Esempio n. 1
0
    public override IEnumerator StartMyActivationCoroutine()
    {
        Ability strike       = mySpellBook.GetAbilityByName("Strike");
        Ability move         = mySpellBook.GetAbilityByName("Move");
        Ability healingLight = mySpellBook.GetAbilityByName("Healing Light");
        Ability chaosBolt    = mySpellBook.GetAbilityByName("Chaos Bolt");
        Ability invigorate   = mySpellBook.GetAbilityByName("Invigorate");

ActionStart:

        SetTargetDefender(EntityLogic.GetBestTarget(this, true));

        while (EventManager.Instance.gameOverEventStarted)
        {
            yield return(null);
        }

        if (EntityLogic.IsAbleToTakeActions(this) == false)
        {
            LivingEntityManager.Instance.EndEntityActivation(this);
        }

        // Healing Light
        else if (EntityLogic.IsTargetInRange(this, GetBestHealingLightTarget(), healingLight.abilityRange) &&
                 GetBestHealingLightTarget().currentHealth < GetBestHealingLightTarget().currentMaxHealth&&
                 EntityLogic.IsAbilityUseable(this, healingLight, GetBestHealingLightTarget()))
        {
            Action action = AbilityLogic.Instance.PerformHealingLight(this, GetBestHealingLightTarget());
            yield return(new WaitUntil(() => action.ActionResolved() == true));

            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }

        // Invigorate
        else if (EntityLogic.IsTargetInRange(this, EntityLogic.GetBestInvigorateTarget(this), invigorate.abilityRange) &&
                 EntityLogic.IsAbilityUseable(this, invigorate, EntityLogic.GetBestInvigorateTarget(this)))
        {
            Action action = AbilityLogic.Instance.PerformInvigorate(this, EntityLogic.GetBestInvigorateTarget(this));
            yield return(new WaitUntil(() => action.ActionResolved() == true));

            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }

        // Chaos Bolt
        else if (EntityLogic.IsTargetInRange(this, myCurrentTarget, chaosBolt.abilityRange) &&
                 EntityLogic.IsAbilityUseable(this, chaosBolt, myCurrentTarget))
        {
            Action action = AbilityLogic.Instance.PerformChaosBolt(this, myCurrentTarget);
            yield return(new WaitUntil(() => action.ActionResolved() == true));

            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }

        // Strike
        else if (EntityLogic.IsTargetInRange(this, myCurrentTarget, currentMeleeRange) &&
                 EntityLogic.IsAbilityUseable(this, strike, myCurrentTarget))
        {
            Action action = AbilityLogic.Instance.PerformStrike(this, myCurrentTarget);
            yield return(new WaitUntil(() => action.ActionResolved() == true));

            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }

        // Move
        else if (EntityLogic.IsTargetInRange(this, myCurrentTarget, chaosBolt.abilityRange) == false &&
                 EntityLogic.IsAbleToMove(this) &&
                 EntityLogic.CanPerformAbilityTwoAfterAbilityOne(move, chaosBolt, this) &&
                 EntityLogic.IsAbilityUseable(this, move) &&
                 EntityLogic.GetBestValidMoveLocationBetweenMeAndTarget(this, myCurrentTarget, currentMeleeRange, EntityLogic.GetTotalMobility(this)) != null
                 )
        {
            Tile   destination    = EntityLogic.GetBestValidMoveLocationBetweenMeAndTarget(this, myCurrentTarget, currentMeleeRange, EntityLogic.GetTotalMobility(this));
            Action movementAction = AbilityLogic.Instance.PerformMove(this, destination);
            yield return(new WaitUntil(() => movementAction.ActionResolved() == true));

            // small delay here in order to seperate the two actions a bit.
            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }

        // Can't do anything more, end activation
        else
        {
            LivingEntityManager.Instance.EndEntityActivation(this);
        }
    }