Esempio n. 1
0
    public override void Initialize(List <Targetable> targets)
    {
        foreach (Targetable target in targets)
        {
            ActiveUnit unit = target as ActiveUnit;

            EffectActivator appliedEffect = null;
            foreach (EffectActivator effect in unit.appliedEffects)
            {
                if (effect.activeEffect.UID == activeEffect.UID)
                {
                    appliedEffect = effect;
                }
            }

            if (appliedEffect != null)
            {
                appliedEffect.ActivateEffect();
            }
            else
            {
                EffectActivator newEffect = Instantiate(activeEffect.effectActivator, target.transform.position, Quaternion.identity, target.transform);
                unit.appliedEffects.Add(newEffect);

                StacksEffectActivator effect = newEffect.gameObject.GetComponent <StacksEffectActivator>();
                effect.targets = new List <Targetable> {
                    target
                };
                effect.ActivateEffect();
            }
        }
    }
Esempio n. 2
0
    protected void ActivateEffect(Targetable target)
    {
        foreach (ActiveEffect activeEffect in effects)
        {
            if (!CheckConditions())
            {
                continue;
            }

            List <Targetable> targets;
            if (activeEffect.targetType == TargetType.SingleTarget)
            {
                targets = new List <Targetable> {
                    target
                };
            }
            else
            {
                targets = GetTargets(activeEffect, activeEffect.targetType);
            }

            if (activatedEffects.ContainsKey(activeEffect))
            {
                activatedEffects[activeEffect].Initialize(targets);
            }
            else
            {
                EffectActivator effectActivator = Instantiate(activeEffect.effectActivator, transform);
                effectActivator.Initialize(targets);

                activatedEffects.Add(activeEffect, effectActivator);
            }
        }
    }
Esempio n. 3
0
    public override void Initialize(List<Targetable> targets)
    {
        foreach (Targetable target in targets)
        {
            ActiveUnit unit = target as ActiveUnit;

            EffectActivator appliedEffect = null;
            foreach (EffectActivator effect in unit.appliedEffects)
            {
                if (effect.activeEffect.UID == activeEffect.UID)
                {
                    appliedEffect = effect;
                }
            }

            if (appliedEffect != null)
            {
                // Do the check if effect got reapplied, do different things !!!
                if (onEffectDuplication == OnEffectDuplication.IncreaseDuration)
                {                    
                    DurationalEffectActivator durationalEffectActivator = appliedEffect as DurationalEffectActivator;
                    durationalEffectActivator.IncreaseDuration(bonusDuration);
                }
                if (onEffectDuplication == OnEffectDuplication.IncreaseEffect)
                {
                    /*
                    foreach (var item in ParameterModiferValue)
                    {
                        durationEffect.values += bonusValue;
                    }
                    */
                }
            }
            else
            {
                EffectActivator newEffect = Instantiate(activeEffect.effectActivator, target.transform.position, Quaternion.identity, target.transform);
                unit.appliedEffects.Add(newEffect);

                DurationalEffectActivator durationalEffect = newEffect.gameObject.GetComponent<DurationalEffectActivator>();
                durationalEffect.targets = new List<Targetable> { target }; 
                durationalEffect.ActivateEffect();
            }
        }
    }
Esempio n. 4
0
 protected override void Start()
 {
     foreach (Effect effect in mEffects)
     {
         Effect cloned = effect.Clone() as Effect;
         cloned.AbilityId = AbilityId;
         foreach (CharacterProperty target in mTargets)
         {
             if (target == null)
             {
                 break;
             }
             EffectActivator effectActivator = target.GetComponent <EffectActivator> ();
             if (effectActivator != null)
             {
                 effectActivator.AddEffect(cloned as Effect);
             }
         }
     }
     status = AbilityActionStatus.Success;
 }