Esempio n. 1
0
 public bool NextAction(out Equipment.Ability ac)
 {
     ac       = equipment.actions[action];
     cooldown = equipment.actions[action].cooldown + 1;
     action   = (action + 1) % equipment.actions.Length;
     if (ac.action != Equipment.Action.none)
     {
         durability--;
     }
     return(durability > 0);
 }
Esempio n. 2
0
    public void SetCards(CharacterWrapper character, Action <EquipmentWrapper, Equipment.Ability> onSelect)
    {
        bool hasAction = false;
        List <EquipmentWrapper> list = character.equipment;
        bool hasInventory            = character.inventory.Count > 0;

        while (transform.childCount < list.Count + 2)
        {
            Instantiate(transform.GetChild(0).gameObject, transform);
        }
        for (int i = 0; i < list.Count; i++)
        {
            EquipmentWrapper e = list[i];
            Transform        t = transform.GetChild(i);
            t.GetChild(0).GetComponent <Image>().sprite = e.equipment.icon;
            t.GetChild(1).GetComponent <Text>().text    = e.ActionString();
            Button b = t.GetComponent <Button>();
            b.onClick.RemoveAllListeners();
            b.onClick.AddListener(() => { onSelect(e, null); });
            b.interactable = e.cooldown <= 0;
            hasAction      = hasAction | b.interactable;
            t.gameObject.SetActive(true);
        }
        for (int i = list.Count; i < transform.childCount; i++)
        {
            transform.GetChild(i).gameObject.SetActive(false);
        }
        if (hasInventory)
        {
            Transform t = transform.GetChild(list.Count);
            t.GetChild(0).GetComponent <Image>().sprite = changeIcon;
            Button b = t.GetComponent <Button>();
            b.onClick.RemoveAllListeners();
            t.GetChild(1).GetComponent <Text>().text = "Swap Equipment";
            b.onClick.AddListener(() => { onSelect(null, null); });
            b.interactable = true;
            t.gameObject.SetActive(true);
        }
        if (!hasAction)
        {
            Transform t = transform.GetChild(list.Count + 1);
            t.GetChild(0).GetComponent <Image>().sprite = changeIcon;
            Button b = t.GetComponent <Button>();
            b.onClick.RemoveAllListeners();
            Equipment.Ability playerAction = new Equipment.Ability();
            playerAction.action = Equipment.Action.none;
            playerAction.name   = "Wait";
            t.GetChild(1).GetComponent <Text>().text = "Wait";
            b.onClick.AddListener(() => { onSelect(null, playerAction); });
            b.interactable = true;
            t.gameObject.SetActive(true);
        }
    }
Esempio n. 3
0
 public void ThrowEquipment(EquipmentWrapper ew)
 {
     if (!battleUI.activeSelf)
     {
         return;
     }
     Inventory.Close();
     Equipment.Ability ac = new Equipment.Ability();
     ac.action = Equipment.Action.damage;
     ac.amount = ew.equipment.type == Equipment.Type.weapon ? 6 : 4;
     ac.name   = "Throw " + ew.equipment.name;
     SetPlayerAction(ew, ac);
     reward += 20;
 }
Esempio n. 4
0
 void SetPlayerAction(EquipmentWrapper e, Equipment.Ability action)
 {
     if (e == null && action == null)
     {
         Inventory.Show(player);
     }
     else
     {
         playerCards.Clear();
         Equipment.Ability playerAction;
         bool remove = false;
         if (action != null)
         {
             playerAction = action;
         }
         else
         {
             remove = !e.NextAction(out playerAction);
         }
         Equipment.Ability enemyAction;
         var ee = enemy.GetAbility(out enemyAction);
         FlashText.Flash(enemyAction.name + "\n\n\n\n" + playerAction.name, Color.white);
         HandleAction(player, enemy, ref playerAction, ref enemyAction, playerAnimation, enemyAnimation);
         HandleAction(enemy, player, ref enemyAction, ref playerAction, enemyAnimation, playerAnimation);
         if (remove)
         {
             FlashText.Flash("Your " + e.equipment.name.ToLower() + " broke!", Color.red);
             player.RemoveEquipment(e);
         }
         if (ee != null)
         {
             enemy.RemoveEquipment(ee);
         }
         if (player.health <= 0 && enemy.health >= player.health)
         {
             StartCoroutine(BattleOver(player));
             return;
         }
         else if (enemy.health <= 0 && player.health > enemy.health)
         {
             StartCoroutine(BattleOver(enemy));
             return;
         }
         reward += 3;
         StartCoroutine(DelayedNextTurn());
     }
 }
Esempio n. 5
0
    void HandleAction(CharacterWrapper p1, CharacterWrapper p2, ref Equipment.Ability a1, ref Equipment.Ability a2, CombatAnimation ca1 = null, CombatAnimation ca2 = null)
    {
        switch (a1.action)
        {
        case Equipment.Action.none:
            break;

        case Equipment.Action.damage:
            if (ca1 != null)
            {
                ca1.PlayAttack();
            }
            if (a2.action != Equipment.Action.block)
            {
                DoDamage(p2, a1.amount);
                if (ca2 != null)
                {
                    ca2.PlayDamage();
                }
            }
            else if (p2 == player)
            {
                reward += 15;
            }
            break;

        case Equipment.Action.damageStrength:
            if (ca1 != null)
            {
                ca1.PlayAttack();
            }
            if (a2.action != Equipment.Action.block)
            {
                float damage = p1.strength * a1.amount;
                DoDamage(p2, damage);
                if (ca2 != null)
                {
                    ca2.PlayDamage();
                }
            }
            else if (p2 == player)
            {
                reward += 15;
            }
            break;

        case Equipment.Action.damageAgility:
            if (ca1 != null)
            {
                ca1.PlayAttack();
            }
            if (a2.action != Equipment.Action.block)
            {
                float damage = p1.agility * a1.amount;
                DoDamage(p2, damage);
                if (ca2 != null)
                {
                    ca2.PlayDamage();
                }
            }
            else if (p2 == player)
            {
                reward += 15;
            }
            break;

        case Equipment.Action.block:
            if (ca1 != null)
            {
                ca1.PlayBlock();
            }
            break;

        case Equipment.Action.cheer:
            if (ca1 != null)
            {
                ca1.PlayUtility();
            }
            if (p1 == player)
            {
                reward += 30;
            }
            break;

        default:
            break;
        }
    }
Esempio n. 6
0
    public EquipmentWrapper GetAbility(out Equipment.Ability ability)
    {
        float sum = character.aggressive + character.defensive + character.utility;

        if (sum < 0.01f)
        {
            ability        = new Equipment.Ability();
            ability.name   = "Wait";
            ability.action = Equipment.Action.none;
            return(null);
        }
        float            rnd = Random.value * sum;
        EquipmentWrapper e   = null;

        if (rnd < character.aggressive)
        {
            for (int i = 0; i < equipment.Count; i++)
            {
                if ((equipment[i].equipment.type == Equipment.Type.aggressive || equipment[i].equipment.type == Equipment.Type.weapon) && equipment[i].cooldown <= 0)
                {
                    e = equipment[i];
                    int r = Random.Range(0, equipment.Count);
                    equipment[i] = equipment[r];
                    equipment[r] = e;
                    break;
                }
            }
            if (e == null)
            {
                float tmp = character.aggressive;
                character.aggressive = 0f;
                e = GetAbility(out ability);
                character.aggressive = tmp;
                return(e);
            }
        }
        else
        {
            rnd -= character.aggressive;
            if (rnd < character.defensive)
            {
                for (int i = 0; i < equipment.Count; i++)
                {
                    if ((equipment[i].equipment.type == Equipment.Type.armor || equipment[i].equipment.type == Equipment.Type.shield) && equipment[i].cooldown <= 0)
                    {
                        e = equipment[i];
                        int r = Random.Range(0, equipment.Count);
                        equipment[i] = equipment[r];
                        equipment[r] = e;
                        break;
                    }
                }
                if (e == null)
                {
                    float tmp = character.defensive;
                    character.defensive = 0f;
                    e = GetAbility(out ability);
                    character.defensive = tmp;
                    return(e);
                }
            }
            else
            {
                for (int i = 0; i < equipment.Count; i++)
                {
                    if (equipment[i].equipment.type == Equipment.Type.utility && equipment[i].cooldown <= 0)
                    {
                        e = equipment[i];
                        int r = Random.Range(0, equipment.Count);
                        equipment[i] = equipment[r];
                        equipment[r] = e;
                        break;
                    }
                }
                if (e == null)
                {
                    float tmp = character.utility;
                    character.utility = 0f;
                    e = GetAbility(out ability);
                    character.utility = tmp;
                    return(e);
                }
            }
        }
        if (!e.NextAction(out ability))
        {
            return(e);
        }
        return(null);
    }