Esempio n. 1
0
    public static BattlePlayer GetPlayer(Character unit, BattlePlayerUI ui)
    {
        if (unit.GetBonusDice() != 0)
        {
            Debug.Log("BounsStat : " + unit.GetBonusDice());
        }

        List <BDice.Species> attackDices  = new List <BDice.Species>();
        List <BDice.Species> defenseDices = new List <BDice.Species>();

        for (int i = 0; i < unit.numberOfAttackDice + unit.GetBonusDice(); i++)
        {
            attackDices.Add(unit.speciesOfAttackDice);
        }

        for (int i = 0; i < unit.numberOfDefenseDice + unit.GetBonusDice(); i++)
        {
            defenseDices.Add(unit.speciesOfDefenseDice);
        }

        int maxHp     = unit.maxHp;
        int currentHp = unit.currentHp;

        int bonusStat = unit.GetBonusDice();

        return(new BattlePlayer(attackDices, defenseDices,
                                maxHp, currentHp, bonusStat, ui));
    }
Esempio n. 2
0
    public override void Open()
    {
        gunTxt.Clear();
        gunIm.Clear();
        base.Open();
        foreach (var item in playerDic.Keys)
        {
            Destroy(playerDic[item]);
        }
        playerDic.Clear();
        foreach (var item in RoomSingle.GetInfos().Keys)
        {
            if (NetworkTools.GetLocalIP().Equals(item))
            {
                continue;//忽略自己
            }
            GameObject obj = Instantiate <GameObject>(playerPrefab, playerParent.transform);
            obj.SetActive(true);
            obj.transform.localScale = Vector3.one;
            BattlePlayerUI bpui = obj.GetComponent <BattlePlayerUI>();
            bpui.UpdatePanel(item, 1, 1);//初始让其满血
            playerDic.Add(item, bpui);
        }

        gunIm.Add(RoomSingle.GetInfos()[NetworkTools.GetLocalIP()].gun1ID, gun1Image);
        gunIm.Add(RoomSingle.GetInfos()[NetworkTools.GetLocalIP()].gun2ID, gun2Image);
        gunTxt.Add(RoomSingle.GetInfos()[NetworkTools.GetLocalIP()].gun1ID, gun1Text);
        gunTxt.Add(RoomSingle.GetInfos()[NetworkTools.GetLocalIP()].gun2ID, gun2Text);

        gun1Image.sprite = Resources.Load <Sprite>("UI/WeaponIcon/Gun" + RoomSingle.GetInfos()[NetworkTools.GetLocalIP()].gun1ID);
        gun2Image.sprite = Resources.Load <Sprite>("UI/WeaponIcon/Gun" + RoomSingle.GetInfos()[NetworkTools.GetLocalIP()].gun2ID);

        GunRow g1Row = GunModel_S.Instance.GetGunInfo(RoomSingle.GetInfos()[NetworkTools.GetLocalIP()].gun1ID);

        UpdateGunMessage(RoomSingle.GetInfos()[NetworkTools.GetLocalIP()].gun1ID, g1Row.Cartridge, g1Row.CarryCap);
        GunRow g2Row = GunModel_S.Instance.GetGunInfo(RoomSingle.GetInfos()[NetworkTools.GetLocalIP()].gun2ID);

        UpdateGunMessage(RoomSingle.GetInfos()[NetworkTools.GetLocalIP()].gun2ID, g2Row.Cartridge, g2Row.CarryCap);

        hpImage.fillAmount = 1;
        gun1Use.SetActive(true);
        gun2Use.SetActive(false);
        EventCenterManager._Instance.AddListener(EventType.UpdatePlayerUI, UpdatePlayerMsgCallBack);
        EventCenterManager._Instance.AddListener(EventType.UpdateBattleGunUI, UpdateGunMsgCallBack);
        EventCenterManager._Instance.AddListener(EventType.SwitchGun, SwitchGunCallBack);
        EventCenterManager._Instance.AddListener(EventType.OpenAimed, OpenAniedCallBack);
    }
Esempio n. 3
0
    public BattlePlayer(List <BDice.Species> attackDices,
                        List <BDice.Species> defenseDices,
                        int maxHp, int currentHp, int bonusStat,
                        BattlePlayerUI ui)
    {
        this.attackDices  = attackDices;
        this.defenseDices = defenseDices;
        this.maxHp        = maxHp;
        this.ui           = ui;
        this.bonusStat    = bonusStat;
        this.currentHp    = currentHp;

        ui.battleBuffUIs.ForEach((buffUI) => {
            buffUI.spriteRenderer.enabled = false;
        });

        InitializeDice();

        ui.damageCount.text = "0";
    }
Esempio n. 4
0
    public static BattlePlayer GetPlayer(Unit unit, BattlePlayerUI ui)
    {
        List <BDice.Species> attackDices  = new List <BDice.Species>();
        List <BDice.Species> defenseDices = new List <BDice.Species>();

        for (int i = 0; i < unit.numberOfAttackDice; i++)
        {
            attackDices.Add(unit.speciesOfAttackDice);
        }

        for (int i = 0; i < unit.numberOfDefenseDice; i++)
        {
            defenseDices.Add(unit.speciesOfDefenseDice);
        }

        int maxHp     = unit.maxHp;
        int currentHp = unit.currentHp;

        int bounsStat = 0;

        return(new BattlePlayer(attackDices, defenseDices,
                                maxHp, currentHp, bounsStat, ui));
    }