Esempio n. 1
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 private void OnMouseDown()
 {
     EventPool.Trigger(EventTypes.Cancel);
     GetComponent <SpriteRenderer>().enabled = false;
     GetComponent <Collider2D>().enabled     = false;
     transform.GetChild(0).gameObject.SetActive(false);
 }
Esempio n. 2
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    public void Remove(UnitController unit)
    {
        BattlefieldUnit battlefieldUnit =
            (from placeUnit in PlaceUnitList where placeUnit.Unit == unit select placeUnit).First();

        battlefieldUnit.Unit = null;

        #region Check if end of battle

        bool playersArmy = battlefieldUnit.Place.PlayersArmy;
        bool end         = true;
        foreach (BattlefieldUnit placeUnit in PlaceUnitList)
        {
            if (placeUnit.Place.PlayersArmy == playersArmy && placeUnit.Unit != null)
            {
                end = false;
            }
        }

        if (end)
        {
            EventPool.Trigger(EventTypes.EndBattle, !playersArmy);
        }

        #endregion
    }
Esempio n. 3
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 private void OnMouseDown()
 {
     if (!Targetable)
     {
         return;
     }
     EventPool.Trigger(EventTypes.Targeted, this);
 }
Esempio n. 4
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 private void Update()
 {
     if (Input.GetKeyDown(KeyCode.S))
     {
         // Triggering an event can be done from anywhere in your code.
         EventPool.Trigger <string, int, float>("MousePos", Input.mousePosition.x.ToString(), Mathf.RoundToInt(Input.mousePosition.y), Input.mousePosition.z);
     }
 }
Esempio n. 5
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    protected override void DefaultAction()
    {
        BattlefieldUnits battlefieldUnits = InfoPool.Request <BattlefieldUnits>("Battlefield units");

        foreach (UnitController unit in battlefieldUnits.Units)
        {
            unit.Health -= 1;
        }

        EventPool.Trigger(EventTypes.ActionNoTarget, _avatarController.Player);
        gameObject.SetActive(false);
    }
Esempio n. 6
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 protected override void DefaultAction()
 {
     _unitController.Defense += Increase;
     _unitController.StatusEffects.Add(new StatusEffect
     {
         Type         = StatusEffectType.DefUp,
         OwnTurns     = Duration,
         GlobalTurns  = -1,
         RemoveEffect = delegate { _unitController.Defense -= Increase; }
     });
     EventPool.Trigger(EventTypes.ActionNoTarget, _unitController.PlayersArmy);
 }
Esempio n. 7
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    protected override void DefaultAction()
    {
        BattlefieldUnits battlefieldUnits = InfoPool.Request <BattlefieldUnits>("Battlefield units");

        foreach (UnitController unit in battlefieldUnits.UnitsOf(_unitController.PlayersArmy))
        {
            UnitController sameStupidUnit = unit;
            sameStupidUnit.Initiative += Increase;

            sameStupidUnit.StatusEffects.Add(new StatusEffect
            {
                Type         = StatusEffectType.Eager,
                OwnTurns     = Duration,
                GlobalTurns  = -1,
                RemoveEffect = () => sameStupidUnit.Initiative -= Increase
            });
        }

        EventPool.Trigger(EventTypes.ActionNoTarget, _unitController.PlayersArmy);
    }
Esempio n. 8
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    protected override void DefaultAction()
    {
        BattlefieldUnits battlefieldUnits = InfoPool.Request <BattlefieldUnits>("Battlefield units");

        foreach (UnitController unit in battlefieldUnits.UnitsOf(_avatarController.Player))
        {
            UnitController sameStupidUnit = unit;
            sameStupidUnit.Attack += 1;
            sameStupidUnit.StatusEffects.Add(new StatusEffect
            {
                Type         = StatusEffectType.AttackUp,
                OwnTurns     = -1,
                GlobalTurns  = 1,
                RemoveEffect = delegate { sameStupidUnit.Attack -= 1; }
            });
        }

        EventPool.Trigger(EventTypes.ActionNoTarget, _avatarController.Player);
        //gameObject.SetActive(false);
    }
Esempio n. 9
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 protected override void DefaultAction()
 {
     EventPool.Trigger(EventTypes.ActionNoTarget, _unitController.PlayersArmy);
 }
Esempio n. 10
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 protected override void DefaultAction()
 {
     EventPool.Trigger(EventTypes.ActionFriendlyTarget, ActionType.Regenerate, _unitController);
 }
Esempio n. 11
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 protected override void DefaultAction()
 {
     EventPool.Trigger(EventTypes.ActionEnemyTarget, ActionType.DeepWounds, _unitController);
 }
Esempio n. 12
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 void AddMessageToList()
 {
     EventPool.Trigger(EventTypes.MessageArrived, "Title", "Message" + _temp++);
     DisplayUnreadMessages();
 }
Esempio n. 13
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 private void Die()
 {
     EventPool.Trigger(EventTypes.UnitDeath, this);
     _anim.SetTrigger("die");
 }
Esempio n. 14
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 protected override void DefaultAction()
 {
     EventPool.Trigger(EventTypes.ActionFriendlyTargetAvatar, ActionType.PotionOfHealth, _avatarController);
     gameObject.SetActive(false);
 }
Esempio n. 15
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 private void OnMouseDown()
 {
     EventPool.Trigger(EventTypes.MoveTo, _tr);
 }
Esempio n. 16
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 private void OnMouseExit()
 {
     EventPool.Trigger(EventTypes.ActionTipReset, TipText);
 }
Esempio n. 17
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 private void OnMouseEnter()
 {
     EventPool.Trigger(EventTypes.ActionTipSet, TipText);
 }