Esempio n. 1
0
    //MOVE  REFERENCE GUIDE
    //atk = attack
    //ult = utility

    /*
     * Hot Streak         1    Flaming       atk rapid attack
     * Flash              2    Electric      ult stun
     * Freeze the Account 3    Ice           ult block next damage
     * Buy the Pot        4    Grass         ult heal
     * Mucker             5    Psychic       ult Chance to dodge damage
     *
     * All In             6    High Rolling  atk Either high damage or no damage
     * Chip Swipe         7    Thieving      atk damage and heal self
     * Reckless Raise     8    Tempermental  atk high damage and hurt self
     * Duumb Luck         9    Drunken       ??? random heal and hurt
     * Implied Odds       10   card counting atk change luck
     *
     * Full House         11   Dragon        ult Boost all stats
     * Bad Beat           12   Orc           ult Increase Attack but drop defense and luck
     * Sweeten the Pot    13   Goblin        ult change attack stat
     * Bluff              14   Mimic         ult change defense stat
     * Unfavorable Deck   15   Witch         ult change eveything stat
     *
     *
     * Jackpot            16   Dragon        atk damage and small heal
     * Bust               17   Orc           atk Heavy Attack,
     * Suck-Out           18   Goblin        atk random chance to do different attacks
     * Trap               19   Mimic         atk Use your defense as the attack
     * Hole Card          20   Witch         atk Use the difference of all stats as your attack
     */


    // Start is called before the first frame update
    void Start()
    {
        MovePic.enabled   = false;
        MovesTxt1.enabled = false;
        MovesTxt2.enabled = false;

        BackBtn.GetComponentInChildren <TextMeshProUGUI>().enabled = false;
        BackBtn.interactable = false;
        NextBtn.GetComponentInChildren <TextMeshProUGUI>().enabled = false;
        NextBtn.interactable = false;
        PrevBtn.GetComponentInChildren <TextMeshProUGUI>().enabled = false;
        PrevBtn.interactable = false;


        //get character components
        pc = ps.GetComponent <Character>();
        ec = es.GetComponent <Character>();
    }
Esempio n. 2
0
 // Start is called before the first frame update
 void Start()
 {
     //  CreateButton();
     pc = ps.GetComponent <Character>();
     ec = es.GetComponent <Character>();
 }
Esempio n. 3
0
    public IEnumerator CreateEnemy()
    {
        TraitScr.ShouldSpin   = false;
        ElementScr.ShouldSpin = false;
        MonsterScr.ShouldSpin = false;
        IsCharacterTurn       = false;
        ps.IsCharacterTurn    = true;
        wait = false;
        pc   = ps.GetComponent <Character>();
        ec   = es.GetComponent <Character>();

        //new ids and stats
        ElementId = Random.Range(1, 6);
        TraitId   = Random.Range(6, 11);
        MonsterId = Random.Range(11, 16);
        Muck      = -1;
        Chips     = 100 + (ps.Lvl * 10);
        Atk       = 0;
        Def       = 0;
        Luck      = 0;
        Frozen    = false;
        setTrait(TraitId);
        setElement(ElementId);
        setMonster(MonsterId);
        float a = (float)Atk * (((float)ps.Lvl * 0.1f) + 0.2f);
        float d = (float)Def * (((float)ps.Lvl * 0.1f) + 0.2f);
        float l = (float)Luck * (((float)ps.Lvl * 0.1f) + 0.2f);

        Atk      = (int)a;
        Def      = (int)d;
        Luck     = (int)l;
        Stuntime = -1;


        AtkText.text   = "Atk X " + Atk.ToString();
        DefText.text   = "Def X " + Def.ToString();
        LuckText.text  = "Luck X " + Luck.ToString();
        ChipsText.text = "Chips X " + Chips.ToString();
        name           = NameText.text;

        //declare the monster
        Description.text        = "A " + name + " appears!";
        mm.b1.interactable      = true;
        mm.b2.interactable      = true;
        mm.b3.interactable      = true;
        mm.b4.interactable      = true;
        Description.text       += "\nIt is your turn!";
        mm.MoveBtn.interactable = true;

        if (mm.PlayerID == 1)
        {
            mm.b1.interactable = false;
        }
        if (mm.PlayerID == 2)
        {
            mm.b2.interactable = false;
        }
        if (mm.PlayerID == 3)
        {
            mm.b3.interactable = false;
        }
        if (mm.PlayerID == 4)
        {
            mm.b4.interactable = false;
        }

        //        yield return new WaitForSeconds(1f);
        TraitScr.SetImage(TraitId - 6);

//        yield return new WaitForSeconds(1f);
        ElementScr.SetImage(ElementId - 1);

//        yield return new WaitForSeconds(1f);
        MonsterScr.SetImage(MonsterId - 11);
        yield return(null);
    }