public override void DoInitialSubAbility(Ability ab) { damageZone = BattlePooler.ProduceObject(damageZonePrfb); damageZone.transform.position = ab.Owner.transform.position; //damageZone.SetActive(true); WaitForMinimumExposure(); }
public override void DoInitialSubAbility(Ability ab) { objectToAddInstance = BattlePooler.ProduceObject(objectToAdd, ab.objectTargets[0].transform.position, Quaternion.identity); castSequence = objectToAddInstance.GetComponent <CastSequence>(); castSequence.OnCast(); EndSubAbility(); }
public override void MVCSetup(object obj) { foreach (GameObject iO in itemOptions) { iO.SetActive(false); } itemOptions.Clear(); System.Type type = (System.Type)obj; Debug.Log("type is " + type); base.MVCSetup(obj); List <Item> items = PartyManager.curParty.items; for (int i = 0; i < items.Count; i++) { if (items[i].GetType() == type) { GameObject itemOptionToAdd = BattlePooler.ProduceObject(itemOptionPrefab); itemOptionToAdd.GetComponentInChildren <TextMeshProUGUI>().text = items[i].listName; itemOptionToAdd.GetComponent <PrepEquipItem>().equipable = (Equipable)items[i]; itemOptionToAdd.GetComponent <PrepEquipItem>().menuToPause = panelToPause; itemOptionToAdd.GetComponent <PrepEquipItem>().menuToUnpause = panelToUnpause; itemOptions.Add(itemOptionToAdd); } } }
public override void MVCSetup(object obj) { base.MVCSetup(obj); foreach (GameObject hD in heroDisplays) { hD.SetActive(false); } heroDisplays.Clear(); foreach (PC pc in PartyManager.curParty.partyMembers) { GameObject heroDisplayToCreate = BattlePooler.ProduceObject(heroDisplayTemplate); heroDisplayToCreate.GetComponentInChildren <Image>().sprite = pc.portrait; heroDisplayToCreate.GetComponentInChildren <TextMeshProUGUI>().text = pc.displayName + "\nHP:" + pc.battler.GetComponent <BattlePC>().stats.modified.hP + "/" + pc.battler.GetComponent <BattlePC>().stats.modified.maxHP + "\nMP:" + pc.battler.GetComponent <BattlePC>().stats.modified.mana + "/" + pc.battler.GetComponent <BattlePC>().stats.modified.maxMana; heroDisplayToCreate.GetComponent <SelectHeroForEquiping>().pc = pc; heroDisplayToCreate.GetComponent <SelectHeroForEquiping>().menuToClose = menuToClose; heroDisplayToCreate.GetComponent <SelectHeroForEquiping>().menuToOpen = menuToOpen; heroDisplays.Add(heroDisplayToCreate); } }
private void ExplodeText(string text, Color color) { GameObject explodingText = BattlePooler.ProduceObject(popoutTextBoxPrefab, transform.position, Quaternion.identity, transform); TextMeshPro textMesh = explodingText.GetComponent <TextMeshPro>(); textMesh.text = text; textMesh.color = color; textMesh.faceColor = color; }
public void Awake() { for (int i = 0; i < inspectorSelections.Count; i++) { mgSelections.Add(new MGSeleciton()); mgSelections[i].display = BattlePooler.ProduceObject(inspectorSelections[i].display); mgSelections[i].directionData = inspectorSelections[i].directionData; mgSelections[i].display.SetActive(false); } }
public override void DoInitialSubAbility(Ability ab) { for (int i = 0; i < mgSelections.Count; i++) { mgSelections[i].display = BattlePooler.ProduceObject(mgSelections[i].display); mgSelections[i].sR = mgSelections[i].display.GetComponent <SpriteRenderer>(); mgSelections[i].sR.color = greyedOutColor; } mgSelections[0].sR.color = selectedColor; }
public static GameObject ProduceProjectile(GameObject projectilePrefab, Ability sourceAbility, Vector3?position, Quaternion?rotation) { GameObject tempProjectile; tempProjectile = BattlePooler.ProduceObject(projectilePrefab); tempProjectile.GetComponent <Fireable>().SetupProjectile(sourceAbility); tempProjectile.transform.position = position == null ? projectilePrefab.transform.position : (Vector3)position; tempProjectile.transform.rotation = rotation == null ? projectilePrefab.transform.rotation : (Quaternion)rotation; return(tempProjectile); }
#pragma warning restore 649 public override void DoInitialSubAbility(Ability ab) { endPrepTime = prepTime + Time.time; SetNewAnimation("chantSpell", ab); if (animObject == null) { animObject = BattlePooler.ProduceObject(animObjectInsp, ab.Owner.transform); //animObject.transform.position = ab.owner.transform.position; } animObject.SetActive(true); }
private void CreateButtons() { for (int i = 0; i < shopItemList.Count; i++) { GameObject tempButton; tempButton = BattlePooler.ProduceObject(shopButton); TextMeshProUGUI nameDisplay = tempButton.transform.Find("Name").GetComponent <TextMeshProUGUI>(); nameDisplay.text = shopItemList[i].item.listName; TextMeshProUGUI priceDisplay = tempButton.transform.Find("Price").GetComponent <TextMeshProUGUI>(); priceDisplay.text = shopItemList[i].price.ToString(); tempButton.GetComponent <PrepBuyItem>().menuToOpen = menuToOpen; tempButton.GetComponent <PrepBuyItem>().menuToClose = menuToClose; tempButton.GetComponent <PrepBuyItem>().shopItem = shopItemList[i]; buttonList.Add(tempButton); } }
private void CreateSlotMenu() { foreach (GameObject iS in itemSlots) { iS.SetActive(false); } itemSlots.Clear(); GameObject itemSlotToFill = BattlePooler.ProduceObject(itemSlotPrefab); itemSlotToFill.transform.Find("Type").GetComponent <TextMeshProUGUI>().text = "Armor"; itemSlotToFill.transform.Find("Name").GetComponent <TextMeshProUGUI>().text = pcToEquip.equipment.armor?.listName; itemSlotToFill.GetComponent <StartWithEquipmentType>().slotType = typeof(Armor); itemSlotToFill.GetComponent <StartWithEquipmentType>().panelToOpen = panelToOpen; itemSlotToFill.GetComponent <StartWithEquipmentType>().panelToPause = panelToPause; itemSlots.Add(itemSlotToFill); itemSlotToFill = BattlePooler.ProduceObject(itemSlotPrefab); itemSlotToFill.transform.Find("Type").GetComponent <TextMeshProUGUI>().text = "Weapon"; itemSlotToFill.transform.Find("Name").GetComponent <TextMeshProUGUI>().text = pcToEquip.equipment.weapon?.listName; itemSlotToFill.GetComponent <StartWithEquipmentType>().slotType = typeof(Weapon); itemSlotToFill.GetComponent <StartWithEquipmentType>().panelToOpen = panelToOpen; itemSlotToFill.GetComponent <StartWithEquipmentType>().panelToPause = panelToPause; itemSlots.Add(itemSlotToFill); itemSlotToFill = BattlePooler.ProduceObject(itemSlotPrefab); itemSlotToFill.transform.Find("Type").GetComponent <TextMeshProUGUI>().text = "Ring"; itemSlotToFill.transform.Find("Name").GetComponent <TextMeshProUGUI>().text = pcToEquip.equipment.ring?.listName; itemSlotToFill.GetComponent <StartWithEquipmentType>().slotType = typeof(Ring); itemSlotToFill.GetComponent <StartWithEquipmentType>().panelToOpen = panelToOpen; itemSlotToFill.GetComponent <StartWithEquipmentType>().panelToPause = panelToPause; itemSlots.Add(itemSlotToFill); itemSlotToFill = BattlePooler.ProduceObject(itemSlotPrefab); itemSlotToFill.transform.Find("Type").GetComponent <TextMeshProUGUI>().text = "Hemet"; itemSlotToFill.transform.Find("Name").GetComponent <TextMeshProUGUI>().text = pcToEquip.equipment.helmet?.listName; itemSlotToFill.GetComponent <StartWithEquipmentType>().slotType = typeof(Helmet); itemSlotToFill.GetComponent <StartWithEquipmentType>().panelToOpen = panelToOpen; itemSlotToFill.GetComponent <StartWithEquipmentType>().panelToPause = panelToPause; itemSlots.Add(itemSlotToFill); }