Esempio n. 1
0
    void Start()
    {
        this.timelineController = DependencyLocator.getTimelineController();
        this.timerLabel         = this.GetComponent <TextMeshProUGUI>();

        this.timelineController.Events.onTimerChange += this.RenderTimer;
    }
    public CombatGameState(GameStateMachine gameStateMachine)
    {
        this.gameStateMachine = gameStateMachine;

        this.tilemapManager       = DependencyLocator.getTilemapManager();
        this.timelineController   = DependencyLocator.getTimelineController();
        this.skillQueueResolver   = DependencyLocator.GetSkillQueueResolver();
        this.combatActionsMapping = DependencyLocator.GetActionsMapper <CombatActionsMapping>();
        this.spawner = DependencyLocator.GetSpawner();
    }
Esempio n. 3
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    public SkillEffect(SkillInput skillInput, Skill skill, int effectDuration)
    {
        this.skillQueueResolver = DependencyLocator.GetSkillQueueResolver();
        this.timelineController = DependencyLocator.getTimelineController();

        this.uniqId = (this.timelineController.CurrentPassAgent.UniqId.groupId, ++SkillEffect.selfIdCount);

        int atb = (int)Mathf.Floor(100 - this.timelineController.CurrentPassPriorityScore * this.Speed) % 100;

        atb      = (atb + 100) % 100;
        this.Atb = atb;

        this.skillInput     = skillInput;
        this.skill          = skill;
        this.effectDuration = effectDuration;
    }
Esempio n. 4
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 public override bool Process()
 {
     DependencyLocator.getTimelineController().EndPass();
     return(true);
 }
 void Start()
 {
     this.timelineController = DependencyLocator.getTimelineController();
     this.timelineController.Events.onPassesChange += this.RenderTurns;
 }
Esempio n. 6
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 public override bool Process()
 {
     DependencyLocator.getTimelineController().AddAgentInPasses(new SkillEffect(this.skillInput, this.skill, this.effectDuration));
     return(true);
 }
 public override bool Process()
 {
     DependencyLocator.getTimelineController().AddAgentTurnBreak(this.agent);
     return(true);
 }