public void OnPointerUp(PointerEventData eventData)
    {
        buttonIsHeld = false;
        hideChargeBar();

        //Calling enemy turn
        //For development purposes we're gonna randomize dmg dealt and target of atack
        displayParty.dealDamageToHero(randomNumber.Next(0, displayParty.getNumberOfHeroesAlive()), randomNumber.Next(9, 30));
    }
Esempio n. 2
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    public void resetAfterFightModeScene()
    {
        int[] arrayOfPossitions = { 0, -90, 90, -180 };

        for (int i = 0; i < displayParty.getNumberOfHeroesAlive(); i++)
        {
            if (displayParty.getHeroIsAlive()[i] == true)
            {
                movementButton.getHeroesObjects()[i].transform.localPosition = new Vector3(arrayOfPossitions[i], movementButton.getHeroesObjects()[i].transform.localPosition.y, 0);
                //Now i'm gonna scale it down to 5/7 of the original size (35)
                movementButton.getHeroesObjects()[i].transform.localScale = new Vector3(35, 35, 1);
            }
        }
        Debug.Log("DungeonsGenerator || resetAfterFightModeScene || Heroes objects reset!");
    }
Esempio n. 3
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 public void escapeFromFight()
 {
     //Randomizes chance and checks output
     //There is 30% of chance of escape and 70% of failure
     if (randomNumber.Next(0, 101) <= 30)
     {
         Debug.Log("Escape succesfull!");
         Debug.Log("ButtonForEscape || escapeFromFight || Loading level after fight scene! Scene: " + fightMode.getCurrentCorridorId());
         dungeonsGenerator.loadAnotherLevel(fightMode.getCurrentCorridorId(), 2);
         GameObject.Find("EnemyHighlightMaskObject").SetActive(false);
     }
     else
     {
         Debug.Log("Escape unsuccesfull!");
         displayParty.dealDamageToHero(randomNumber.Next(0, displayParty.getNumberOfHeroesAlive()), randomNumber.Next(9, 30));
     }
 }