Esempio n. 1
0
 //Method to calculate retreat possibility
 public void Retreat()
 {
     //Shows the following message if retreat from battle is disabled
     if (noRetreat)
     {
         battlePrompts.notificationText.text = "Retreat is impossible!";
         battlePrompts.Activate();
     }
     else
     {
         //Calculation of retreat possibility
         int fleeSuccess = Random.Range(0, 100);
         if (fleeSuccess < retreatRate)
         {
             retreating = true;
             StartCoroutine(EndBattleCo());
         }
         else
         {
             //Shows the following message if retreat failed
             NextTurn();
             battlePrompts.notificationText.text = "Retreat failed!";
             battlePrompts.Activate();
         }
     }
 }
Esempio n. 2
0
    public void Flee()
    {
        if (isBoss)
        {
            nextTurn();
            battleNotice.theText.text = " you cannot flee this Battle";
            battleNotice.Activate();
            GameManager.instance.battleActive = false;
        }
        else
        {
            int fleeSuccess = Random.Range(0, 100);

            if (fleeSuccess < chanceToFlee)
            {
                /*
                 * battleActive = false;
                 * battleScene.SetActive(false);
                 */
                flee = true;
                StartCoroutine(endBattleCo());
            }
            else
            {
                nextTurn();
                battleNotice.theText.text = "Could not escape!";
                battleNotice.Activate();
                GameManager.instance.battleActive = false;
            }
        }
    }
Esempio n. 3
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 public void Flee()
 {
     if (cannotFlee)
     {
         battleNotice.theText.text = battleStart.bossName + " doesn't let you leave!";
         battleNotice.Activate();
     }
     else
     {
         int fleeSuccess = Random.Range(0, 100);
         if (fleeSuccess < chanceToFlee)
         {
             //escape the battle
             //battleActive = false;
             //battleScene.SetActive(false);
             fleeing = true;
             StartCoroutine(EndBattleCo());
         }
         else
         {
             NextTurn();
             battleNotice.theText.text = "Couldn't escape, oh the humanity!";
             battleNotice.Activate();
         }
     }
 }
Esempio n. 4
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    public void Flee()
    {
        if (cannotFlee)
        {
            battleNotice.theText.text = "Can not flee this battle!";
            battleNotice.Activate();
        }
        else
        {
            int fleeSucess = Random.Range(0, 100);

            if (fleeSucess <= chanceToFlee)
            {
                // end battle
                //battleActive = false;
                //battleScene.SetActive(false);
                fleeing = true;
                StartCoroutine(EndBattleCo());
            }
            else
            {
                NextTurn();
                battleNotice.theText.text = "Couldn't escape!";
                battleNotice.Activate();
            }
        }
    }
Esempio n. 5
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    public void Retreat()
    {
        if (_canRetreat)
        {
            int retreatSucess = Random.Range(0, 100);

            if (retreatSucess <= _chanceToFlee)
            {
                //end battle
                //_battleActive = false;
                //_battleScene.SetActive(false);
                _retreating = true;
                StartCoroutine(EndBattleRoutine());
            }
            else
            {
                _battleNotice.Activate("You couldn't Escape!!");
                NextTurn();
            }
        }
        else
        {
            _battleNotice.Activate("You are not allowed to retreat from this battle!");
        }
    }
Esempio n. 6
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    public void Flee()
    {
        if (cannotFlee)
        {
            battleNotification.notificationText.text = "Can not flee this battle!";
            battleNotification.Activate();
        }
        else
        {
            int fleeSuccess = Random.Range(0, 100);

            if (fleeSuccess < chanceToFlee)
            {
                //end the battle
                //battleActive = false;
                //GameManager.instance.battleActive = false;
                //battleScene.SetActive(false);
                fleeing = true;
                StartCoroutine(EndBattleCo());
            }
            else
            {
                battleNotification.notificationText.text = "Couldn't escape!";
                battleNotification.Activate();

                NextTurn();
            }
        }
    }
Esempio n. 7
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 public void Flee()
 {
     if (cannotFlee)
     {
         battleNotice.theText.text = "Can't flee Boss Battles!";
         battleNotice.Activate();
     }
     else
     {
         AudioManager.instance.PlaySFX(4);
         int fleeSucess = Random.Range(0, 100);
         if (fleeSucess < chanceToFlee)
         {
             //end battle
             //battleActive = false;
             //battleScene.SetActive(false);
             fleeing = true;
             AudioManager.instance.PlayBGM(FindObjectOfType <CameraController>().
                                           musicToPlay);
             StartCoroutine(EndBattleCo());
         }
         else
         {
             NexTurn();
             battleNotice.theText.text = "Can't Escape!";
             battleNotice.Activate();
         }
     }
 }
Esempio n. 8
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    public void Flee()
    {
        if (cannotFlee)
        {
            battleNotice.SetNotificationText("Can't flee from this battle!");
            battleNotice.Activate();
        }

        else
        {
            int fleeSuccess = UnityEngine.Random.Range(0, 100);
            if (fleeSuccess < chanceToFlee)
            {
                // End the battle
                //StartCoroutine("BattleFlee");

                //FindObjectOfType<AudioManager>().PlayBGM(3);
                //DeactivateBattle();
                battleFleeing = true;
                StartCoroutine("BattleVictory");
            }

            else
            {
                battleNotice.SetNotificationText("Failed To Escape!");
                battleNotice.Activate();
                NextTurn();
            }
        }
    }
Esempio n. 9
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 public void FleeBattle()
 {
     if (cannotFlee)
     {
         AudioManager.instance.PlaySFX(errorSound);
         battleNotification.notificationMessage.text = "You can't even attempt to escape this battle, you would get eaten!";
         battleNotification.Activate();
     }
     else
     {
         StartCoroutine(FleeBattleWithDelay());
     }
 }
Esempio n. 10
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    // Start is called before the first frame update
    void Start()
    {
        instance = this;
        DontDestroyOnLoad(gameObject);

        Scene  currentScene = SceneManager.GetActiveScene();
        string sceneName    = currentScene.name;

        if (sceneName == "BHS Hallway")
        {
            battleNotice.theText.text = "Battle";
        }
        battleNotice.Activate();
    }
    //flees the battle
    public void Flee()
    {
        //picks a random number from 1-100
        int fleeSuccess = Random.Range(0, 100);

        //if  the random number (flee success) is less than chance to flee, then end the battle otherwise create a notifcation saying the flee failed
        if (fleeSuccess < chanceToFlee)
        {
            //end battle
            StartCoroutine(EndBattleCo());
        }

        //make a notifcation saying flee failed
        else
        {
            //go to next turn
            nextTurn();

            //set the description boxtext to fleefailed
            descriptionText.text = "You failed to flee.";

            //activate the description box
            battleNotice.Activate();
        }
    }
Esempio n. 12
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    public void Flee()
    {
        if (!canFleeFromBattle)
        {
            battleNotice.Activate("Cannot flee this battle!");
        }
        else
        {
            int fleeSucess = Random.Range(0, 100);

            if (fleeSucess <= chanceToFlee)
            {
                fleeing = true;
                StartCoroutine(EndBattle());
            }
            else
            {
                StartCoroutine(NextTurn());
                battleNotice.Activate("You Can't Flee");
            }
        }
    }
 public void Flee()
 {
     if (cannotFlee)
     {
         battleNotis.theText.text = "Can not escape from this battle!";
         battleNotis.Activate();
     }
     else
     {
         int fleeSuccess = Random.Range(0, 100);
         if (fleeSuccess < changeToFlee)
         {
             StartCoroutine(EndBattleCo());
             flee = true;
         }
         else
         {
             battleNotis.theText.text = "Couldn't escape!";
             battleNotis.Activate();
             NextTurn();
         }
     }
 }
Esempio n. 14
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 public void Flee()
 {
     if (cannotFlee)
     {
         battleNote.theText.text = "Cannot Flee This Battle!";
         battleNote.Activate();
     }
     else
     {
         fleeing = true;
         int fleeSuccess = Random.Range(0, 100);
         if (fleeSuccess < chanceToFlee)
         {
             StartCoroutine(EndBattleCo());
         }
         else
         {
             NextTurn();
             battleNote.theText.text = "Couldn't Escape!";
             battleNote.Activate();
         }
     }
 }
Esempio n. 15
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    public void Flee()
    {
        int fleeSuccess = Random.Range(0, 100);

        if (fleeSuccess < chanceToFlee)
        {
            // end the battle
            isBattleActive = false;
            battleScene.SetActive(false);
        }
        else
        {
            notification.description.text = "Could not escape!";
            notification.Activate();
            // should have a co-routine to wait for however long the description is on screen for
            NextTurn();
        }
    }
Esempio n. 16
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    public void Flee()
    {
        //random chance to flee battle
        int fleeSuccess = Random.Range(0, 100);

        if (fleeSuccess <= chanceToFlee)
        {
            // End Battle
            fleeing = true;
            StartCoroutine(EndBattleCo());
        }
        else
        {
            NextTurn();
            battleNotice.messageText.text = "Couldn't Escape from Battle";
            battleNotice.Activate();
        }
    }
Esempio n. 17
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    // Function to allow players to run from battle
    public void Flee()
    {
        int fleeSuccess = Random.Range(0, 100);

        if (fleeSuccess < chanceToFlee)
        {
            // End the battle
            fleeing = true;
            StartCoroutine(EndBattle());
        }
        else
        {
            fleeing = false;

            // Flee not successful
            this.NextTurn();
            battleNotice.theText.text = "Couldn't escape!";
            battleNotice.Activate();
        }
    }