Esempio n. 1
0
    private void randomEncounter()
    {
        //This function facilitates random encounters. I'd rather do overworld encounters, but for the sake of time we in this shit
        Debug.Log("Being random encounter function");
        if (encounterLimiter != 40)
        {
            encounterLimiter++;             //This is the best tool to control encounter rate for some reason
            return;
        }
        int encounterGen = Random.Range(0, 100);

        Debug.Log(encounterGen);
        int encounterRate = 20;         // set high for testing sake

        if (encounterGen < encounterRate)
        {
            Player playerScript = this.GetComponent <Player> ();
            GameManager.instance.SaveState();
            string sceneName = "battlescene";
            inBattle = true;
            int whichEnemy = Random.Range(1, 1);
            InfoTransition.setEnemyName(demoEnemyList[whichEnemy]);              //This will be changed to randomly draw from a document with encounter data
            Scene scene = SceneManager.GetActiveScene();
            InfoTransition.setSceneName(scene.name);
            InfoTransition.setPosition(playerScript.transform.position.x, playerScript.transform.position.y);
            UnityEngine.SceneManagement.SceneManager.LoadScene(sceneName);
        }
        encounterLimiter = 0;
    }
Esempio n. 2
0
    // Update is called once per frame
    private void Update()
    {
        // reset move delta
        if (SceneManager.GetActiveScene().name != "battlescene")
        {
            inBattle = false;
        }
        if (!canMove || inBattle || InfoTransition.getInBattle() == 1)
        {
            return;
        }
        float x = Input.GetAxisRaw("Horizontal");
        float y = Input.GetAxisRaw("Vertical");

        moveDelta = new Vector3(x, y, 0);
        if (Input.GetKey("a") || Input.GetKey("d") || Input.GetKey("w") || Input.GetKey("s"))
        {
            animator.SetInteger("State", 1);
        }
        else
        {
            animator.SetInteger("State", 0);
        }

        //swap direction for right/left
        if (moveDelta.x > 0)
        {
            transform.localScale = new Vector3(1, 1, 1);
            Debug.Log("Is this where the random encounter should be");
            randomEncounter();
        }
        else if (moveDelta.x < 0)
        {
            transform.localScale = new Vector3(-1, 1, 1);
            Debug.Log("Is this where the random encounter should be");
            randomEncounter();
        }
        if (moveDelta.y != 0)
        {
            Debug.Log("Is this where the random encounter should be");
            randomEncounter();
        }
        hit = Physics2D.BoxCast(transform.position, boxCollider.size, 0, new Vector2(0, moveDelta.y), Mathf.Abs(moveDelta.y * Time.deltaTime), LayerMask.GetMask("Actor", "Blocking"));
        if (hit.collider == null || hit.collider.tag == "Trigger")
        {
            transform.Translate(0, moveDelta.y * Time.deltaTime, 0);
        }
        hit = Physics2D.BoxCast(transform.position, boxCollider.size, 0, new Vector2(moveDelta.x, 0), Mathf.Abs(moveDelta.x * Time.deltaTime), LayerMask.GetMask("Actor", "Blocking"));
        if (hit.collider == null || hit.collider.tag == "Trigger")
        {
            transform.Translate(moveDelta.x * Time.deltaTime, 0, 0);
        }
    }
Esempio n. 3
0
    public override void OnInteract()
    {
        Player playerScript = player.GetComponent <Player>();

        if (playerScript.canMove && numMessages == 4)
        {
            playerScript.canMove = false;
            Debug.Log("demo");
            txt.text = "This demo is mostly a showing of the tiles we have so far";
            canvas.SetActive(true);
            numMessages--;
        }
        else if (numMessages == 3)
        {
            txt.text = "It's divided into two distinct areas for the tiles we have";
            numMessages--;
        }
        else if (numMessages == 2)
        {
            txt.text = "As far as systems are concerned, basically everything except the battle system is completed";
            numMessages--;
        }
        else if (numMessages == 1)
        {
            txt.text = "This isn't a lot, but having this base completed will let us build much faster over the next quarter. Enjoy!";


            numMessages--;
        }
        else if (!playerScript.canMove && numMessages == 0)
        {
            canvas.SetActive(false);
            playerScript.canMove = true;
            numMessages          = 4;
            Debug.Log("Battle activated");
            GameManager.instance.SaveState();
            string sceneName = "battlescene";
            InfoTransition.setEnemyName("elonmuskrat");
            Scene scene = SceneManager.GetActiveScene();
            InfoTransition.setSceneName(scene.name);
            InfoTransition.setPosition(playerScript.transform.position.x, playerScript.transform.position.y);
            UnityEngine.SceneManagement.SceneManager.LoadScene(sceneName);
        }
        //if(Input.GetButtonDown("Cancel"))
        //playerScript.canMove = true;
    }
Esempio n. 4
0
    IEnumerator startEnemyTurn()
    {
        //Random rnd = new Random();
        if (health <= 0)
        {
            //Show defeat text
            General.text = defeat;
            InfoTransition.setInBattle(0);
            UnityEngine.SceneManagement.SceneManager.LoadScene(InfoTransition.getSceneName());

            Player playerScript = player.GetComponent <Player>();
            playerScript.leaveBattle();
            float[] position = InfoTransition.getPosition();
            playerScript.transform.position = new Vector3(position[0], position[1], 0);
            //		playerScript.transform.position.y = position[1];
        }
        else
        {
            int pickMove = Random.Range(0, 3);
            Debug.Log("enemy Turn");
            Debug.Log(pickMove);
            Debug.Log(enemyPT [pickMove]);
            General.text = enemyPT [pickMove];
            Text indicator = GameObject.Find("Damage Indicator").GetComponent <Text> ();
            indicator.text    = enemyD [pickMove].ToString();
            indicator.enabled = true;
            yield return(new WaitForSeconds(1));

            indicator.enabled = false;

            while (!Input.GetButtonDown("Submit"))
            {
                Debug.Log("pp");
                yield return(null);
            }

            General.enabled = false;
            Action1.enabled = true;
            Action2.enabled = true;
            Action3.enabled = true;
            Action4.enabled = true;
            ActionSet.SetActive(true);
        }
    }
Esempio n. 5
0
    // Use this for initialization

    void Start()
    {
        InfoTransition.setInBattle(1);
        internalName = InfoTransition.getEnemyName();         //Figure out how to send this value
        Debug.Log("give me muskrat or give me death");
        SpriteRenderer rndr = GetComponent <SpriteRenderer>();

        enemyDoc = XDocument.Load("Assets/Resources/data/enemy-data.xml");
        Debug.Log(enemyDoc);
        items = enemyDoc.Descendants("enemy").Elements();
        Debug.Log(items);
        foreach (var item in items)
        {
            Debug.Log("loopy");
            Debug.Log(item.Parent.Attribute("internalname").Value.ToString());
            Debug.Log(internalName);
            if (item.Parent.Attribute("internalname").Value.ToString() == internalName)
            {
                health = int.Parse(item.Parent.Element("health").Value);
                Debug.Log("Are we actually entering into the loop or is this a problem of name check?");
                name       = item.Parent.Element("Name").Value;
                introText  = item.Parent.Element("Intro-Text").Value.Trim();
                spriteName = item.Parent.Element("sprite-info").Value.Trim();
                Debug.Log("introText");
                Debug.Log(spriteName);
                actions[0] = item.Parent.Element("A1Text").Value.Trim();
                actions[1] = item.Parent.Element("A2Text").Value.Trim();
                actions[2] = item.Parent.Element("A3Text").Value.Trim();
                actions[3] = item.Parent.Element("A4Text").Value.Trim();

                performanceText[0] = item.Parent.Element("A1Performance-Text").Value.Trim();
                performanceText[1] = item.Parent.Element("A2Performance-Text").Value.Trim();
                performanceText[2] = item.Parent.Element("A3Performance-Text").Value.Trim();
                performanceText[3] = item.Parent.Element("A4Performance-Text").Value.Trim();

                reactionText[0] = item.Parent.Element("A1Reaction-Text").Value.Trim();
                reactionText[1] = item.Parent.Element("A2Reaction-Text").Value.Trim();
                reactionText[2] = item.Parent.Element("A3Reaction-Text").Value.Trim();
                reactionText[3] = item.Parent.Element("A4Reaction-Text").Value.Trim();

                damage[0] = int.Parse(item.Parent.Element("A1Damage").Value);
                damage[1] = int.Parse(item.Parent.Element("A2Damage").Value);
                damage[2] = int.Parse(item.Parent.Element("A3Damage").Value);
                damage[3] = int.Parse(item.Parent.Element("A4Damage").Value);

                effects[0] = int.Parse(item.Parent.Element("A1Effect").Value);
                effects[1] = int.Parse(item.Parent.Element("A2Effect").Value);
                effects[2] = int.Parse(item.Parent.Element("A3Effect").Value);
                effects[3] = int.Parse(item.Parent.Element("A4Effect").Value);

                enemyPT[0] = item.Parent.Element("EA1PT").Value.Trim();
                enemyPT[1] = item.Parent.Element("EA2PT").Value.Trim();
                enemyPT[2] = item.Parent.Element("EA3PT").Value.Trim();
                enemyPT[3] = item.Parent.Element("EA4PT").Value.Trim();

                enemyD[0] = int.Parse(item.Parent.Element("EA1D").Value);
                enemyD[1] = int.Parse(item.Parent.Element("EA2D").Value);
                enemyD[2] = int.Parse(item.Parent.Element("EA3D").Value);
                enemyD[3] = int.Parse(item.Parent.Element("EA4D").Value);

                defeat = item.Parent.Element("DText").Value.Trim();
                //Debug.Log ("R we getting here prquel\t");
            }
        }
        Debug.Log("R we getting here");
        rndr.sprite = Resources.Load <Sprite> (spriteName);       //"Assets/Artwork/sprites/EnemySprites/ElonMuskrat";
        Debug.Log(introText);
        General.text = introText;
        Action1.text = actions [0];
        Action2.text = actions [1];
        Action3.text = actions [2];
        Action4.text = actions [3];
        Debug.Log(actions [0]);
        Debug.Log(actions [1]);
        Debug.Log(actions [2]);
        Debug.Log(actions [3]);
        btn1.onClick.AddListener(turn1);
        btn2.onClick.AddListener(turn2);
        btn3.onClick.AddListener(turn3);
        btn4.onClick.AddListener(turn4);

        Debug.Log("WTF");
        //rndr.color = new Color(200,0,0);
    }