private void Start() { myUnit = GetComponent <CharacterUnit>(); agent = GetComponent <NavMeshAgent>(); startPos = transform.position; var p = GameObject.Find("Parent"); unitlists = p.GetComponentInChildren <UnitListCabinet>(); //StartCoroutine(EnemyUpdate()); }
public void ApplyItemEffects(CharacterUnit unit) { unit.AttackPoints += DamagePointsBoost; if (unit.CurrentHP + HealthPointsBoost < unit.MaxHP) { unit.CurrentHP += HealthPointsBoost; } unit.DefensePoints += DefensePointsBoost; }
public override void OnStateEnter() { base.OnStateEnter(); foreach (EnemyUnit eu in combatManager.enemiesList) { CharacterUnit cu = combatManager.CurrentUnit as CharacterUnit; eu.DisplayAsSelectable(); eu.EventOnSelected += SingleTargetSelection; eu.GetDamageData(1f, cu.ATK, cu.myWeapon.weaponType.damageType); } foreach (CharacterUnit cu in combatManager.charactersList) { // Can team kill? } }
public void UpdateCharacterUI(CharacterUnit character) { if (character.IsPlayerControlled()) { if (!actionPointsBar.IsActive()) { actionPointsBar.gameObject.SetActive(true); } UpdateActionPointsBar(character); } else { if (actionPointsBar.IsActive()) { actionPointsBar.gameObject.SetActive(false); } } portrait.sprite = character.GetComponent <SpriteRenderer>().sprite; UpdateHealthBar(character); movementRange.text = character.GetMovementCost().ToString(); attackRange.text = character.GetAttackRange().ToString(); attackCost.text = character.GetAttackCost().ToString(); attackDamage.text = character.GetAttackDamage().ToString(); }
private void ApplyItemEffext(Item item, CharacterUnit player) { item.ApplyItemEffects(player); this._painter.RedrawObjectWithAShield(player); }
public GameStateInfo(string safeName, DateTime createdTime, string currentRegion, CharacterUnit player, ICollection <RegionState> regionStates) { this.SafeName = safeName; this.CreatedOn = createdTime; this.CurrentRegion = currentRegion; this.Player = player; this.RegionStates = regionStates; }
public void UpdateActionPointsBar(CharacterUnit character) { actionPointsBar.maxValue = character.GetMaxAP(); actionPointsBar.value = character.GetCurrentAP(); actionPointsText.text = character.GetCurrentAP().ToString(); }
public void UpdateHealthBar(CharacterUnit character) { healthBar.maxValue = character.GetHealth(); healthBar.value = character.GetCurrentHealth(); healthText.text = character.GetCurrentHealth().ToString(); }
private void Start() { myUnit = GetComponent <CharacterUnit>(); agent = GetComponent <NavMeshAgent>(); unitlists = CompornentUtility.FindCompornentOnScene <UnitListCabinet>(); }
public void SetUnit(CharacterUnit unit) => this.unit = unit;
private void IntialisePlayer() { this._player = new Warrior(500, 500, 16, 24, 250, 250, 10, 80, 4, SpriteType.Char1); Painter.AddObject(_player); }