// Use this for initialization void Start() { walkBehaviour = GetComponent <Walk>(); animator = GetComponent <Animator>(); duckBehaviour = GetComponent <Crouch>(); slamBehaviour = GetComponent <Slam>(); }
public Brawler() { heroTexture = Engine.Engine.GetTexture("Hero/Brawler"); Hero.loadSprite(); heroRole = Classes.Brawler; baseHealth = 300; healthPerLevel = 40; requiredBranchLevel = 30; resetLevel(); resetHealth(); Enemies.Enemy.UpdateTargets(this); Enemies.BossEnemy.UpdateBossTargets(this); abilities[0] = new Cleave(); abilities[1] = new WhirlwindSlash(); abilities[2] = new Slam(); abilities[3] = new DoubleSlash(); Engine.Engine.Log(health.ToString()); }
public Berserker() { heroTexture = Engine.Engine.GetTexture("Hero/Berserker"); Hero.loadSprite(); heroRole = Classes.Berserker; baseHealth = 500; healthPerLevel = 40; requiredBranchLevel = int.MaxValue; resetLevel(); resetHealth(); abilities[0] = new Cleave(); abilities[1] = new WhirlwindSlash(); abilities[2] = new Slam(); abilities[3] = new DoubleSlash(); abilities[4] = new Rage(); abilities[5] = new Execute(); Enemies.Enemy.UpdateTargets(this); Enemies.BossEnemy.UpdateBossTargets(this); }
public override void Awake() { base.Awake(); Abilities = new List <Ability>(); Ability ability = new Slam(); ability.attackStart.AddListener(SlamAnimate); Abilities.Add(ability); Abilities.Add(new BoneSkin()); ability = new SummonTentacle(); ability.attackStart.AddListener(AttackAnimate); Abilities.Add(ability); Items = new Dictionary <Item, int>(); Items.Add(new Potion(), 2); MaxHealth = 60; CurrentHealth = 60; Attack = 5; Defense = 3; Speed = 6; animator = GetComponent <Animator>(); }
public void InitWeapons() { ClearAbilities(); if (MeleeWeaponModel != null && !MeleeWeaponModel.IsRemoved) { MeleeWeaponModel.Remove(); } if (RangedWeaponModel != null && !RangedWeaponModel.IsRemoved) { RangedWeaponModel.Remove(); } switch (MeleeWeapon) { case MeleeWeapons.Sword: AddAbility(new SwordThrust()); MeleeWeaponModel = new Props.Sword1 { OrientationRelation = OrientationRelation.Absolute }; meleeWeapon = "sword"; break; case MeleeWeapons.MayaHammer: AddAbility(new HammerThrust()); MeleeWeaponModel = new Props.MayaHammer1 { OrientationRelation = OrientationRelation.Absolute }; meleeWeapon = "hammer"; break; case MeleeWeapons.Spear: AddAbility(new SpearThrust()); MeleeWeaponModel = new Props.Spear1 { OrientationRelation = OrientationRelation.Absolute }; meleeWeapon = "spear"; break; } AddChild(MeleeWeaponModel); var slam = new Slam(); slam.Start += new System.Action(slam_Start); slam.End += new System.Action(slam_End); AddAbility(slam); switch (RangedWeapon) { case RangedWeapons.Rifle: AddAbility(new Blast()); RangedWeaponModel = new Props.Rifle1 { OrientationRelation = OrientationRelation.Absolute }; break; case RangedWeapons.HandCannon: AddAbility(new CannonballShot()); RangedWeaponModel = new Props.HandCannon1 { OrientationRelation = OrientationRelation.Absolute }; break; case RangedWeapons.Fire: AddAbility(new BurningBlast()); RangedWeaponModel = new Props.Rifle1 { OrientationRelation = OrientationRelation.Absolute }; break; case RangedWeapons.GatlingGun: AddAbility(new GatlingGun()); RangedWeaponModel = new Props.GatlingGun1 { OrientationRelation = OrientationRelation.Absolute }; break; case RangedWeapons.Blaster: AddAbility(new Blaster()); RangedWeaponModel = new Props.HandMortar1 { OrientationRelation = OrientationRelation.Absolute }; break; } AddChild(RangedWeaponModel); //AddAbility(new Revolver()); AddAbility(new GhostBullet()); }
void Start() { Time.timeScale = timescale; controller = gameObject.GetComponent<BaseController>(); animator = GetComponentInChildren<Animator>(); comboAction = GetComponent<Combo>(); dashAction = GetComponent<Dash>(); blockAction = GetComponent<Block>(); airFloatAction = GetComponent<AirFloat>(); slamAction = GetComponent<Slam>(); tornadoAction = GetComponent<Tornado>(); if (GetComponent<AirAttack>() != null) { airSpecialAction = GetComponent<AirAttack>(); } else if (GetComponent<AirSpecial>()) { airSpecialAction = GetComponent<AirSpecial>(); } controller.OnLand += HandleLanding; PlayerInput.SwipeLeft += SwipeLeft; PlayerInput.SwipeRight += SwipeRight; }
private BearVisualManager visualManager; // The BearVisualManager atatched to the player character. void Start() { slam = GetComponentInParent <Slam>(); visualManager = GetComponentInParent <BearVisualManager>(); }
//====================================================== #region Event Methods private void SpecialForm_Load(object sender, EventArgs e) { //Until I find a better way, this list is typed manually. //Rules attached to this ability should be added first, for editing. if (ability.SpecialRules != null) { foreach (SpecialRule rule in ability.SpecialRules) { clbSpecials.Items.Add(rule, true); } } //Add the rest of the rules, but don't add ones already added from the ability. SpecialRule nRule = new Acid(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new ArmorBuster(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new Blast(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new Blind(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new ChangeSpeed(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new ChangeStrength(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new ChangeMarksmanship(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new ChangeTech(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new CounterAttack(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new Deafen(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new DrainTime(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new Encase(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new Explosion(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new Fear(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new GreaterAcid(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new GreaterCounterAttack(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new GreaterIndirect(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new GreaterNoDeflect(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new GreaterNoDodge(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new Heal(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new IdentifyFriendFoe(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new Indirect(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new Leap(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new NoArmorReduction(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new NoDeflect(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new NoDodge(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new Paralyze(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new PoisonMalignant(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new PoisonResilient(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new Pull(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new Range(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new CharacterCreator.Classes.SpecialRules.Radius(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new RerollMisses(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new RerollHits(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new Reach(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new Roll(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new Slam(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new Stream(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new Stun(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new SuperbAcid(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new SuperbCounterAttack(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new SuperbIndirect(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new SuperbNoDeflect(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new SuperbNoDodge(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new TechAttack(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new TechBlast(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new TechBlind(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new TechDeafen(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new TechExplosion(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new TechEncase(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new TechMelee(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new TechParalyze(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new TechRange(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new Teleport(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new Throw(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } nRule = new Trip(); if (!ability.SpecialRules.Contains(nRule)) { clbSpecials.Items.Add(nRule); } }