コード例 #1
0
 private void ManyBattlesLater_Click(object sender, RoutedEventArgs e)
 {
     for (int i = 0; i < 100; i++)
     {
         BattleButton.RaiseEvent(new RoutedEventArgs(Button.ClickEvent));
     }
 }
コード例 #2
0
    public void Start()
    {
        player.ResetHP();
        enemy.ResetHP();

        battleButton = GetComponent <BattleButton>();

        Cursor.visible   = true;
        Cursor.lockState = CursorLockMode.None;
    }
コード例 #3
0
    public void Button_Armory()
    {
        House.enabled   = false;
        Bedroom.enabled = false;
        Battle.enabled  = false;
        Armory.enabled  = true;
        Summon.enabled  = false;

        BedroomButton.SetActive(false);
        BattleButton.SetActive(false);
        ArmoryButton.SetActive(false);
        SummonButton.SetActive(false);

        ArmoryCanvas.enabled = true;
    }
コード例 #4
0
    public void Button_Summon()
    {
        House.enabled   = false;
        Bedroom.enabled = false;
        Battle.enabled  = false;
        Armory.enabled  = false;
        Summon.enabled  = true;
        SummonCameraControler.enabled = true;

        BedroomButton.SetActive(false);
        BattleButton.SetActive(false);
        ArmoryButton.SetActive(false);
        SummonButton.SetActive(false);

        SummonCameraControler.SetBool("summonButtonClicked", true);
    }
コード例 #5
0
    public void Attack(BattleButton button)
    {
        int buttonNumber        = button.giveButtonID();
        int comparableEmotionID = emotionList.currentEmotionID;

        currentEmotionID = comparableEmotionID;

        int currentPlayerHP = battleManager.player.GiveHP();
        int currentEnemyHP  = battleManager.enemy.GiveHP();

        //TakeNDigits(emotionList.currentEmotionID, NofDigits);

        if (gameManager.tier2Unlocked && !this.tier2Menu)
        {
            tier2.SetActive(true);
            tier2Menu = true;
            tier1Menu.SetActive(false);
        }

        if (!gameManager.tier2Unlocked && !tier2Menu) //battleManager.battleTier == 1
        {
            comparableEmotionID = TakeNDigits(comparableEmotionID, battleManager.battleTier);

            if (buttonNumber == comparableEmotionID)
            {
                if (battleManager.enemy.AmIAlive() == true)
                {
                    battleManager.DamageToEnemy();
                }
                if (battleManager.enemy.AmIAlive() == false)
                {
                    winGame = true;
                    endGame = true;
                    battleManager.Win();
                    UnityEngine.SceneManagement.SceneManager.LoadScene("ForestEdge");
                }
                else
                {
                    emotionList.GameRoundEmotions();
                    //battleManager.emotionButtons.SetActive(true);
                    battleManager.BackClicked();
                }
            }
            else
            {
                battleManager.DamageToPlayer();

                if (battleManager.player.AmIAlive() == false)
                {
                    loseGame = true;
                    endGame  = true;
                    battleManager.GameOver();
                }
                else
                {
                    emotionList.GameRoundEmotions();
                    //BattleStatus();
                    battleManager.BackClicked();
                }
                emotionList.GameRoundEmotions();
            }
        }
    }