Esempio n. 1
0
    protected override void Trigger(GameEventData eventData)
    {
        SingleUnitData data = eventData.CastDataType <SingleUnitData>();

        if (data == null)
        {
            return;
        }

        Unit unit = data.m_Unit;

        int value = unit.m_Data.GetStat(property);

        if (value > 0)
        {
            int negative = unit.m_Data.GetStat(UnitStatsProperty.Negative);
            int dur      = unit.m_Data.GetStat(UnitStatsProperty.DUR);

            if (negative <= 0 && dur > 0)
            {
                value = -value;
            }

            data.m_Unit.m_Data.ChangeStats(UnitStatsProperty.DUR, value);
        }
    }
    private void TriggerEvent()
    {
        SingleUnitData data = new SingleUnitData();

        data.m_Unit = m_Owner;

        m_DestroyEvent.Trigger(m_Owner, data);
    }
Esempio n. 3
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    private void WarriorDestroy(Unit unit)
    {
        if (unit.m_Data.IsWarrior)
        {
            SingleUnitData data = new SingleUnitData();
            data.m_Unit = unit;

            m_WarriorDestroyEvent.Trigger(data);
        }
    }
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        //get current unit
        Unit unit = OrderManager.Instance.CurrentUnit;

        SingleUnitData data = new SingleUnitData();

        data.m_Unit = unit;
        unitTurnEndEvent.Trigger(unit, data);

        unit = OrderManager.Instance.NextUnit();

        NextState(animator, unit);
    }
Esempio n. 5
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    private void UnitDestroy(GameEventData eventData)
    {
        //Debug.Log(this + " Receive Unit Destroy Event");
        SingleUnitData data = eventData.CastDataType <SingleUnitData>();

        if (data != null)
        {
            Unit unit = data.m_Unit;
            UnitToRemove.Add(unit);

            //Debug.Log(this + " chain "+ chain);
            m_UnitDestroyEvent.UnregisterListenner(unit, UnitDestroy);
        }

        RemoveListenner();
    }
Esempio n. 6
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    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        //get current unit
        Unit unit = OrderManager.Instance.CurrentUnit;

        if (unit == null)
        {
            animator.SetTrigger(gameEndTrigger);
            return;
        }

        SingleUnitData data = new SingleUnitData();

        data.m_Unit = unit;
        unitTurnStartEvent.Trigger(unit, data);

        NextState(animator, unit);
    }
    void Display(GameEventData data)
    {
        if (data == null)
        {
            gameObject.SetActive(true);
            text.text = endText.ToString();
        }
        else
        {
            SingleUnitData unitData = data.CastDataType <SingleUnitData>();
            if (unitData == null)
            {
                return;
            }

            PlayerID loseId = unitData.m_Unit.m_PlayerID;

            TextProperty word = loseId == PlayerManager.Instance.GetLocalPlayerID() ? loseText : winText;

            gameObject.SetActive(true);
            text.text = word.ToString();
        }
    }