private void Start()
 {
     _spellbookState = GetComponent <SpellbookState>();
     _spellbookState.PlaceSpell(SpellToCast, 1);
     _target = new Target(Target);
     InvokeRepeating(nameof(CastSpell), 2.0f, Interval);
 }
Esempio n. 2
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 void Start()
 {
     _mainCamera     = Camera.main;
     _characterState = GetComponent <CharacterState>();
     _spellbook      = GetComponent <SpellbookState>();
     _interactor     = GetComponent <Interactor>();
     _movement       = GetComponent <MovementController>();
 }
Esempio n. 3
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 public AIAgent(EnemyController enemyController)
 {
     // Cache everything once and for all
     Logger              = Debugger.Default.GetLogger(enemyController.gameObject.name + "/AI Log", unityLog: false);
     EnemyController     = enemyController;
     Transform           = enemyController.gameObject.transform;
     CharacterState      = enemyController.GetComponent <CharacterState>();
     Movement            = enemyController.GetComponent <MovementController>();
     AnimationController = enemyController.GetComponent <AnimationController>();
     SpellBook           = enemyController.GetComponent <SpellbookState>();
     Config              = CharacterState.character;
 }
Esempio n. 4
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        void Start()
        {
            var player = FindObjectOfType <PlayerController>();

            if (player != null)
            {
                _spellBookState = player.GetComponent <SpellbookState>();
                if (_spellBookState == null)
                {
                    Debug.LogWarning("PlayerState not found");
                }
            }
        }
Esempio n. 5
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        void Awake()
        {
#if DEBUG_COMBAT
            _combatLog = Debugger.Default.GetLogger(gameObject.name + "/StatLog", unityLog: false);
#endif
            _baseScale = transform.localScale;
            IsAlive    = true;

            _movement            = GetComponent <MovementController>();
            _spellBook           = GetComponent <SpellbookState>();
            _spellManager        = SpellManager.Instance;
            _animationController = GetComponent <AnimationController>();
            _hp = character.HealthModifier * MaxHealth;

            if (CurrentTeam == Team.Undefined)
            {
                Debug.LogError("Team not set!", this);
            }

            transform.localScale = _baseScale * Size;
        }
Esempio n. 6
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        void Start()
        {
            var player = FindObjectOfType <PlayerController>();

            if (player != null)
            {
                _spellBookState = player.GetComponent <SpellbookState>();
                if (_spellBookState == null)
                {
                    Debug.LogWarning("PlayerState not found");
                }
            }

            SpellIcon.sprite  = DefaultSpellIcon;
            StacksText.text   = String.Empty;
            CooldownText.text = String.Empty;

            if (ActiveOverlay != null)
            {
                _activeColor = ActiveOverlay.color;
            }
        }
Esempio n. 7
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    void Start()
    {
        _playerController     = FindObjectOfType <PlayerController>();
        _playerState          = _playerController.GetComponent <CharacterState>();
        _playerSpellbookState = _playerController.GetComponent <SpellbookState>();

        Debugger.Default.Display($"Cheats/GOD mode", () =>
        {
            _playerState.ApplyModifier(ModificationParameter.HpFlat, 10000, _playerState, null);
            _playerState.ApplyModifier(ModificationParameter.MaxHpFlat, 10000, _playerState, null);
        });

        Debugger.Default.Display($"Cheats/WTF mode", () =>
        {
            _playerSpellbookState.NoCooldowns = !_playerSpellbookState.NoCooldowns;
        });

        if (Buffs != null)
        {
            foreach (var buff in Buffs)
            {
                if (buff == null)
                {
                    continue;
                }

                Debugger.Default.Display($"Cheats/Apply Buffs/{buff.name}",
                                         () => { _playerState.ApplyBuff(buff, _playerState, 1); });
            }
        }

        foreach (var spell in Spells)
        {
            if (spell == null)
            {
                continue;
            }

            Debugger.Default.Display($"Cheats/Pickup Spell/{spell.name}", () => { _playerState.Pickup(spell, 1); });

            Debugger.Default.Display($"Cheats/Drop Spell/{spell.name}",
                                     () =>
            {
                DroppedSpell.InstantiateDroppedSpell(spell,
                                                     _playerState.GetNodeTransform(CharacterState.NodeRole.Chest).transform.position);
            });
        }

        foreach (var item in Items)
        {
            if (item == null)
            {
                continue;
            }

            Debugger.Default.Display($"Cheats/Pickup Item/{item.name}", () => { _playerState.Pickup(item, 1); });
        }

        foreach (var enemy in Enemies)
        {
            if (enemy == null)
            {
                continue;
            }

            Debugger.Default.Display($"Cheats/Spawn Enemy/{enemy.name}",
                                     () => { GameObject.Instantiate(enemy, _playerState.transform.position, Quaternion.identity); });
            Debugger.Default.Display($"Cheats/Spawn Enemy/{enemy.name}/x10",
                                     () =>
            {
                for (var i = 0; i < 10; ++i)
                {
                    var offset = Random.onUnitSphere;
                    offset.y   = 0;
                    offset     = offset.normalized;
                    GameObject.Instantiate(enemy, _playerState.transform.position + offset * 2f, Quaternion.identity);
                }
            });
        }

#if UNITY_EDITOR
        foreach (var scene in EditorBuildSettings.scenes)
        {
            if (scene.enabled)
            {
                Debugger.Default.Display($"Cheats/Load scene (Editor)/{scene.path}", () =>
                {
                    SceneManager.LoadScene(scene.path);
                });
            }
        }
#endif

        for (var i = 0; i < SceneManager.sceneCountInBuildSettings; i++)
        {
            var scenePath = UnityEngine.SceneManagement.SceneUtility.GetScenePathByBuildIndex(i);
            var sceneName = System.IO.Path.GetFileNameWithoutExtension(scenePath);
            Debugger.Default.Display($"Cheats/Load Scene/{i} {sceneName}", () =>
            {
                SceneManager.LoadScene(sceneName);
            });
        }
    }