Esempio n. 1
0
	void Start()
	{
		_target = FindObjectOfType<HeroController> ().gameObject;
		_actionToPassCombat = _autoAction;
		_EntityController = this.gameObject.GetComponent<EntityMain> ();
		m_aniController = gameObject.GetComponent<AniStateController> ();

		if (m_aniController == null)
			Debug.LogWarning ("No Animation Controller on Enemy!");
	}
Esempio n. 2
0
	public EntityWrapper( EntityMain Entity, ActionType Action ) // Ancestor Caster
	{
		_entity 			= Entity;
		_actionType 		= Action;
		//		_castingAncestor 	= Caster;			// TODO: Reactive casting Ancestor, was only turned off for testing
	}
Esempio n. 3
0
	public void CompileStatsFromAncestors()
	{
		// Setup base values of Hero before adding Ancestor additions
		// TODO: just use entityMain values instead of duplicating for herocontroller
		// TODO: add ancestor action points and attack rate to HeroController

		_localEntityMain = gameObject.GetComponent<EntityMain> ();

		if (_localEntityMain != null) 
		{
			for (int i = 0; i < _ancestorList.Count; i++) 
			{
				Ancestor currentItem = _ancestorList[i];
			
				_localEntityMain._armor += currentItem._armorAddition;
				_localEntityMain._health += currentItem._healthAddition;
				_localEntityMain._damage += currentItem._damageAddition;

				// TODO: Add extra values to local entity
			}
			_localEntityMain._armorMax = _localEntityMain._armor;
			_localEntityMain._healthMax = _localEntityMain._health;
			_localEntityMain._damageMax = _localEntityMain._damage;
		}

//		if (_localEntityMain != null) 
//		{
//			_health = _localEntityMain._health;
//			m_maxHealth = _localEntityMain._healthMax;
//			_armor = _localEntityMain._armor;
//			m_maxArmor = _localEntityMain._armorMax;
//			_damage = _localEntityMain._damage;
//			m_maxDamage = _localEntityMain._healthMax;
//
//			// process Ancestor List and add up values
//			if ( _ancestorList.Count > 0 )
//			{
//				for (int i = 0; i < _ancestorList.Count; i++) 
//				{
//					Ancestor currentItem = _ancestorList[i];
//
//					_armor += currentItem._armorAddition;
//					_health += currentItem._healthAddition;
//				}
//
//				_localEntityMain._health = _health;
//				_localEntityMain._armor = _armor;
//
//				Debug.Log("Updated Hero states based on Ancestors");
//				
//			}
//			else
//			{
//				Debug.LogWarning("No Ancestor List to process for HeroController");
//			}
//		} 
//		else 
//		{
//			Debug.LogError("Couldn't find an EntityMain script on Hero gameobject");
//		}
	}
Esempio n. 4
0
	public void SetCasterReceiver(GameObject caster, GameObject receiver)
	{
		// TODO: Have list for multiple receivers

//		if (_actionCaster != caster) 
//		{
//			_actionCaster = caster;
//		}
//		if (_actionReceiver != receiver) 
//		{
//			_actionReceiver = receiver;
//		}

		_actionCaster = caster;
		_actionReceiver = receiver;

		if (_actionCaster != null && _actionReceiver != null) 
		{
			m_actionCasterEntity = _actionCaster.GetComponent<EntityMain> ();
			m_actionReceiverEntity = _actionReceiver.GetComponent<EntityMain> ();
			
			Debug.Log ("Set Caster and Receiver");
		}
		else
		{
			Debug.LogWarning ("No Caster and Receiver Set!");
		}
	}