Esempio n. 1
0
        public void TurnOnActiveSkill(string name, float result)
        {
            int _id             = ActiveSkills[name].getId();
            int _requiredEnergy = ActiveSkills[name].requiredEnergy;

            ActiveSkill.SkillType _skillType = ActiveSkills[name].skillType;

            if (_skillType == ActiveSkill.SkillType.ActiveDamage)
            {
                if (GlobalManager.currentEnemy != null)
                {
                    if (globalManager.getEnergy() >= _requiredEnergy)
                    {
                        globalManager.setEnergy(globalManager.getEnergy() - _requiredEnergy);
                        // Skill object
                        GameObject SkillObject = Instantiate(SkillObjectPrefab, monsterPanel.transform);
                        SkillObject.GetComponent <Animator>().SetInteger("SkillID", _id);
                        SkillObject.GetComponent <SkillObject>().setResult(result);
                        ActiveSkillEffect(name);
                    }
                    else
                    {
                        // Not enough energy
                    }
                }
            }
            else if (_skillType == ActiveSkill.SkillType.Buff)
            {
            }
            else if (_skillType == ActiveSkill.SkillType.Debuff)
            {
            }
        }
Esempio n. 2
0
        public void TurnOnMonsterSkill(string name, float result)
        {
            ActiveSkill.SkillType _skillType = EnemySkills[name].skillType;
            Monster m = GlobalManager.currentEnemy.GetComponent <Monster>();

            if (_skillType == ActiveSkill.SkillType.Multiple)
            {
                switch (name)
                {
                case "LittleRecovery":
                    m.setHp(m.getHp() + m.getMaxHp() / 10);
                    break;
                }
            }
            else if (_skillType == ActiveSkill.SkillType.Single)
            {
                switch (name)
                {
                case "ClickShield":
                    skillLogo.SetActive(true);
                    m.setClickShieldCount(10);
                    break;

                case "NormalDodge":
                    m.setDodgeChance(20);
                    break;
                }
            }
        }