Esempio n. 1
0
    // Use this for initialization
    void OnEnable()
    {
        BattleFight BF = AtkDamage.GetComponent <BattleFight> ();

        BF.enabled = true;
        BF.enabled = false;
    }
Esempio n. 2
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    public void MercyMove()
    {
        Mercy       MercyScript = MercyMoveScript.GetComponent <Mercy> ();
        GameObject  item        = GameObject.Find("ItemMove");
        Item        IScript     = item.GetComponent <Item> ();
        GameObject  act         = GameObject.Find("ActMove");
        Act         Script      = act.GetComponent <Act> ();
        BattleFight BF          = AtkDamage.GetComponent <BattleFight> ();
        Attacks     Attack      = Attacks.GetComponent <Attacks> ();

        if (Spareable)
        {
            MercyScript.MercyTxt.color = yellow;
        }


        if (MercyScript.OnMercyMenu)
        {
            if (Input.GetAxisRaw("Cancel") == 1)
            {
                gameObject.transform.position = Mercy1.transform.position;
                Mercy1.enabled      = true;
                Mercy1.interactable = true;
                MercyTxt.enabled    = false;
                Mercy1.Select();
                MainMenuTxt Main = GetComponent <MainMenuTxt> ();
                Main.MainMenTxt();
                MercyScript.OnMercyMenu = false;
                Script.OnActMenuNmb     = 0;
                IScript.OnItemMenu      = false;
            }

            if (Input.GetAxisRaw("Submit") == 1)
            {
                if (IScript.NOfClicks > 1)
                {
                    if (Spareable == false)
                    {
                        Attack.CancelSpawn           = false;
                        MercyScript.MercyTxt.enabled = false;
                        Mercy1.enabled          = true;
                        Mercy1.enabled          = false;
                        Mercy1.interactable     = false;
                        MercyScript.OnMercyMenu = false;
                        BF.enabled        = true;
                        BF.enabled        = false;                 //Battle Fight works on Enable
                        IScript.NOfClicks = 1;
                    }
                    else if (Spareable)
                    {
                        FadeToBlackAnim.Play("FadeToBlack");
                    }
                }
            }
        }
    }
Esempio n. 3
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    protected override IEnumerator Run()
    {
        this._ui.battleOrderUI.SetTurnOrder(fighters);
        yield return(GameManager.Instance.time.GetController().StartCoroutine(this._ui.battleStartUI.PlayAnimation()));

        this._ui.targetIconsUI.ClearTargetArrows();

        for (int i = 0; i < fighters.Count; i++)
        {
            if (fighters[i] == null)
            {
                // This can happen if the fighter dies mid-battle
                this._ui.battleOrderUI.PopFighter();
                yield return(GameManager.Instance.time.GetController().WaitForSeconds(1.0f));

                continue;
            }

            // Apply Status Ailment
            fighters[i].ailmentController.TickAilmentEffects(this._phase);

            if (queuedActions[i] == null)
            {
                Debug.LogError("ERROR: Queued action was null!");
            }

            QueuedAction attackerAction = queuedActions[i];

            // This can happen if target dies mid-battle
            if (attackerAction._action.TargetsDead(fighters[i], attackerAction.GetTargetIds()))
            {
                Debug.Log("Skip attacker's turn: " + fighters[i].Name);
                this._ui.battleOrderUI.PopFighter();
                yield return(GameManager.Instance.time.GetController().WaitForSeconds(1.0f));

                continue;
            }

            BattleFight fight = new BattleFight(_field, fighters[i], attackerAction, this._ui);
            this.currentFight = fight;

            yield return(GameManager.Instance.time.GetController().StartCoroutine(this._ui.focusOverlay.EnableOverlay()));

            yield return(GameManager.Instance.time.GetController().StartCoroutine(fight.DoFight()));

            yield return(GameManager.Instance.time.GetController().StartCoroutine(this._ui.focusOverlay.DisableOverlay()));

            this._ui.battleOrderUI.PopFighter();
        }
    }
Esempio n. 4
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    public override IEnumerator ExecuteAction(FightingEntity user, List <FightingEntity> targets, BattleFight battleFight)
    {
        _battleFight = battleFight;
        FightResult result = new FightResult(user, this);

        if (CheckCost(user))
        {
            PayCost(user);
            targets = GetAllPossibleActiveTargets(user);

            Vector3 userStartingPos = user.transform.position;

            // Slide in
            if (animation != null && animation.slideType != SlideType.NONE)
            {
                yield return(GameManager.Instance.time.GetController().StartCoroutine(animation.SlideIn(user, targets)));
            }

            List <FightingEntity> potentialTargets = targets;
            for (int i = 0; i < _numHits; i++)
            {
                potentialTargets = targets.Filter(target => target != null);
                if (potentialTargets.Count == 0)
                {
                    break;
                }
                List <FightingEntity> currTargets = SetTargets(user, targets);
                // Play animation
                GameManager.Instance.time.GetController().StartCoroutine(animation.AnimateAction(user, currTargets));
                yield return(GameManager.Instance.time.GetController().WaitForSeconds(animation.GetAnimWindup(false)));

                result = ApplyEffect(user, currTargets);
                OnPostEffect(result);
                _battleFight.EndFight(result, this);
                yield return(GameManager.Instance.time.GetController().WaitForSeconds(animation.GetAnimCooldown(false)));
            }

            // Slide back
            if (animation != null && animation.slideType != SlideType.NONE)
            {
                yield return(GameManager.Instance.time.GetController().StartCoroutine(animation.Slide(user.transform, user.transform.position, userStartingPos)));
            }
        }
    }
Esempio n. 5
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    public override IEnumerator ExecuteAction(FightingEntity user, List <FightingEntity> targets, BattleFight battleFight)
    {
        _battleFight = battleFight;
        FightResult result = new FightResult(user, this);

        if (CheckCost(user))
        {
            PayCost(user);
            ActionBase selectedAction = _actions[Random.Range(0, _actions.Length)];
            targets = selectedAction.GetNewTargets(user);

            // Play animation
            yield return(GameManager.Instance.time.GetController().StartCoroutine(selectedAction.PlayAnimation(user, targets)));

            result = selectedAction.ApplyEffect(user, targets);
            OnPostEffect(result);
            _battleFight.EndFight(result, this);
            yield return(GameManager.Instance.time.GetController().WaitForSeconds(selectedAction.animation.GetAnimCooldown()));
        }
    }
Esempio n. 6
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    // Update is called once per frame
    public void OnEnable()
    {
        HeartMove       Heart = HeartMov.GetComponent <HeartMove> ();
        HealthBar_Enemy HBarE = HBarEn.GetComponent <HealthBar_Enemy> ();
        Animator        anim  = Marciano.GetComponent <Animator>();
        BattleFight     BF    = AtkDamage.GetComponent <BattleFight> ();

        Atk.SetBool("IsAttaking", false);
        Hit.Play();
        AtkDamage.enabled     = true;
        AtkDamageAnim.enabled = true;
        AtkDamageAnim.Play("AtkDamageAnim");
        HealthBarHit.enabled        = true;
        HealthBarHitDamaged.enabled = true;
        anim.Play("Quake");
        anim.SetBool("QuakeEna", true);
        HBarE.EHealth -= Damage;
        AtkDamage.text = Damage.ToString();

        //BF.enabled = false;
    }
Esempio n. 7
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    public void ActText()
    {
        UITextTypeWriterName Nam = Name.GetComponent <UITextTypeWriterName> ();
        UITextTypeWriterDesc Des = Desc.GetComponent <UITextTypeWriterDesc> ();
        UITextTypeWriter     x   = xAct.GetComponent <UITextTypeWriter> ();
        GameObject           act = GameObject.Find("ActMove");
        Item        IScript      = ItemI.GetComponent <Item> ();
        Act         Script       = act.GetComponent <Act> ();
        Animator    TxtAnim      = TextBox.GetComponent <Animator> ();
        BattleFight BF           = AtkDamage.GetComponent <BattleFight> ();

        if (Script.OnActMenuNmb == 0)
        {
            if (NameFinished)
            {
                xAct.enabled = true;
                x.ChangeText("*", 0f);
                Des.ChangeText(Des.text, 0f);
                Desc.enabled = true;
                NameFinished = false;
            }
        }
    }
Esempio n. 8
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    public virtual IEnumerator ExecuteAction(FightingEntity user, List <FightingEntity> targets, BattleFight battleFight)
    {
        _battleFight = battleFight;
        FightResult result = new FightResult(user, this);

        Coroutine animationCor = null;

        if (CheckCost(user))
        {
            PayCost(user);
            targets = SetTargets(user, targets);
            // Play animation
            yield return(GameManager.Instance.time.GetController().StartCoroutine(PlayAnimation(user, targets)));

            result = ApplyEffect(user, targets);
            OnPostEffect(result);
            _battleFight.EndFight(result, this);
            if (animation != null)
            {
                yield return(GameManager.Instance.time.GetController().WaitForSeconds(animation.GetAnimCooldown()));
            }
        }
    }
Esempio n. 9
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    public void ItemTextPress()
    {
        BattleFight BF     = AtkDamage.GetComponent <BattleFight> ();
        Item        Script = ItemS.GetComponent <Item> ();

        if (Item1_2Finished)
        {
            if (Input.GetAxisRaw("Submit") == 1)
            {
                if (ItemTxtOn)
                {
                    x1.enabled       = false;
                    x2.enabled       = false;
                    Item1_2.enabled  = false;
                    Item1_1.enabled  = false;
                    BF.enabled       = true;
                    BF.enabled       = false;              //Because it works with OnEnable.
                    ItemTxtOn        = false;
                    Script.NOfClicks = 1;
                }
            }
        }
    }
Esempio n. 10
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    public void ActTxtPress()
    {
        UITextTypeWriterName Nam = Name.GetComponent <UITextTypeWriterName> ();
        UITextTypeWriterDesc Des = Desc.GetComponent <UITextTypeWriterDesc> ();
        UITextTypeWriter     x   = xAct.GetComponent <UITextTypeWriter> ();
        GameObject           act = GameObject.Find("ActMove");
        Item        IScript      = ItemI.GetComponent <Item> ();
        Act         Script       = act.GetComponent <Act> ();
        Animator    TxtAnim      = TextBox.GetComponent <Animator> ();
        BattleFight BF           = AtkDamage.GetComponent <BattleFight> ();
        //TalkBox
        TalkBox TalkBox = TextBox.GetComponent <TalkBox>();

        if (ReadingAct)
        {
            if (DescFinished)
            {
                if (Input.GetAxisRaw("Submit") == 1)
                {
                    Desc.enabled              = false;    //Desc in check
                    x.enabled                 = false;    //* in Desc(?
                    xAct.enabled              = false;    //* in Name(?
                    Name.enabled              = false;    //Name in check
                    DescFinished              = false;    //If not works forever
                    IScript.NOfClicks         = 1;
                    BF.enabled                = true;
                    BF.enabled                = false;     //Because it works with OnEnable.
                    ReadingAct                = false;
                    TalkBox.TalkBoxTextString = "Ayy lmao.";
                }
            }
            else
            {
                if (Input.GetAxisRaw("Cancel") == 1)
                {
                    Nam.StopAllCoroutines();
                    Des.StopAllCoroutines();
                    Name.text    = Nam.text;
                    Desc.enabled = true;
                    xAct.enabled = true;
                    Desc.text    = Des.text;
                    DescFinished = true;
                }
            }
        }
        if (ReadingDance)
        {
            if (Dance2Finished)
            {
                if (Input.GetAxisRaw("Submit") == 1)
                {
                    IScript.NOfClicks            = 1;
                    Script.Dance_Text.enabled    = false;
                    Script.Dance_Text_2.enabled  = false;
                    Script.XDance_Text.enabled   = false;
                    Script.XDance_Text_2.enabled = false;
                    Script.Suspense.enabled      = false;
                    Dance2Finished = false;
                    BF.enabled     = true;
                    BF.enabled     = false;
                    ReadingDance   = false;
                    DanceNmb      += 1;
                }
            }
            else
            {
                if (Input.GetAxisRaw("Cancel") == 1)
                {
                    UITextTypeWriterSuspense SusType    = Script.Suspense.GetComponent <UITextTypeWriterSuspense> ();
                    UITextTypeWriterDance2   Dance2Type = Script.Dance_Text_2.GetComponent <UITextTypeWriterDance2> ();
                    UITextTypeWriterDance    DanceType  = Script.Dance_Text.GetComponent <UITextTypeWriterDance> ();
                    DanceType.StopAllCoroutines();
                    SusType.StopAllCoroutines();
                    Dance2Type.StopAllCoroutines();
                    IScript.NOfClicks            = 1;
                    Script.Dance_Text.enabled    = true;
                    Script.Dance_Text_2.enabled  = true;
                    Script.XDance_Text.enabled   = true;
                    Script.XDance_Text_2.enabled = true;
                    Script.Suspense.enabled      = true;
                    Script.Dance_Text.text       = DanceTxt;
                    Script.Dance_Text_2.text     = DanceTxt2;
                    Script.Suspense.text         = "...";
                    DanceNmb += 1;
                    Script.XDance_Text.text   = "*";
                    Script.XDance_Text_2.text = "*";
                    Dance2Finished            = true;
                }
            }
        }
    }
Esempio n. 11
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    public void FightMove()
    {
        Fight          FightScript = FightMoveScript.GetComponent <Fight> ();
        Mercy          MercyScript = MercyMoveScript.GetComponent <Mercy> ();
        FightBar       FightB      = FightBar.GetComponent <FightBar> ();
        SpriteRenderer spr         = FightBar.GetComponent <SpriteRenderer> ();
        HitSound       Hs          = Attack_0.GetComponent <HitSound> ();
        BattleFight    Bf          = AtkDamage.GetComponent <BattleFight> ();
        GameObject     item        = GameObject.Find("ItemMove");
        Item           IScript     = item.GetComponent <Item> ();
        GameObject     act         = GameObject.Find("ActMove");
        Act            Script      = act.GetComponent <Act> ();

        Attacks Attack = Attacks.GetComponent <Attacks> ();

        Animator AtkDamageAnim = AtkDamage.GetComponent <Animator> ();
        Animator BgAnim        = FightBg.GetComponent <Animator> ();

        if (Input.GetAxisRaw("Cancel") == 1)
        {
            if (FightScript.OnFightMenu)
            {
                gameObject.transform.position = Fight1.transform.position;
                Fight1.enabled      = true;
                Fight1.interactable = true;

                Fight1.Select();
                MainMenuTxt Main = GetComponent <MainMenuTxt> ();
                Main.MainMenTxt();
                FightScript.OnFightMenu        = false;
                Script.OnActMenuNmb            = 0;
                IScript.OnItemMenu             = false;
                xFight.enabled                 = false;
                FightName.enabled              = false;
                HealthBar_Enemy.enabled        = false;
                HealthBarDamaged_Enemy.enabled = false;
            }
        }

        if (Input.GetAxisRaw("Submit") == 1)
        {
            if (IScript.NOfClicks > 1)
            {
                if (FightScript.OnFightMenu)
                {
                    Attack.CancelSpawn             = false;
                    xFight.enabled                 = false;
                    FightName.enabled              = false;
                    HealthBar_Enemy.enabled        = false;
                    HealthBarDamaged_Enemy.enabled = false;
                    PressFx.Play();
                    gameObject.SetActive(false);
                    Fight1.enabled          = true;
                    Fight1.enabled          = false;
                    spr.enabled             = true;
                    Attacking               = true;
                    IScript.NOfClicks       = 1;
                    FightB.IsMoving         = true;
                    FightScript.OnFightMenu = false;
                    Hs.enabled              = false;
                    Bf.enabled              = false;
                    BgAnim.enabled          = true;
                    FightBg.enabled         = true;
                }
            }
        }
    }
Esempio n. 12
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    public override IEnumerator ExecuteAction(FightingEntity user, List <FightingEntity> targets, BattleFight battleFight)
    {
        yield return(GameManager.Instance.time.GetController().StartCoroutine(base.ExecuteAction(user, targets, battleFight)));

        yield return(GameManager.Instance.time.GetController().StartCoroutine(base.ExecuteAction(user, targets, battleFight)));
    }
Esempio n. 13
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        //Original Returns Int
        public JsonResult ChooseDefenders(int atkCardId, int[] defCardIds)
        {
            GameEngine engine = new GameEngine(Session);

            Battle battle    = engine.Battle;
            Player atkPlayer = battle.Turn.Player;
            Player defPlayer = (battle.Turn.Player == battle.player1) ? battle.player2 : battle.player1;


            if (defCardIds.Count() > 2)
            {
                return(null);
            }

            if (battle.Phase != BattlePhase.Defense)
            {
                return(null);
            }

            //todo: deffend cards
            Carta atkCard = battle.Turn.Atackers.First(x => x.Id == atkCardId);

            if (defCardIds[0] == 0)
            {
                DirectHit(atkCardId);
                return(Json(new
                {
                    atkId = atkCard.Id,
                    atkIsDead = atkCard.IsDead,
                    atkLife = atkCard.Defesa,
                    defIds = 0,
                    defIsDead = true,
                    defLife = 0
                }));
            }

            List <Carta> defCards = defPlayer.ChooseDefenders(defCardIds);

            BattleFight battleFight = new BattleFight(atkCard, defCards);
            var         result      = battleFight.Result;

            if (atkCard.IsDead)
            {
                atkPlayer.Graveyard.Add(atkCard);
                atkPlayer.AtackField.Remove(atkCard);
            }

            foreach (var defCard in defCards)
            {
                if (defCard.IsDead)
                {
                    defPlayer.Graveyard.Add(defCard);
                    defPlayer.DefenseField.Remove(defCard);
                }
            }
            defPlayer.Life -= result.PlayerLifeDamage;
            //todo: battleResult


            return(Json(new
            {
                atkId = result.Atacker.Id,
                atkIsDead = result.Atacker.IsDead,
                atkLife = result.Atacker.Defesa,
                defIds = result.Defender.Select(x => x.Id),
                defIsDead = result.Defender.Select(x => x.IsDead),
                defLife = result.Defender.Select(x => x.Defesa)
            }));
        }