public void CursePlayer(GameObject player, CurseType curse)
    {
        switch (curse)
        {
        case CurseType.Slippery:
            Instantiate(curseSlippery, player.transform);
            break;

        case CurseType.InvertMovementX:
            Instantiate(curseInvertMovementX, player.transform);
            break;

        case CurseType.InvertMovementY:
            Instantiate(curseInvertMovementY, player.transform);
            break;

        case CurseType.InvertMovements:
            Instantiate(curseInvertMovements, player.transform);
            break;

        case CurseType.MoveSpeedIncrease:
            Instantiate(curseMoveSpeedIncrease, player.transform);
            break;

        case CurseType.MoveSpeedDecrease:
            Instantiate(curseMoveSpeedDecrease, player.transform);
            break;

        default:
            break;
        }
    }
Esempio n. 2
0
    private void CreateRandomCurse()
    {
        m_RandomNumer = Random.Range(0, 4);

        switch (m_RandomNumer)
        {
        case 0:
            m_CurrentCurseType = CurseType.Bounce;
            m_RunTime          = m_RunTimeBounce;
            break;

        case 1:
            m_CurrentCurseType = CurseType.InverseControls;
            m_RunTime          = m_RunTimeInverseControl;
            break;

        case 2:
            m_CurrentCurseType = CurseType.Paralyse;
            m_RunTime          = m_RunTimeParalyse;
            break;

        case 3:
            m_CurrentCurseType = CurseType.SpeedDown;
            m_RunTime          = m_RunTimeSpeedDown;
            break;

        default:
            break;
        }

        this.GetComponent <MeshRenderer>().enabled   = true;
        this.GetComponent <SphereCollider>().enabled = true;
    }
Esempio n. 3
0
 public Cursed(int Turns, CombatWindow cw, CurseType Type, int degree)
 {
     turns = Turns;
     window = cw;
     type = Type;
     strength = degree;
     if (isPlayer)
         cw.combatText.AppendText(p.name + " has placed a(n) " + Type + " Curse on " + e.name + " for " + turns + " turns!", "Red");
     else
         cw.combatText.AppendText(e.name + " has placed a(n) " + Type + " Curse on " + p.name + " for " + turns + " turns!", "Aqua");
 }
Esempio n. 4
0
 public Cursed(int Turns, CurseType Type, int degree)
 {
     turns    = Turns;
     type     = Type;
     strength = degree;
     if (isPlayer)
     {
         window.combatText.AppendText(p.name + " has placed a(n) " + Type + " Curse on " + e.name + " for " + turns + " turns!", "Red");
     }
     else
     {
         window.combatText.AppendText(e.name + " has placed a(n) " + Type + " Curse on " + p.name + " for " + turns + " turns!", "Aqua");
     }
 }
Esempio n. 5
0
 public override string GetName(int index, CurseType curse = CurseType.None)
 {
     return(string.Empty);
 }
Esempio n. 6
0
 public virtual string GetName(Enum target, CurseType curse = CurseType.None)
 {
     return GetName(Math.Abs((int) (object) target), curse);
 }
Esempio n. 7
0
 public virtual string GetName(int index, CurseType curse = CurseType.None)
 {
     return index < Names.GetLength(0) ? Names[Math.Abs(index), curse > CurseType.Unrevealed ? 1 : 0] : string.Empty;
 }
Esempio n. 8
0
 public Curse(int id, CurseType type)
 {
     Id = id;
     Type = type;
     Texture = IslandsCurses.Textures["curses"];
 }