Esempio n. 1
0
 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();
 }
Esempio n. 3
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    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);
            }
        }
    }
Esempio n. 4
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    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);
        }
    }
Esempio n. 5
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    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);
    }
Esempio n. 9
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#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);
    }
Esempio n. 10
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    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);
        }
    }
Esempio n. 11
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    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);
    }