/// <summary>
    /// Spawns the Passed in Enemy into the Scene, Checking to Make Sure
    /// Nothing is Null
    /// </summary>
    /// <param name="enemy">The Enemy to be Spawned In</param>
    private void SpawnEnemy(minion enemy)
    {
        if (!MINION_SPAWN_OVERRIDE)
        {
            if (!enemy)
            {
                return;
            }

            Vector3 spawnLoc = Camera.main.ScreenToWorldPoint(
                new Vector3(
                    Random.Range(Screen.width * 0.2f, Screen.width * 0.8f),
                    Screen.height * 0.8f,
                    10));

            activeMinions.Add(enemy);

            if (activePool.Contains(enemy))
            {
                activePool.Remove(enemy);
            }

            enemy.gameObject.transform.position =
                spawnLoc;

            enemy.gameObject.SetActive(true);
        }
    }
Esempio n. 2
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    public void SetUp()
    {
        passiveSkill        p  = new passiveSkill(passiveSkill.passive.atkUp, 30);
        List <passiveSkill> PL = new List <passiveSkill> ();

        PL.Add(p);

        minion    M = new minion(minion.miniontype.ATK, 100);
        Character a = new Character(0, Character.Rarity.SSR, Character.World.Sorrow, Character.Type.God, "jj", 1, 14, 1, 30, 1, M, "eat shit", PL);

        Character CB = new Character(1, Character.Rarity.SSR, Character.World.Sorrow, Character.Type.God, "jj", 1, 14, 1, 30, 1, M, "eat shit", PL);
        Character CC = new Character(2, Character.Rarity.SSR, Character.World.Sorrow, Character.Type.God, "jj", 1, 14, 1, 30, 1, M, "eat shit", PL);
        Character CD = new Character(3, Character.Rarity.SSR, Character.World.Sorrow, Character.Type.God, "jj", 1, 14, 1, 30, 1, M, "eat shit", PL);


        Enemy B = new Enemy(11, Character.World.Fear, Character.Type.Demon, "Demon", 1000, 1, 100, 20, 1, M, "real Demono");

        MGM.CreateMap(MapX, MapY);
        //CGM.Addchararcter (a,3,3);
        CGM.Addchararcter(B, 2, 1);


        Clist.Add(a);
        Clist.Add(CB);
        Clist.Add(CC);
        Clist.Add(CD);

        for (int i = 0; i < Clist.Count; i++)
        {
            Clist [i].Teamid = i;
        }

        CGM.AddCharacterDropBox(Clist);
    }
    // Use this for initialization
    void Start()
    {
        stats       = GetComponent <minion>();
        _controller = GetComponent <CharacterController2D>();

        actionTimer     = stats.actionDelay;
        attackTimer     = 0.25f;
        attackCountdown = false;
    }
    /// <summary>
    /// Will return the object to the current pool if it is considered an 'active' minion.
    /// </summary>
    /// <param name="minion"></param>
    public void ReturnToPool(minion minion)
    {
        if (activeMinions.Contains(minion))
        {
            activePool.Add(minion);
        }

        activeMinions.Remove(minion);

        minion.gameObject.SetActive(false);
    }
Esempio n. 5
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    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.tag == "enemy" &&
            collision.gameObject.GetComponent <minion> ())
        {
            minion enemy = collision.gameObject.GetComponent <minion>();

            enemy.ResetSelf();
            spawnEnemies.instance.ReturnToPool(enemy);
        }

        if (collision.tag == "enemyProjectile")
        {
            Destroy(collision.gameObject);
        }
    }
Esempio n. 6
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    public Enemy(int ID_, Character.World WORLD_, Character.Type TYPE_, string Name_, int HP_, int ATK_, int DEF_, int COURAGE_, int MANA_, minion M, string description_)
    {
        ID = ID_;

        WORLD = WORLD_;
        TYPE  = TYPE_;

        Name = Name_;

        HP  = HP_ + (int)Mathf.Round(M.gethp());
        ATK = ATK_ + (int)Mathf.Round(M.getatk());
        DEF = DEF_ + (int)Mathf.Round(M.gethp());


        COURAGE = COURAGE_;
        MANA    = MANA_;

        minion      = M;
        Description = description_;
    }
    public void Initialize()
    {
        //instantiating the object pools into your scene.
        //You can 'load' these pools in during gameplay to change the availability of different tile sets.
        for (int i = 0; i < testMinions.Count; i++)
        {
            minion newMinion = Instantiate(testMinions[i]);
            newMinion.gameObject.name = "Test Minion (" + i + ")";
            i_testMinions.Add(newMinion);
            newMinion.gameObject.SetActive(false);
        }

        {
            boss newBoss = Instantiate(testBoss);
            newBoss.gameObject.name = "Test Boss";
            i_testBoss = newBoss;
            newBoss.gameObject.SetActive(false);
        }

        //instantiating the object pools into your scene.
        //You can 'load' these pools in during gameplay to change the availability of different tile sets.
        for (int i = 0; i < grassMinions.Count; i++)
        {
            minion newMinion = Instantiate(grassMinions[i]);
            newMinion.gameObject.name = "Grass Minion (" + i + ")";
            i_grassMinions.Add(newMinion);
            newMinion.gameObject.SetActive(false);
        }

        {
            boss newBoss = Instantiate(grassBoss);
            newBoss.gameObject.name = "Grass Boss";
            i_grassBoss             = newBoss;
            newBoss.gameObject.SetActive(false);
        }
    }
 // Use this for initialization
 void Start()
 {
     minion = GetComponent <minion>();
     anim   = GetComponent <Animator>();
 }
Esempio n. 9
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    public Character(int ID_, Rarity Rare_, World WORLD_, Type TYPE_, string Name_, int HP_, int ATK_, int DEF_, int COURAGE_, int MANA_, minion M, string description_, List <passiveSkill> PskL)
    {
        ID   = ID_;
        Rare = Rare_;

        WORLD = WORLD_;
        TYPE  = TYPE_;

        Name = Name_;

        PSkill = PskL;
        GetSkillList(PSkill);

        HP  = HP_ + (int)(Mathf.Round(M.gethp()) + hpBuff);
        ATK = ATK_ + (int)(Mathf.Round(M.getatk()) + atkBuff);
        DEF = DEF_ + (int)(Mathf.Round(M.gethp()) + defbuff);


        COURAGE = COURAGE_;
        MANA    = MANA_;

        Description = description_;
    }