Esempio n. 1
0
    public void AttackNormal()
    {
        FieldBattle();


        int a = HoverSlot.FindNPCInSlot().NPCPro.HP;
        int b = NPCNow.NPCPro.HP;

        HoverSlot.FindNPCInSlot().NPCPro.HP -= (int)((((float)NPCNow.NPCPro.Att + 1) / (HoverSlot.FindNPCInSlot().NPCPro.Def + 1)) * b / 10);
        NPCNow.NPCPro.HP -= (int)((((float)HoverSlot.FindNPCInSlot().NPCPro.Att + 1) / (NPCNow.NPCPro.Def + 1)) * a / 10);
        SkipTurn();
        MovePreNPCNow(NPCNow.NPCPro.Hero.Class);
    }
Esempio n. 2
0
    public void AttackRange()
    {
        FieldBattle();


        // Field.SetActive(true);

        int a = HoverSlot.FindNPCInSlot().NPCPro.HP;
        int b = NPCNow.NPCPro.HP;

        HoverSlot.FindNPCInSlot().NPCPro.HP -= (int)((((float)NPCNow.NPCPro.Att + 1) / (HoverSlot.FindNPCInSlot().NPCPro.Def + 1)) * b / 10);
        SkipTurn();
        MovePreNPCNow(NPCNow.NPCPro.Hero.Class);
    }
Esempio n. 3
0
    public IEnumerator ForFieldBattle()
    {
        StartCoroutine(TurnOnandOffObjectAfterSec(BlackBlock, 0, 3));
        StartCoroutine(TurnOnandOffObjectAfterSec(Field, 0, 3));
        StartCoroutine(TurnOnandOffObjectAfterSec(NPCdetailbatlle, 0, 3));

        if (CheckIfNPCIsPlayer())
        {
            FieldDetail.P1Pic.sprite = NPCNow.NPCPro.Hero.BattleBody;
            FieldDetail.P2Pic.sprite = HoverSlot.FindNPCInSlot().NPCPro.Hero.BattleBody;
            FieldDetail.P1name.text  = NPCNow.NPCPro.Hero.name.ToString();
            FieldDetail.P2name.text  = HoverSlot.FindNPCInSlot().NPCPro.Hero.name.ToString();
            FieldDetail.P1HP.text    = NPCNow.NPCPro.HP.ToString();
            FieldDetail.P2HP.text    = HoverSlot.FindNPCInSlot().NPCPro.HP.ToString();

            yield return(new WaitForSeconds(1));

            GameObject a = Instantiate(AttackPartical, Field.transform);
            foreach (Transform item in ListP2Troop.transform) //shake
            {
                item.transform.GetComponent <ShakingClass>().ShakeMe(5);
            }
        }
        else
        {
            FieldDetail.P2Pic.sprite = NPCNow.NPCPro.Hero.BattleBody;
            FieldDetail.P1Pic.sprite = HoverSlot.FindNPCInSlot().NPCPro.Hero.BattleBody;
            FieldDetail.P2name.text  = NPCNow.NPCPro.Hero.name.ToString();
            FieldDetail.P1name.text  = HoverSlot.FindNPCInSlot().NPCPro.Hero.name.ToString();
            FieldDetail.P2HP.text    = NPCNow.NPCPro.HP.ToString();
            FieldDetail.P1HP.text    = HoverSlot.FindNPCInSlot().NPCPro.HP.ToString();

            yield return(new WaitForSeconds(1));

            GameObject a = Instantiate(AttackPartical, Field.transform);
            a.transform.localScale = new Vector3(-a.transform.localScale.x, a.transform.localScale.y, a.transform.localScale.z);
            foreach (Transform child in a.transform)
            {
                child.GetComponent <ParticleSystemRenderer>().flip = new Vector3(1, 0, 0);
            }
            foreach (Transform item in ListP1Troop.transform) //shake
            {
                item.transform.GetComponent <ShakingClass>().ShakeMe(5);
            }
        }
    }