.instantKill.HPThreshold);


                cont = new GUIContent("Damage Shield Only:", "When checked, unit will only inflict shield damage");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.damageShieldOnly = EditorGUI.Toggle(new Rect(startX + spaceX, startY, fWidth, height), stat.damageShieldOnly);

                cont = new GUIContent("Shield Break:", "The chance of the unit's attack to damage target's shield and disable shield regen permenantly\nTakes value from 0-1 with 0 being 0% and 1 being 100%");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.shieldBreak = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.shieldBreak);

                cont = new GUIContent("Shield Pierce:", "The chance of the unit's attack to bypass target's shield and damage HP directly\nTakes value from 0-1 with 0 being 0% and 1 being 100%");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.shieldPierce = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.shieldPierce);
            }



            if ((tower && tower.type == _TowerType.Support) || (creep && creep.type == _CreepType.Support))
            {
                cont = new GUIContent("Range:", "Effect range of the unit");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.attackRange = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.attackRange);
                startY          += 5;

                cont = new GUIContent("Buff:", "Note: Buffs from multple tower doesnt stack, however when there's difference in the buff strength, the stronger buff applies. A tower can gain maximum dmage buff from one source and maximum range buff from another");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); startY -= spaceY;

                cont = new GUIContent("        - Damage:", "Damage buff multiplier. Takes value from 0 and above with 0.5 being 50% increase in damage");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.buff.damageBuff = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.buff.damageBuff);

                cont = new GUIContent("        - Cooldown:", "Dooldown buff multiplier. Takes value from 0-1 with 0.2 being reduce cooldown by 20%");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.buff.cooldownBuff = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.buff.cooldownBuff);

                cont = new GUIContent("        - Range:", "Range buff multiplier. Takes value from 0 and above with 0.5 being 50% increase in range");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.buff.rangeBuff = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.buff.rangeBuff);

                cont = new GUIContent("        - Critical:", "Critical hit chance buff modifier. Takes value from 0 and above with 0.25 being 25% increase in critical hit chance");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.buff.criticalBuff = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.buff.criticalBuff);

                cont = new GUIContent("        - Hit:", "Hit chance buff modifier. Takes value from 0 and above with .2 being 20% increase in hit chance");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.buff.hitBuff = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.buff.hitBuff);

                cont = new GUIContent("        - Dodge:", "Dodge chance buff modifier. Takes value from 0 and above with 0.15 being 15% increase in dodge chance");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.buff.dodgeBuff = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.buff.dodgeBuff);

                cont = new GUIContent("        - HP Regen:", "HP Regeneration Buff. Takes value from 0 and above with 2 being gain 2HP second ");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.buff.regenHP = EditorGUI.FloatField(new Rect(startX + spaceX, startY, fWidth, height), stat.buff.regenHP);
            }


            if (tower && tower.type == _TowerType.Resource)
            {
                if (stat.rscGain.Count != rscList.Count)
                {
                    while (stat.rscGain.Count > rscList.Count)
                    {
                        stat.rscGain.RemoveAt(stat.rscGain.Count - 1);
                    }
                    while (stat.rscGain.Count < rscList.Count)
                    {
                        stat.rscGain.Add(0);
                    }
                }
                cont = new GUIContent("Resource Gain:", "The resource gain by unit at each cooldown interval\nOnly applicable to ResourceTower");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                int count = 0; startY += spaceY; float cachedX = startX;
                for (int i = 0; i < rscList.Count; i++)
                {
                    EditorUtilities.DrawSprite(new Rect(startX + 10, startY - 1, 20, 20), rscList[i].icon);
                    stat.rscGain[i] = EditorGUI.IntField(new Rect(startX + 30, startY, fWidth, height), stat.rscGain[i]);
                    count          += 1; startX += 65;
                    if (count == 3)
                    {
                        startY += spaceY; startX = cachedX;
                    }
                }
                startX = cachedX; startY += 5;
            }


            if (tower)
            {
                startY += 10;
                cont    = new GUIContent("Custom Description:", "Check to use use custom description. If not, the default one (generated based on the effect) will be used");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                stat.useCustomDesp = EditorGUI.Toggle(new Rect(startX + spaceX, startY, 40, height), stat.useCustomDesp);
                if (stat.useCustomDesp)
                {
                    GUIStyle style = new GUIStyle("TextArea");
                    style.wordWrap = true;
                    stat.desp      = EditorGUI.TextArea(new Rect(startX, startY + spaceY - 3, 200, 90), stat.desp, style);
                    startY        += 90;
                }
            }



            statContentHeight = startY + spaceY - 15;

            return(new Vector3(startX + 220, startY, statContentHeight));
        }
Exemple #7
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 public static Vector3 DrawStat(UnitStat stat, float startX, float startY, float statContentHeight, UnitCreep creep)
 {
     return(DrawStat(stat, startX, startY, statContentHeight, null, creep));
 }
Exemple #8
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 public static Vector3 DrawStat(UnitStat stat, float startX, float startY, float statContentHeight, UnitTower tower)
 {
     return(DrawStat(stat, startX, startY, statContentHeight, tower, null));
 }
Exemple #9
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 void MoveToAttack(Transform target, UnitStat stat)
 {
     agent.destination      = target.position;
     agent.stoppingDistance = stat.attackRange * .9f;
 }
Exemple #10
0
        private static void RefreshRsc()
        {
            for (int i = 0; i < towerList.Count; i++)
            {
                UnitTower tower = towerList[i];
                for (int n = 0; n < tower.stats.Count; n++)
                {
                    UnitStat stat = tower.stats[n];

                    while (stat.cost.Count < rscList.Count)
                    {
                        stat.cost.Add(0);
                    }
                    while (stat.cost.Count > rscList.Count)
                    {
                        stat.cost.RemoveAt(stat.cost.Count - 1);
                    }

                    while (stat.rscGain.Count < rscList.Count)
                    {
                        stat.rscGain.Add(0);
                    }
                    while (stat.rscGain.Count > rscList.Count)
                    {
                        stat.rscGain.RemoveAt(stat.rscGain.Count - 1);
                    }
                }
            }

            for (int i = 0; i < creepList.Count; i++)
            {
                UnitCreep creep = creepList[i];

                while (creep.valueRscMin.Count < rscList.Count)
                {
                    creep.valueRscMin.Add(0);
                }
                while (creep.valueRscMin.Count > rscList.Count)
                {
                    creep.valueRscMin.RemoveAt(creep.valueRscMin.Count - 1);
                }

                while (creep.valueRscMax.Count < rscList.Count)
                {
                    creep.valueRscMax.Add(0);
                }
                while (creep.valueRscMax.Count > rscList.Count)
                {
                    creep.valueRscMax.RemoveAt(creep.valueRscMax.Count - 1);
                }
            }

            for (int i = 0; i < perkList.Count; i++)
            {
                Perk perk = perkList[i];
                while (perk.cost.Count < rscList.Count)
                {
                    perk.cost.Add(0);
                }
                while (perk.cost.Count > rscList.Count)
                {
                    perk.cost.RemoveAt(perk.cost.Count - 1);
                }
            }
        }