Esempio n. 1
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    private IEnumerator InitializeUnits(MissionMapData mapData)
    {
        _fightPreparationStep = EFightPreparationStep.InitializeUnits;

        _rtfUnitsAmount = 0;

        _alliesCount = 1;               //hero
        for (int i = 0; i < Global.Instance.CurrentMission.SelectedSoldiers.Length; i++)
        {
            if (Global.Instance.CurrentMission.SelectedSoldiers[i] != null && !Global.Instance.CurrentMission.SelectedSoldiers[i].IsDead)
            {
                _alliesCount++;
            }
        }
        _enemiesCount = _graphics.EnemyUnits.Length;

        StartCoroutine(InitializeUnitsData(mapData));
        while (_fightPreparationStep != EFightPreparationStep.UnitsGraphicsInitialized)
        {
            yield return(null);
        }
        UnitSet.Instance.SetUnitPositions();

        _fightPreparationStep = EFightPreparationStep.UnitsInitialized;
    }
Esempio n. 2
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    public IEnumerator LoadMap()
    {
        LoadingScreen.Instance.SetProgress(0.1f);

        _graphics.Unload(false);
        _logger.Clear();

        MissionMapData mapData = _missionData.GetMap(_currentMapIndex);

        _fightPreparationStep = EFightPreparationStep.MapGraphicsLoad;
        _graphics.Load(mapData);
        yield return(null);

        _fightPreparationStep = EFightPreparationStep.MapGraphicsLoaded;

        StartCoroutine(InitializeUnits(mapData));
        while (_fightPreparationStep != EFightPreparationStep.UnitsInitialized)
        {
            yield return(null);
        }
        _fightPreparationStep = EFightPreparationStep.End;

        StartCoroutine(PlayFightDialog());
        _ui.HideFader();
    }
Esempio n. 3
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 public void StartFightPreparations()
 {
     _fightPreparationStep = EFightPreparationStep.Begin;
     _status = EFightStatus.Preparation;
     Global.Instance.Player.Heroes.Current.ResetDamageTaken();
     Global.Instance.Player.Heroes.Current.ResetAggro();
     StartCoroutine(LoadMap());
 }
Esempio n. 4
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    private IEnumerator InitializeUnitsData(MissionMapData mapData)
    {
        _fightPreparationStep = EFightPreparationStep.InitializeUnitsGraphics;

        float unitInitializationStep = (0.9f - 0.25f) / (_alliesCount + _enemiesCount);
        float currentLoadPercentage = 0.25f;

        //get player hero skills
        Dictionary<ESkillKey, BaseUnitSkill> playerHeroSkills = new Dictionary<ESkillKey, BaseUnitSkill>();
        SkillParameters skillParams = SkillsConfig.Instance.HetHeroSkillParameters(Global.Instance.Player.Heroes.Current.Data.Key);
        if (skillParams != null) {
            playerHeroSkills.Add(skillParams.Key, SkillsConfig.Instance.GetSkillInstance(skillParams));
        }
        ListRO<ESkillKey> playerHeroSkillKeys = Global.Instance.Player.HeroSkills.GetHeroSkills(Global.Instance.Player.Heroes.Current.Data.Key);
        for (int i = 0; i < playerHeroSkillKeys.Count; i++) {
            skillParams = SkillsConfig.Instance.GetSkillParameters(playerHeroSkillKeys[i]);
            if (skillParams != null) {
                playerHeroSkills.Add(skillParams.Key, SkillsConfig.Instance.GetSkillInstance(skillParams));
            }
        }

        _graphics.AllyUnits[_graphics.AllyUnits.Length - 1].Setup(Global.Instance.Player.Heroes.Current, playerHeroSkills,
            GameConstants.Tags.UNIT_ALLY, _graphics.UnitUIResource, Global.Instance.CurrentMission.SelectedSoldiers.Length);
        for(int i = 0; i < Global.Instance.CurrentMission.SelectedSoldiers.Length; i++) {
            if (!Global.Instance.CurrentMission.SelectedSoldiers[i].IsDead) {
                _graphics.AllyUnits[i].Setup(Global.Instance.CurrentMission.SelectedSoldiers[i], null, GameConstants.Tags.UNIT_ALLY, _graphics.UnitUIResource, i);	//TODO: setup units skills

                currentLoadPercentage += unitInitializationStep;
                LoadingScreen.Instance.SetProgress(currentLoadPercentage);

                yield return null;
            }
        }

        BaseUnitData bud = null;
        for (int i = 0; i < mapData.Units.Length; i++) {
            bud = UnitsConfig.Instance.GetUnitData(mapData.Units[i]);
            if (bud is BaseHeroData) {
                _graphics.EnemyUnits[i].Setup(new BaseHero(bud as BaseHeroData, 0), null, GameConstants.Tags.UNIT_ENEMY, _graphics.UnitUIResource, i);	//TODO: setup enemy hero inventory, hero skills
            } else {
                _graphics.EnemyUnits[i].Setup(new BaseSoldier(bud as BaseSoldierData, 1), null, GameConstants.Tags.UNIT_ENEMY, _graphics.UnitUIResource, i);	//TODO: setup enemy soldier upgrades, unit skills
            }

            currentLoadPercentage += unitInitializationStep;
            LoadingScreen.Instance.SetProgress(currentLoadPercentage);

            yield return null;
        }

        _fightPreparationStep = EFightPreparationStep.UnitsGraphicsInitialized;
    }
Esempio n. 5
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    private IEnumerator InitializeUnits(MissionMapData mapData)
    {
        _fightPreparationStep = EFightPreparationStep.InitializeUnits;

        _rtfUnitsAmount = 0;

        _alliesCount = 1;	//hero
        for (int i = 0; i < Global.Instance.CurrentMission.SelectedSoldiers.Length; i++) {
            if (Global.Instance.CurrentMission.SelectedSoldiers[i] != null && !Global.Instance.CurrentMission.SelectedSoldiers[i].IsDead) {
                _alliesCount++;
            }
        }
        _enemiesCount = _graphics.EnemyUnits.Length;

        StartCoroutine(InitializeUnitsData(mapData));
        while (_fightPreparationStep != EFightPreparationStep.UnitsGraphicsInitialized) {
            yield return null;
        }
        UnitSet.Instance.SetUnitPositions();

        _fightPreparationStep = EFightPreparationStep.UnitsInitialized;
    }
Esempio n. 6
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 public void StartFightPreparations()
 {
     _fightPreparationStep = EFightPreparationStep.Begin;
     _status = EFightStatus.Preparation;
     Global.Instance.Player.Heroes.Current.ResetDamageTaken();
     Global.Instance.Player.Heroes.Current.ResetAggro();
     StartCoroutine(LoadMap());
 }
Esempio n. 7
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    public IEnumerator LoadMap()
    {
        LoadingScreen.Instance.SetProgress(0.1f);

        _graphics.Unload(false);
        _logger.Clear();

        MissionMapData mapData = _missionData.GetMap(_currentMapIndex);

        _fightPreparationStep = EFightPreparationStep.MapGraphicsLoad;
        _graphics.Load(mapData);
        yield return null;
        _fightPreparationStep = EFightPreparationStep.MapGraphicsLoaded;

        StartCoroutine(InitializeUnits(mapData));
        while (_fightPreparationStep != EFightPreparationStep.UnitsInitialized) {
            yield return null;
        }
        _fightPreparationStep = EFightPreparationStep.End;

        StartCoroutine(PlayFightDialog());
        _ui.HideFader();
    }
Esempio n. 8
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    private IEnumerator InitializeUnitsData(MissionMapData mapData)
    {
        _fightPreparationStep = EFightPreparationStep.InitializeUnitsGraphics;

        float unitInitializationStep = (0.9f - 0.25f) / (_alliesCount + _enemiesCount);
        float currentLoadPercentage  = 0.25f;

        //get player hero skills
        Dictionary <ESkillKey, BaseUnitSkill> playerHeroSkills = new Dictionary <ESkillKey, BaseUnitSkill>();
        SkillParameters skillParams = SkillsConfig.Instance.HetHeroSkillParameters(Global.Instance.Player.Heroes.Current.Data.Key);

        if (skillParams != null)
        {
            playerHeroSkills.Add(skillParams.Key, SkillsConfig.Instance.GetSkillInstance(skillParams));
        }
        ListRO <ESkillKey> playerHeroSkillKeys = Global.Instance.Player.HeroSkills.GetHeroSkills(Global.Instance.Player.Heroes.Current.Data.Key);

        for (int i = 0; i < playerHeroSkillKeys.Count; i++)
        {
            skillParams = SkillsConfig.Instance.GetSkillParameters(playerHeroSkillKeys[i]);
            if (skillParams != null)
            {
                playerHeroSkills.Add(skillParams.Key, SkillsConfig.Instance.GetSkillInstance(skillParams));
            }
        }

        _graphics.AllyUnits[_graphics.AllyUnits.Length - 1].Setup(Global.Instance.Player.Heroes.Current, playerHeroSkills,
                                                                  GameConstants.Tags.UNIT_ALLY, _graphics.UnitUIResource, Global.Instance.CurrentMission.SelectedSoldiers.Length);
        for (int i = 0; i < Global.Instance.CurrentMission.SelectedSoldiers.Length; i++)
        {
            if (!Global.Instance.CurrentMission.SelectedSoldiers[i].IsDead)
            {
                _graphics.AllyUnits[i].Setup(Global.Instance.CurrentMission.SelectedSoldiers[i], null, GameConstants.Tags.UNIT_ALLY, _graphics.UnitUIResource, i);                      //TODO: setup units skills

                currentLoadPercentage += unitInitializationStep;
                LoadingScreen.Instance.SetProgress(currentLoadPercentage);

                yield return(null);
            }
        }

        BaseUnitData bud = null;

        for (int i = 0; i < mapData.Units.Length; i++)
        {
            bud = UnitsConfig.Instance.GetUnitData(mapData.Units[i]);
            if (bud is BaseHeroData)
            {
                _graphics.EnemyUnits[i].Setup(new BaseHero(bud as BaseHeroData, 0), null, GameConstants.Tags.UNIT_ENEMY, _graphics.UnitUIResource, i);                  //TODO: setup enemy hero inventory, hero skills
            }
            else
            {
                _graphics.EnemyUnits[i].Setup(new BaseSoldier(bud as BaseSoldierData, 1), null, GameConstants.Tags.UNIT_ENEMY, _graphics.UnitUIResource, i);                    //TODO: setup enemy soldier upgrades, unit skills
            }

            currentLoadPercentage += unitInitializationStep;
            LoadingScreen.Instance.SetProgress(currentLoadPercentage);

            yield return(null);
        }

        _fightPreparationStep = EFightPreparationStep.UnitsGraphicsInitialized;
    }