Esempio n. 1
0
	public static float getMinionSpeed(MinionColor color, bool isIdle) {
		float speed = 0f;

		switch(color) {
			case MinionColor.BLUE:
				speed = MINION_SPEED_IDLE_BLUE;
				break;
			case MinionColor.GREEN:
				speed = MINION_SPEED_IDLE_GREEN;
				break;
			case MinionColor.RED:
				speed = MINION_SPEED_IDLE_RED;
				break;
			case MinionColor.YELLOW:
				speed = MINION_SPEED_IDLE_YELLOW;
				break;
			default: 
				return 0f;
		}

		if(isIdle == true) {
			return speed;
		} else {
			return speed * MINION_SPEED_MULTIPLICATOR;
		}
	}
Esempio n. 2
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        private void Initialize(MinionColor color, int count)
        {
            for (int i = 0; i < count; i++)
            {
                Minion minion = Game.instance.CreateMinion(color);

                _minions.Add(minion);
            }
        }
Esempio n. 3
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	public static int getPoints(MinionColor color) {
		switch(color) {
			case MinionColor.BLUE:
				return BLUE_POINT;
			case MinionColor.GREEN:
				return GREEN_POINT;
			case MinionColor.RED:
				return RED_POINT;
			case MinionColor.YELLOW:
				return YELLOW_POINT;
			default: 
				return 0;
		}
	}
Esempio n. 4
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		public static TileType getTileTypeForColor(MinionColor color) {
			switch(color) {
				case MinionColor.BLUE:
					return TileType.MINION_BLUE;
				case MinionColor.GREEN:
					return TileType.MINION_GREEN;
				case MinionColor.RED:
					return TileType.MINION_RED;
				case MinionColor.YELLOW:
					return TileType.MINION_YELLOW;
				default :
					return TileType.DEFAULT;
			}
		}
Esempio n. 5
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	// Return the total of minions of the player
	public int GetCountMinions(MinionColor color) {
		switch(color) {
			case MinionColor.BLUE:
				return this.GetCountMinionsBlue ();
			case MinionColor.GREEN:
				return this.GetCountMinionsGreen ();
			case MinionColor.RED:
				return this.GetCountMinionsRed ();
			case MinionColor.YELLOW:
				return this.GetCountMinionsYellow ();
			default :
				return this._minions.Count;
		}
	}
Esempio n. 6
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	public List<Minion> GetMinions(MinionColor color) {
		if(color == MinionColor.ANY) {
			return this.minions;
		} else {
			List<Minion> minions = new List<Minion> ();
			foreach(Minion minion in this._minions) {
				if(minion.color == color) {
					minions.Add (minion);
				}
			}
			return minions;
		}
	}
Esempio n. 7
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	// Return one minion of the selected color
	public Minion GetMinion(MinionColor color) {
		switch(color) {
			case MinionColor.BLUE:
				return this.GetOneMinionBlue();
		    case MinionColor.GREEN:
				return this.GetOneMinionGreen ();
			case MinionColor.RED:
				return this.GetOneMinionRed();
			case MinionColor.YELLOW:
				return this.GetOneMinionYellow();
			default:
				return this.GetRandomMinion();
		}
	}
Esempio n. 8
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	// Kill one minion, without trigger his effect
	public void KillMinion(MinionColor color) {
		Minion minion = this.GetMinion (color);
		this._minions.Remove (minion);
		minion.Kill ();
        portrait.GetComponent<PlayerUI>().FillMinionSlots(this.minions);
    }
Esempio n. 9
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	// Sacrifice a minion to get a bonus/special action
	public void SacrificeMinion(MinionColor color) {
		if(this.canAction == true && this.GetCountMinions (color) > 0) {
            // Todo : A décommenter
			Minion minion = this.GetMinion(color);
            if (minion.canSacrifice == true)
            {
                Game.instance.numberOfTurnSinceRespawn = 0;
                this.RemoveMinion(color);
                minion.Sacrifice();
                portrait.GetComponent<PlayerUI>().FillMinionSlots(this.minions);
            }
            else
            {
                Game.instance.PrepareEndTurn();
            }
		}
	}
Esempio n. 10
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	// Remove a minion from the player
	public void RemoveMinion(MinionColor color) {
		if (this._minions.Count > 0) {
			Minion minionToRemove = null;
			foreach (Minion minion in this._minions) {
				if (minion.color == color) {
					minionToRemove = minion;
					break;
				}
			}
			if (minionToRemove != null) {
				this._minions.Remove (minionToRemove);
				for(int i = 0; i < this.minions.Count; i++) {
					minions[i].setMinionOffset (i);
					minions[i].transform.position = this.transform.position + Game.instance.mapManager.map.tiles [this.tileIndex].size / 2.5f * minions[i].offsetPosition;
					minions[i].targetPosition = minions[i].transform.position;
				}
				#if DEBUG
					Debug.Log ("One minion with color " + minionToRemove.color + " has been removed");
				#endif
			} else {
				#if DEBUG
					Debug.Log ("ERROR NO MINION WITH COLOR " + color + " FOUND !");
				#endif
			}
		} else {
			#if DEBUG
				Debug.Log ("The player hasn't any minions.");
			#endif
		}
	}
Esempio n. 11
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	// Create a minion
	public Minion CreateMinion(MinionColor color) {

        Minion.number++;

		switch(color) {
			case MinionColor.BLUE:
				return Instantiate (this._minionBlue) as MinionBlue;
			case MinionColor.GREEN:
				return Instantiate (this._minionGreen) as MinionGreen;
			case MinionColor.RED:
				return Instantiate (this._minionRed) as MinionRed;
			case MinionColor.YELLOW:
				return Instantiate (this._minionYellow) as MinionYellow;
		default:
			MinionColor randomColor = (MinionColor) Random.Range (1, System.Enum.GetValues(typeof(MinionColor)).Length);
			return this.CreateMinion (randomColor);
		}
	}