// [Header("Tick Data")]
    // [Range(0, 1)] public float _tickRate = 0f;
    // [SerializeField, ReadOnly] private float _timer = 0f;


    void Awake()
    {
        if (GetComponent <CreatureBattleAI>() != null)
        {
            _bai = GetComponent <CreatureBattleAI>();
        }
    }
Esempio n. 2
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    private void SetupEnemyCreatureData(GameObject creature, int index)
    {
        CreatureBattleAI _bai = creature.GetComponent <CreatureBattleAI>();

        _bai._entityType = CreatureBattleAI.EntityType.enemy;

        CreatureData _cData = _bs._selectablePartners[index];

        // Data
        float stat1 = Random.Range(100f, 151f);

        _bai._maxHealth = stat1;
        float stat2 = Random.Range(4f, 9f);

        _bai._moveSpeed = 5f;
        float stat3 = Random.Range(10f, 16f);

        _bai._dmgStat = stat3;
        float stat4 = Random.Range(200f, 351f);

        _bai._knockback = stat4;
        float stat5 = Random.Range(0.25f, 0.81f);

        _bai._spdStat = stat5;


        SpriteRenderer cSprite = creature.GetComponent <SpriteRenderer>();

        cSprite.sprite = _cData.CreatureImage;

        creature.name = _cData.CreatureName + " (E)";
    }
Esempio n. 3
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    // void FixedUpdate() {}

    public void ActivateAbility(int index)
    {
        if (BattleSystem._instance != null)
        {
            CreatureBattleAI _bai = BattleSystem._instance._playerCreatures[index].GetComponent <CreatureBattleAI>();
            _bai._abilityTrigger = true;
        }
    }
Esempio n. 4
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    public void SpeedAbility()
    {
        if (!(_currSpeedTimer >= _coolDownSpeed))
        {
            if (AudioManager._instance != null)
            {
                AudioManager._instance.PlaySFX(9);
            }
            return;
        }

        if (AudioManager._instance != null)
        {
            AudioManager._instance.PlaySFX(7);
        }

        _currSpeedTimer = 0f;
        _speedFlag      = true;

        if (BattleSystem._instance == null || BattleSystem._instance._playerCreatures.Count <= 0)
        {
            return;
        }

        for (int i = 0; i < BattleSystem._instance._playerCreatures.Count; i++)
        {
            CreatureBattleAI _bai = BattleSystem._instance._playerCreatures[i].GetComponent <CreatureBattleAI>();
            GameObject       refr = Instantiate(_bai.effectParticle, _bai.transform);
            refr.transform.position -= new Vector3(0f, 0.35f, 0f);
            ParticleSystem.MainModule main = refr.GetComponent <ParticleFunctions>()._system.main;
            Light2D light = refr.transform.GetChild(1).GetComponent <Light2D>();

            Color lightBlue = new Color((44f / 255f), (232f / 255f), (245f / 255f), 1f);

            main.simulationSpeed = 5f;
            main.startColor      = lightBlue;
            light.color          = lightBlue;
        }
    }
Esempio n. 5
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    // void FixedUpdate() {}

    private void SetupPlayerCreatureData(GameObject creature, int index)
    {
        CreatureBattleAI _bai = creature.GetComponent <CreatureBattleAI>();

        _bai._entityType = CreatureBattleAI.EntityType.player;

        CreatureData _cData = _bs._selectablePartners[index];

        // Data
        _bai._maxHealth = (float)_cData.CreatureStats[0];
        _bai._dmgStat   = (float)_cData.CreatureStats[1];
        _bai._knockback = (float)_cData.CreatureStats[2];
        _bai._moveSpeed = (float)_cData.CreatureStats[3];
        _bai._spdStat   = ((float)_cData.CreatureStats[4]) / 100;

        // float test1 = Random.Range(200f, 500f);
        // float test2 = Random.Range(0.25f, 0.8f);

        SpriteRenderer cSprite = creature.GetComponent <SpriteRenderer>();

        cSprite.sprite = _cData.CreatureImage;

        creature.name = _cData.CreatureName + " (P)";
    }
Esempio n. 6
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    void Update()
    {
        if (_healFlag)
        {
            _currHealTimer += Time.deltaTime;
            _currHealTimer  = Mathf.Clamp(_currHealTimer, 0, _coolDownHeal);

            _healBar._current = _currHealTimer;

            for (int i = 0; i < BattleSystem._instance._playerCreatures.Count; i++)
            {
                if (BattleSystem._instance._playerCreatures[i] != null)
                {
                    CreatureBattleAI _bai = BattleSystem._instance._playerCreatures[i].GetComponent <CreatureBattleAI>();

                    _bai._currHealth += _regenRate * Time.deltaTime;
                    _bai._currHealth  = Mathf.Clamp(_bai._currHealth, 0, _bai._maxHealth);
                }
            }

            if (_currHealTimer >= _coolDownHeal)
            {
                _healFlag = false;
            }
        }

        if (_damageFlag)
        {
            _currDamageTimer += Time.deltaTime;
            _currDamageTimer  = Mathf.Clamp(_currDamageTimer, 0, _coolDownDamage);

            _damageBar._current = _currDamageTimer;

            for (int i = 0; i < BattleSystem._instance._playerCreatures.Count; i++)
            {
                if (!_multiplierSet_dmg[i] && BattleSystem._instance._playerCreatures[i] != null)
                {
                    CreatureBattleAI _bai = BattleSystem._instance._playerCreatures[i].GetComponent <CreatureBattleAI>();
                    _oldDmg[i]            = _bai._dmgStat;
                    _bai._dmgStat        *= _dmgMultiplier;
                    _multiplierSet_dmg[i] = true;
                }
            }

            if (_currDamageTimer >= _coolDownDamage)
            {
                for (int i = 0; i < _multiplierSet_dmg.Count; i++)
                {
                    CreatureBattleAI _bai = BattleSystem._instance._playerCreatures[i].GetComponent <CreatureBattleAI>();
                    _multiplierSet_dmg[i] = false;
                    _bai._dmgStat         = _oldDmg[i];
                }
                _damageFlag = false;
            }
        }

        if (_speedFlag)
        {
            _currSpeedTimer += Time.deltaTime;
            _currSpeedTimer  = Mathf.Clamp(_currSpeedTimer, 0, _coolDownSpeed);

            _speedBar._current = _currSpeedTimer;

            for (int i = 0; i < BattleSystem._instance._playerCreatures.Count; i++)
            {
                if (!_multiplierSet_spd[i] && BattleSystem._instance._playerCreatures[i] != null)
                {
                    CreatureBattleAI _bai = BattleSystem._instance._playerCreatures[i].GetComponent <CreatureBattleAI>();
                    _oldSpd[i]            = _bai._spdStat;
                    _bai._spdStat        /= _speedMultiplier;
                    _multiplierSet_spd[i] = true;
                }
            }

            if (_currSpeedTimer >= _coolDownSpeed)
            {
                for (int i = 0; i < _multiplierSet_dmg.Count; i++)
                {
                    CreatureBattleAI _bai = BattleSystem._instance._playerCreatures[i].GetComponent <CreatureBattleAI>();
                    _multiplierSet_spd[i] = false;
                    _bai._spdStat         = _oldSpd[i];
                }

                _speedFlag = false;
            }
        }
    }