// Use this for initialization void Start() { CombatActionGraph.GenerateGraph(); // Init player playerData = new Actor(); playerData.health = 50; playerData.type = ActorType.Player; playerData.objectReference = GameObject.Find("Player"); }
public List <CombatAction> getAvailableCombatActions() { List <CombatAction> actionList = new List <CombatAction>(); List <CombatActionType> potentialActions = CombatActionGraph.GetAvailableActions(combatState.prevAction); foreach (CombatActionType actionType in potentialActions) { CombatAction action = new CombatAction(); switch (actionType) { case CombatActionType.Block: if (shield != null) { action.InitBlock(shield, combatState.offBalanceLevel); } break; case CombatActionType.Parry: action.InitParry(weapon, combatState.weaponStyle, combatState.windUpLevel, combatState.offBalanceLevel); break; case CombatActionType.WindUp: if (combatState.windUpLevel < combatState.weaponStyle.maxWindUpDepth) { action.InitWindUp(weapon, combatState.weaponStyle, combatState.windUpLevel); } break; case CombatActionType.SwitchStyle: action.InitSwitchStyle(weapon, combatState.windUpLevel); break; case CombatActionType.Swing: action.InitSwing(weapon, combatState.weaponStyle, combatState.targetArea, combatState.windUpLevel); break; case CombatActionType.Recover: action.InitRecover(combatState.offBalanceLevel); break; default: break; } } return(new List <CombatAction>()); }