Esempio n. 1
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    public void LethalThreat(CharacterBattle targetCharacterBattle, Action onAttackComplete)
    {
        Vector3 slideTargetPosition = (targetCharacterBattle.GetPosition() + (GetPosition() - targetCharacterBattle.GetPosition()).normalized * 10f) + new Vector3(30, 0);
        Vector3 startingPosition    = GetPosition();

        string LoginScreen = CharStats.name + " uses Lethal Threat on " + targetCharacterBattle.CharStats.name;

        TextScript.Create(new Vector3(-50, -40), LoginScreen, 45, true);


        foreach (ParticleSystem ps in particles)
        {
            if (ps.name == "Dash")
            {
                toDestroy = Instantiate(ps, this.transform).gameObject;
            }
        }
        // Slide to Target
        going = true;
        SlideToPosition(slideTargetPosition, () => {
            // Arrived at Target, attack him
            state = State.Busy;
            targetCharacterBattle.Damage(this, CharStats.Damage);
            SlideToPosition(startingPosition, () =>
            {
                // Slide back completed, back to idle
                state = State.Idle;
                onAttackComplete();
            });
        }, "JabMelee2H");
    }
Esempio n. 2
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    public void Smoke(List <CharacterBattle> targets, Action onAttackComplete)
    {
        animator.Play("Victory");
        GameObject BindParticle = null;

        state = State.Busy;
        foreach (ParticleSystem ps in particles)
        {
            if (ps.name == "Smoke")
            {
                toDestroy = Instantiate(ps).gameObject;
            }
            if (ps.name == "Blind")
            {
                BindParticle = ps.gameObject;
            }
        }

        string LoginScreen = CharStats.name + " uses Smoke on Enemies";

        TextScript.Create(new Vector3(-50, -40), LoginScreen, 45, true);

        waitPosition(() => {
            foreach (CharacterBattle tg in targets)
            {
                tg.blinded         = true;
                tg.DeBuffTurns     = 5;
                tg.deBuffToDestroy = Instantiate(BindParticle, tg.transform);
            }

            onAttackComplete();
            state = State.Idle;
        });
    }
Esempio n. 3
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    public void Setup(bool isPlayerTeam, GameObject Own)
    {
        this.isPlayerTeam = isPlayerTeam;

        m_GameObject    = Instantiate(Own, transform.position, Quaternion.identity, transform);
        ObjectiveCursor = m_GameObject.transform.Find("Objective").gameObject;
        ObjectiveCursor.SetActive(false);
        CharStats = m_GameObject.GetComponent <Stats>();
        Level     = CharStats.Level;
        Health    = CharStats.Health;
        Speed     = CharStats.Speed;
        charclass = CharStats.charclass;
        particles = CharStats.particles;
        LM        = m_GameObject.GetComponent <LayerManager>();

        CharStats.parent = this.gameObject;

        if (isPlayerTeam)
        {
            InShield = m_GameObject.transform.Find("SheerWillShield").gameObject;
        }
        else
        {
            Vector3 transform = m_GameObject.transform.localScale;
            transform.x *= -1;
            m_GameObject.transform.localScale = transform;
        }

        Vector3 namePos = transform.position;

        invulnerable = false;
        healthSystem = new HealthSystem(CharStats.Health);
        if (CharStats.name != "Amadea")
        {
            healthBar = new World_Bar(transform, new Vector3(0, 24), new Vector3(12, 1.7f), Color.grey, Color.red, 1f, 100, new World_Bar.Outline {
                color = Color.black, size = .6f
            });
            namePos.x -= 8;
            namePos.y += 25;
        }
        else
        {
            healthBar = new World_Bar(transform, new Vector3(0, 29), new Vector3(12, 1.7f), Color.grey, Color.red, 1f, 100, new World_Bar.Outline {
                color = Color.black, size = .6f
            });
            namePos.x -= 8;
            namePos.y += 30;
        }

        healthSystem.OnHealthChanged += HealthSystem_OnHealthChanged;
        animator = m_GameObject.GetComponentInChildren <Animator>();
        going    = false;

        TextScript.Create(namePos, CharStats.name, 35, false, gameObject);


        //PlayAnimIdle();
    }
Esempio n. 4
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    public void PreciseShot(CharacterBattle target, Action onAttackComplete)
    {
        animator.Play("ReadyBowShot");

        string LoginScreen = CharStats.name + " uses Precise Shot on " + target.CharStats.name;

        TextScript.Create(new Vector3(-50, -40), LoginScreen, 45, true);

        Vector3 slideTargetPosition = GetPosition() + new Vector3(5, 0);
        Vector3 startingPosition    = GetPosition();
        float   angle = Mathf.Atan2((target.GetPosition().y - GetPosition().y), (target.GetPosition().x - GetPosition().x));

        angle        = angle * Mathf.Rad2Deg;
        going        = true;
        timeToAttack = true;

        foreach (ParticleSystem ps in particles)
        {
            if (ps.name == "PreciseShoot")
            {
                Vector3 Rot = ps.transform.rotation.eulerAngles;
                Rot.z    += -angle;
                toDestroy = Instantiate(ps, m_GameObject.transform.position, Quaternion.Euler(Rot)).gameObject;
            }
        }

        SlideToPosition(slideTargetPosition, () => {
            // Arrived at Target, attack him
            counter = 0;
            state   = State.Busy;

            waitPosition(() => {
                int damageAmount = CharStats.Damage * 2;
                if (!CharStats.Blinded)
                {
                    if (target.invulnerable == false)
                    {
                        target.Damage(this, damageAmount);
                    }
                }

                SlideToPosition(startingPosition, () =>
                {
                    // Slide back completed, back to idle
                    state = State.Idle;
                    onAttackComplete();
                });
            });
        });
    }
Esempio n. 5
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    public void HollyWater(CharacterBattle targetCharacterBattle, Action onAttackComplete)
    {
        animator.Play("Victory");

        string LoginScreen = CharStats.name + " uses Holly water on " + targetCharacterBattle.CharStats.name;

        TextScript.Create(new Vector3(-50, -40), LoginScreen, 45, true);

        waitPosition(() => {
            DamagePopup.Create(targetCharacterBattle.GetPosition(), CharStats.HealingPoints, false, true);
            targetCharacterBattle.healthSystem.Heal(CharStats.HealingPoints);
            onAttackComplete();

            state = State.Idle;
        });
    }
Esempio n. 6
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    public void Camouflage(Action onAttackComplete)
    {
        animator.Play("Victory");

        string LoginScreen = CharStats.name + " uses Camouflage to hide himself";

        TextScript.Create(new Vector3(-50, -40), LoginScreen, 45, true);

        waitPosition(() => {
            invulnerable = true;
            Hide         = true;
            //LM.SetColor(new Color(1f, 1f, 1f, 0.3f));
            onAttackComplete();
            BuffTurns = 5;
            state     = State.Idle;
        });
    }
Esempio n. 7
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    public void SheerWill(Action onAttackComplete)
    {
        animator.Play("Victory");

        string LoginScreen = CharStats.name + " uses Sheer Will to protect himself";

        TextScript.Create(new Vector3(-50, -40), LoginScreen, 45, true);


        waitPosition(() => {
            invulnerable = true;
            InShield.SetActive(true);
            onAttackComplete();
            BuffTurns = 5;
            state     = State.Idle;
        });
    }
Esempio n. 8
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    public void PurifyingStrike(List <CharacterBattle> targets, Action onAttackComplete)
    {
        Vector3 slideTargetPosition = GetPosition() + new Vector3(5, 0);
        Vector3 startingPosition    = GetPosition();

        string LoginScreen = CharStats.name + " uses Purifying Strike to Group of enemys";

        TextScript.Create(new Vector3(-50, -40), LoginScreen, 45, true);

        going        = true;
        timeToAttack = true;
        SlideToPosition(slideTargetPosition, () => {
            foreach (ParticleSystem ps in particles)
            {
                if (ps.name == "PurifingStrike")
                {
                    toDestroy = Instantiate(ps).gameObject;
                }
            }
            // Arrived at Target, attack him
            counter = 0;
            state   = State.Busy;

            waitPosition(() => {
                foreach (CharacterBattle tg in targets)
                {
                    tg.Damage(this, CharStats.Damage);
                }

                SlideToPosition(startingPosition, () =>
                {
                    // Slide back completed, back to idle
                    state = State.Idle;
                    onAttackComplete();
                });
            });
        });

        // Slide to Target
    }