public void Awake() { desLabel = transform.Find("DesLabel").GetComponent<UILabel>(); energyLabel = transform.Find("EnergyLabel").GetComponent<UILabel>(); energyTitleLabel = transform.Find("EnergyTitleLabel").GetComponent<UILabel>(); btnsignleEnter = transform.Find("BtnSignleEnter").GetComponent<UIButton>(); btnteamEnter = transform.Find("BtnTeamEnter").GetComponent<UIButton>(); btnClose = transform.Find("BtnClose").GetComponent<UIButton>(); tween = transform.GetComponent<TweenScale>(); //注册按钮点击事件 EventDelegate ed1 = new EventDelegate(this,"OnSignleEnter"); btnsignleEnter.onClick.Add(ed1); EventDelegate ed2 = new EventDelegate(this, "OnClose"); btnClose.onClick.Add(ed2); EventDelegate.Set(btnteamEnter.onClick, () => { OnteamEnter(); }); battleController = GameManger._instance.GetComponent<BattleController>(); battleController.OnGetTeam += this.OnGetTeam; battleController.OnWaitTeam += this.OnWaitTeam; battleController.OnCancelTeam += this.OnCancelTeam; }
private bool isSyncPlayerAnimation = false; //表示是否需要同步动画 void Start() { player = GetComponent<Player>(); if (GameController.Instance.battleType == BattleType.Team && player.roleID == PhotonEngine.Instance.role.ID) //当前角色属于当前客户端 { battleController = GameController.Instance.GetComponent<BattleController>(); isSyncPlayerAnimation = true; } hp = PlayerInfo._instance.HP; PlayerEffect[] peArray = this.GetComponentsInChildren<PlayerEffect>(); foreach(PlayerEffect pe in peArray) { effectDict.Add(pe.gameObject.name,pe); } foreach(PlayerEffect pe in effectArray) { effectDict.Add(pe.gameObject.name,pe); } anim = this.GetComponent<Animator>(); damageShowPoint = transform.Find("DamageShowPoint"); hudTextGameObject = HpBarManager._instance.GetHudText(damageShowPoint.gameObject); hudText = hudTextGameObject.GetComponent<HUDText>(); }
public void Init(BattleController controller) { mao = new List<GameObject>(); deckObj = new List<GameObject> (); deck = new List<string>(); for (int i = 0; i < 30; i++) { int random = (Random.Range(0, 11)); deck.Add("Carta" + random); } for (int i = 0; i < 4; i++) { DrawCard(); } for (int i = 0; i < 26; i++) { DrawCardDeck(); } OrganizeCards(); if (controller.quemComeca == 1) { controller.quemComeca = 5; suaVez = !suaVez; StartCoroutine(Example()); //DrawCard(); } //OrganizeCards(); }
private void Start() { battleController = GameController.Instance.GetComponent<BattleController>(); battleController.OnWaitingTeam += this.OnWaitingTeam; battleController.OnCancelTeam += this.OnCancelTeamSuccess; battleController.OnGetTeam += this.OnGetTeam; }
void doubleDamage(BattleController battle) { // just like a basic attack but deals double basic damage battle.enemyData.hitPoints -= battle.playerData.calcDamage(battle.enemyData, 2); battle.animateEnemy(Anims.HURT); battle.animatePlayer(Anims.ATTACK); }
public void Awake() { _instance = this; DontDestroyOnLoad(this.gameObject); playerController = this.GetComponent<PlayerController>(); playerController.OnGetPlayerList += this.OnGetPlayerList; //playerController.GetPlayerList(); pos=GameObject.Find("spawnPos"); string prefabname = "Player-gril"; if(PhotonEngine.Instance.role!=null) { if (PhotonEngine.Instance.role.Isman) prefabname = "Player-boy"; } GameObject playeGo = GameObject.Instantiate(Resources.Load<GameObject>("player/" + prefabname))as GameObject; playeGo.AddComponent<TouchControl>(); playeGo.transform.position = pos.transform.position; player = playeGo; playeGo.GetComponent<PlayerMove>().isCanController = true; battleController = this.GetComponent<BattleController>(); inventoryController = this.GetComponent<InventoryItemDBController>(); battleController.OnAsyncPostionAndRotation += this.OnAsyncPostionAndRotation; battleController.OnAsyncPlayerMoveAnimation += this.OnAsyncPlayerMoveAnimation; battleController.OnSyncPlayerAnimation += this.OnSyncPlayerAnimation; inventoryController.GetShopInventoryList(); }
void Start() { _controller = GameObject.FindObjectOfType<BattleController>(); if (!_controller) { Debug.LogError("TileSelector could not find a BattleController to send mouse notifications to"); } }
// Use this for initialization void Start () { // get all the objects we'll need for the cutscene LMFB = GameObject.Find ("LMFB"); Daria = GameObject.Find ("Daria"); mus = GameObject.Find ("BGM").GetComponent<MusicPlayer>(); bc = GetComponent<BattleController>(); }
// Use this for initialization void Start () { mp = GameObject.Find("BGM").GetComponent<MusicPlayer>(); bc = GameObject.Find ("Scripts").GetComponent<BattleController>(); chefTony = GameObject.Find ("Chef Tony"); ff = GameObject.Find ("Father Flanagan"); os = GameObject.Find ("Orphan Shield"); shoes = GameObject.Find ("ShoesTie"); }
//--------------------------------------------------------------------------------------------------------------------------------- void healother(BattleController battle) { // the char can heal others (only the enemy for now) battle.enemyParticles.Play(); battle.enemyData.hitPoints += battle.enemyData.maxHitPoints*0.2f; if (battle.enemyData.hitPoints > battle.enemyData.maxHitPoints){ battle.enemyData.hitPoints = battle.enemyData.maxHitPoints; } }
void healSelfOpponent(BattleController battle) { // this power allows the Lion to heal itself battle.enemyParticles.Play(); battle.enemyData.actionPoints--; battle.enemyData.hitPoints += battle.enemyData.maxHitPoints*0.05f; if (battle.enemyData.hitPoints > battle.enemyData.maxHitPoints){ battle.enemyData.hitPoints = battle.enemyData.maxHitPoints; } }
void Start() { anim = this.GetComponent<Animator>(); player = GetComponent<Player>(); if (GameManger._instance.battleType == BattleType.Team && PhotonEngine.Instance.role.ID == player.roleID) { battleController = GameManger._instance.GetComponent<BattleController>(); isSyncPlayerAnimation = true; } }
void attack(BattleController battle) { // Basic attack battle.enemyData.lastDamageReceived = battle.playerData.calcDamage(battle.enemyData, 1); battle.playerData.lastDamageDealt = battle.enemyData.lastDamageReceived; battle.enemyData.hitPoints -= battle.enemyData.lastDamageReceived; battle.animateEnemy(Anims.HURT); battle.animatePlayer(Anims.ATTACK); AudioMaster.instance.audioSource.PlayOneShot(battle.playerWorldObject.GetComponent<MapObjectCarrier>().audioObject.attack); }
void Revenge(BattleController battle) { // Attack that deals more damage when low on HP battle.enemyData.lastDamageReceived = battle.enemyData.lastDamageDealt; battle.playerData.lastDamageDealt = battle.enemyData.lastDamageReceived; battle.enemyData.hitPoints -= battle.enemyData.lastDamageReceived; battle.animateEnemy(Anims.HURT); battle.animatePlayer(Anims.SPATTACK); AudioMaster.instance.audioSource.PlayOneShot(battle.playerWorldObject.GetComponent<MapObjectCarrier>().audioObject.spattack); }
private bool isSyncPlayerAnimation = false; //表示是否需要同步动画 void Start() { player = GetComponent<Player>(); if (GameController.Instance.battleType == BattleType.Team && player.roleID == PhotonEngine.Instance.role.ID) //当前角色属于当前客户端 { battleController = GameController.Instance.GetComponent<BattleController>(); isSyncPlayerAnimation = true; } anim = this.GetComponent<Animator>(); playerAttack = GetComponent<PlayerAttack>(); }
void attackOpponentFinal(BattleController battle) { // this is a very powerful attack, deals 4x basic damage battle.enemyData.actionPoints--; battle.playerData.lastDamageReceived = battle.enemyData.calcDamage(battle.playerData, 4); battle.enemyData.lastDamageDealt = battle.playerData.lastDamageReceived; battle.playerData.hitPoints -= battle.playerData.lastDamageReceived; battle.animateEnemy(Anims.SPATTACK); battle.animatePlayer(Anims.HURT); AudioMaster.instance.audioSourceEnemies.PlayOneShot(battle.enemyWorldObject.GetComponent<MapObjectCarrier>().audioObject.spattack); }
// Use this for initialization void Start () { // get all the objects we'll need for the cutscene //FlyingBBall = GameObject.Find ("Flying Basketball"); ScreenFlash = GameObject.Find ("ScreenFlash").GetComponent<ScreenFlasher>(); ExplosionFlare = GameObject.Find ("Explosion_Flare").GetComponent<LensFlare>(); SparkParticles = GameObject.Find ("SparkParticles").GetComponent<ParticleSystem>(); mus = GameObject.Find ("BGM").GetComponent<MusicPlayer>(); bc = GetComponent<BattleController>(); }
// Use this for initialization void Start () { // get all the objects we'll need for the cutscene LMFB = GameObject.Find ("LMFB"); James = GameObject.Find ("James"); Gasplosion = GameObject.Find ("Gasplosion"); HatGlow = GameObject.Find ("Hat_Glow"); ScreenFlash = GameObject.Find ("ScreenFlash"); mus = GameObject.Find ("BGM").GetComponent<MusicPlayer>(); bc = GetComponent<BattleController>(); }
void determineAction(BattleController battle) { if (battle.enemyData.hitPoints / battle.enemyData.maxHitPoints <= 0.4f && battle.enemyData.actionPoints >= 1) { battle.enemyAction = Action.FINALATTACK; } else { battle.enemyAction = Action.ATTACK; } }
public override void OnInspectorGUI() { DrawDefaultInspector(); if (GUILayout.Button("Create hero cards")) { Settings.main = FindObjectOfType <PuzzleSettings>(); BattleController controller = target as BattleController; controller.data = controller.GetComponent <BattleData>(); controller.CreateHeroCards(); } }
private void Start() { _manager = FindObjectOfType <BattleController>(); _manager.AddPlayer(gameObject); _phy = gameObject.GetComponent <CustomPhysics>(); _col = gameObject.GetComponent <SphereCollider>(); _normalState = new NormalState(_speed, _maxVel, _rotateSpeed, _mesh); _boostingState = new BoostingState(_boostTime, _boostMaxSpeed, _mesh); _runPUState = new RunPowerUpState(_runPUTime, _speed * _runPUSpeedMultiplier, _rotateSpeed, _mesh); _currentState = _normalState; _currentPowerUp = new NoPowerUp(); }
public void Execute(BattleController battle) { foreach (GameObject monsterGameObject in battle.PlayerCharacter.Monsters) { monsterGameObject.GetComponent <MonsterController>().SetHealth(); } foreach (GameObject monsterGameObject in battle.EnemyCharacter.Monsters) { monsterGameObject.GetComponent <MonsterController>().SetHealth(); } }
void Start() { anim = this.GetComponent<Animator>(); playerAttack = this.GetComponent<PlayerAttack>(); if (GameController.Instance.battleType == BattleType.Team && isCanControl) { battleController = GameController.Instance.GetComponent<BattleController>(); InvokeRepeating("SyncPositionAndRotation",0,1f/30f); InvokeRepeating("SyncMoveAnimation",0,1f/30f); } }
private SmartEntity DeployHero(TroopTypeVO troopType) { if (Service.Get <SimTimeEngine>().IsPaused()) { return(null); } if (!this.CanDeploy) { return(null); } BattleController battleController = Service.Get <BattleController>(); if (battleController.BattleEndProcessing) { return(null); } if (battleController.GetPlayerDeployableHeroCount(troopType.Uid) == 0) { this.CanDeploy = false; Service.Get <EventManager>().SendEvent(EventId.TroopNotPlacedInvalidTroop, this.currentWorldPosition); return(null); } TeamType teamType = TeamType.Attacker; if (battleController.GetCurrentBattle().Type == BattleType.PveDefend) { teamType = TeamType.Defender; } IntPosition intPosition = Units.WorldToBoardIntDeployPosition(this.currentWorldPosition); TroopController troopController = Service.Get <TroopController>(); if (battleController.GetCurrentBattle().IsRaidDefense()) { Entity entity = null; BoardCell <Entity> boardCell = null; if (!troopController.FinalizeSafeBoardPosition(troopType, ref entity, ref intPosition, ref boardCell, TeamType.Attacker, TroopSpawnMode.Unleashed, false)) { Service.Get <EventManager>().SendEvent(EventId.TroopNotPlacedInvalidArea, intPosition); return(null); } } SmartEntity smartEntity = troopController.SpawnHero(troopType, teamType, intPosition, false); if (smartEntity != null) { base.PlaySpawnEffect(smartEntity); this.CanDeploy = false; battleController.OnHeroDeployed(troopType.Uid, teamType, intPosition); Service.Get <EventManager>().SendEvent(EventId.HeroDeployed, smartEntity); } return(smartEntity); }
public async Task <IHttpActionResult> StartGame(StartGameApiModel apiModel) { var battleController = new BattleController(); var gamestate = battleController.GetNewGameState(); var p1Url = await GetPlayerUrl(apiModel.P1Id); var p2Url = await GetPlayerUrl(apiModel.P2Id); Game game = GetGame(gamestate, p1Url, p2Url, apiModel.Seed); HttpContext.Current.Cache.Add(gamestate.GameId, game, null, Cache.NoAbsoluteExpiration, new TimeSpan(0, 0, 10, 0), CacheItemPriority.High, null); return(Ok(gamestate)); }
public virtual bool CanAttack(BattleController bc) { //check the battle controller for the type and if it is allowed to attack var canAttack = partyType == Party.PartyType.Enemy ? bc.enemyCanAttack : bc.partyCanAttack; if (log) { Debug.Log(data.displayName + " canAttack " + canAttack); } //TODO: may have to revist this. return(characterState == CHARACTER_STATE.Idle && canAttack); }
public override void AddToGame(Game game) { this.entityController = Service.EntityController; this.battleController = Service.BattleController; this.troopAbilityController = Service.TroopAbilityController; this.audioManager = Service.AudioManager; this.specialAttackController = Service.SpecialAttackController; this.squadTroopAttackController = Service.SquadTroopAttackController; this.buildingNodeList = this.entityController.GetNodeList <BuildingNode>(); this.troopNodeList = this.entityController.GetNodeList <TroopNode>(); this.audioResetDeltaMax = ((!HardwareProfile.IsLowEndDevice()) ? 33u : 330u); this.audioResetDeltaAccumulator = this.audioResetDeltaMax; }
// === INITIALIZATION=========================================================================== public void SetUpWithController(BattleController controller) { this.controller = controller; this.r = new System.Random(); foreach (Unit baseUnit in initialUnits) { Unit unit = baseUnit.unique ? UnitFromKey(baseUnit.name) : Instantiate(baseUnit); AddUnit(new BattleUnit(unit, this)); } ai.ConfigureForBattle(this); }
void Awake() { if (instance == null) { instance = this; } else { Debug.Log("More than 1 instance " + this.GetType().ToString()); Destroy(this); } playerUnits = UnitList.instance; }
void Awake() { BC = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <BattleController>(); ESM = GetComponent <EnemyStateMachine>(); currentState = GaugeState.INCREASING; GameObject tickWindow = GameObject.FindGameObjectWithTag("TickWindow"); transform.SetParent(tickWindow.transform); rectTransform = GetComponent <RectTransform>(); transform.localPosition = new Vector2(windowMinBound, 0); }
public void Revert(BattleController battleController) { for (int x = 0; x < Keyboard.KeyboardColumns; x++) { for (int y = 0; y < Keyboard.KeyboardRows; y++) { if (battleController.Keyboard.Runas[x, y].Element == Element && battleController.Keyboard.Runas[x, y].PoweredUp) { battleController.Keyboard.Runas[x, y].SetPoweredUp(false); } } } }
private void Awake() { DOTween.Init(); battleController = FindObjectOfType <BattleController>(); battleController.OnTurnValueChangedEvent += UpdateTurnUI; battleController.OnPlayerInfoChangedEvent += UpdatePlayerUI; battleController.OnBattleOverEvent += OnBattleOver; fadeController = new FadeController(); continueButton.interactable = false; summaryPanel.gameObject.SetActive(false); }
void Start() { if (Instance != null && Instance != this) { Destroy(this.gameObject); } else { Instance = this; } characters.Add(0, new List <Character>()); characters.Add(1, new List <Character>()); }
public void UserShouldHaveValidAttack() { var user = new User { Agility = 5, Stamina = 5, Strength = 5 }; var attack = BattleController.CalculateUserAttack(user); Assert.AreEqual(25, attack); }
void Run() { if (_core == null) { _core = Camera.main.GetComponent <MainCore>(); } if (_battleCon == null) { _battleCon = _core._battleCon; } _battleCon.GetHeroFocus()._eventBonusDmg = 1; _battleCon.GetMonFocus()._eventBonusDmg = 1; }
//------------------------------------------------------------------------------------------------------------------------------ public void CheckGameState(State state) { string stateName = state.ToString(); switch (stateName) { case "explore": //Fades in Placeholder Color tmp = textInput.inputField.placeholder.GetComponent <CanvasRenderer>().GetColor(); tmp.a = 1f; textInput.inputField.placeholder.GetComponent <CanvasRenderer>().SetColor(tmp); textInput.inputField.interactable = true; textInput.inputField.Select(); Debug.Log("Exploring"); ClearLoggedText(); DisplayPhoto(); DisplayRoomText(); DisplayLoggedText(); break; case "pause": //Book is lowered break; case "battle": //Fades out Placeholder Color tmp2 = textInput.inputField.placeholder.GetComponent <CanvasRenderer>().GetColor(); tmp2.a = 0f; textInput.inputField.placeholder.GetComponent <CanvasRenderer>().SetColor(tmp2); textInput.inputField.interactable = false; //causing problems with optionInput display.sprite = null; Debug.Log("Attacking"); BattleController currentCombat = Instantiate(battleController, new Vector3(0, 0, 0), Quaternion.identity); currentCombat.controller = this; currentCombat.playerController = playerController; ClearLoggedText(); break; case "talk": Debug.Log("Talking!"); ClearLoggedText(); break; case "death": Debug.Log("You died"); ClearLoggedText(); break; } }
// Use this for initialization void Start() { roomContraller = FindObjectOfType <RoomContraller>(); diceRoll = FindObjectOfType <DiceRollCtrl>(); eventController = FindObjectOfType <EventController>(); roundController = FindObjectOfType <RoundController>(); battleController = FindObjectOfType <BattleController>(); //duiHuaUImanager = FindObjectOfType<DuiHuaUImanager>(); charaInfoManager = FindObjectOfType <CharaInfoManager>(); setGuangBoListener(FindObjectOfType <GuangBoListener>()); guangBoController = FindObjectOfType <GuangBoController>(); storyController = FindObjectOfType <StoryController>(); bss = new BlackSignStory(); this.setName(SystemConstant.P4_NAME); setDistance(-0.5f); //游戏一开始 所处的房间 默认房间的坐标为 0,0,0 int[] roomXYZ; setBag(new Bag()); if (this.neworLoad) { roomXYZ = new int[] { 0, 0, RoomConstant.ROOM_Z_GROUND }; setCrazyFlag(false); setAbilityInfo(new int[] { 8, 3, 6, 7 }); setMaxAbilityInfo(new int[] { 8, 3, 6, 7 }); setActionPointrolled(false); setIsDead(false); this.setDesc("看似小萝莉,其实是一个出名的侦探。"); this.waitPlan = false; setTargetChara(new List <string>()); getTargetChara().Add(SystemConstant.P2_NAME); // this.setClickMessage(new string[] { "真相只有一个。", "你就是犯人。" }); getTargetRoomList().Enqueue(roomContraller.findRoomByRoomType(RoomConstant.ROOM_TYPE_HOSPITAIL_SURGERY)); getTargetRoomList().Enqueue(roomContraller.findRoomByRoomType(RoomConstant.ROOM_TYPE_HOSPITAIL_TRI_OPERATION)); getTargetRoomList().Enqueue(roomContraller.findRoomByRoomType(RoomConstant.ROOM_TYPE_HOSPITAIL_MORGUE)); getTargetRoomList().Enqueue(roomContraller.findRoomByRoomType(RoomConstant.ROOM_TYPE_HOSPITAIL_STORE)); } else { P0 p = loadInfo(this.getName()); roomXYZ = p.Xyz; this.waitPlan = p.WaitPlan; loadInfo(this, p, roomContraller); } setCurrentRoom(roomXYZ); this.roomContraller.findRoomByXYZ(roomXYZ).setChara(this); this.roomContraller.setCharaInMiniMap(roomXYZ, this, true); //this.setClickMessage(this.roomContraller.findRoomByXYZ(roomXYZ).findSomethingNews(this).ToArray()); // setBoss(true); }
/* Handle party member menu activations. * Updates selected entity and sets GUI state. * Resets menu maps as necessary. */ void OnMouseUp() { BattleController battleController = partyController.UnitController.BattleController; switch (battleController.GUIController.GuiState) { case Utils.GUIState.PartyTurnDefault: case Utils.GUIState.ActionMenu: if (Health == 0) { Debug.Log("This unit is downed"); break; } else if (Tapped) { Debug.Log("This unit is tapped"); break; } battleController.TerrainController.GroundController.groundGraph.ResetMoveMap(); battleController.TerrainController.GroundController.ResetAllTileColors(); battleController.TerrainController.GroundController.groundGraph.ResetAttackMap(); battleController.TerrainController.GroundController.ResetAllTileColors(); battleController.SetActiveSelection(this); battleController.GUIController.GuiState = Utils.GUIState.ActionMenu; break; case Utils.GUIState.MoveMenu: if (battleController.ActiveSelection == this) { battleController.SetActiveSelection(EntityController.Empty); battleController.GUIController.GuiState = Utils.GUIState.PartyTurnDefault; battleController.TerrainController.GroundController.groundGraph.ResetMoveMap(); battleController.TerrainController.GroundController.ResetAllTileColors(); } break; case Utils.GUIState.AttackMenu: if (battleController.ActiveSelection == this) { battleController.SetActiveSelection(EntityController.Empty); battleController.GUIController.GuiState = Utils.GUIState.PartyTurnDefault; battleController.TerrainController.GroundController.groundGraph.ResetAttackMap(); battleController.TerrainController.GroundController.ResetAllTileColors(); } break; default: break; } }
public static IPowerUp Create(PowerUpType powerUpType, BattleController battleController) { if (powerUpType == PowerUpType.Potion) { return(new PotionPowerUp()); } else if (powerUpType == PowerUpType.Air) { return new AtackPowerUp() { Element = EnumElement.Air, Expiration = 3 } } ; else if (powerUpType == PowerUpType.Earth) { return new AtackPowerUp() { Element = EnumElement.Earth, Expiration = 3 } } ; else if (powerUpType == PowerUpType.Fire) { return new AtackPowerUp() { Element = EnumElement.Fire, Expiration = 3 } } ; else if (powerUpType == PowerUpType.Light) { return new AtackPowerUp() { Element = EnumElement.Light, Expiration = 3 } } ; else if (powerUpType == PowerUpType.Water) { return new AtackPowerUp() { Element = EnumElement.Water, Expiration = 3 } } ; else { return(null); } }
private void Start() { if (Instance != null && Instance != this) // to protect from having two instances of BattleController which would confuse our references { Destroy(this.gameObject); } else { Instance = this; } characters.Add(0, new List <Character>()); characters.Add(1, new List <Character>()); FindObjectOfType <BattleLauncher>().Launch(); }
void healself(BattleController battle) { // the char heals himself battle.playerParticles.Play(); battle.playerParticles.Stop(); battle.animateEnemy(Anims.HURT); battle.animatePlayer(Anims.NONE); battle.playerData.lastDamageDealt = 0; battle.enemyData.lastDamageReceived = 0; battle.playerData.hitPoints += battle.playerData.maxHitPoints * 0.3f; if (battle.playerData.hitPoints > battle.playerData.maxHitPoints){ battle.playerData.hitPoints = battle.playerData.maxHitPoints; } }
public void BattleClassReturnsStructwithNonNullScore() { Queue <Fighter> charQueue = new Queue <Fighter>(); for (int i = 0; i < 4; i++) { charQueue.Enqueue(new Character(10, 10, 5 + i, i + 1, 10, 0)); } BattleController testBattle = new BattleController(charQueue); Results testResult = testBattle.initBattle(); Assert.IsNotNull(testResult.points); }
// Use this for initialization public override void init() { Debug.Log("monster init function start begin..."); roomContraller = FindObjectOfType <RoomContraller>(); diceRoll = FindObjectOfType <DiceRollCtrl>(); eventController = FindObjectOfType <EventController>(); roundController = FindObjectOfType <RoundController>(); battleController = FindObjectOfType <BattleController>(); //duiHuaUImanager = FindObjectOfType<DuiHuaUImanager>(); charaInfoManager = FindObjectOfType <CharaInfoManager>(); setGuangBoListener(FindObjectOfType <GuangBoListener>()); guangBoController = FindObjectOfType <GuangBoController>(); storyController = FindObjectOfType <StoryController>(); this.setName(SystemConstant.MONSTER1_NAME); //游戏一开始 所处的房间 默认房间的坐标为 0,0,0 //int[] roomXYZ = { 0, 0, RoomConstant.ROOM_Z_GROUND }; setDistance(-1.5f); setAbilityInfo(new int[] { 7, 7, 1, 1 }); setMaxAbilityInfo(new int[] { 7, 7, 1, 1 }); setActionPointrolled(false); setIsDead(false); Character martin = roundController.getCharaByName(SystemConstant.P5_NAME); Character nolan = roundController.getCharaByName(SystemConstant.P1_NAME); Character jessie = roundController.getCharaByName(SystemConstant.P3_NAME); Character player = roundController.getCharaByName(SystemConstant.P6_NAME); if (martin != null && !martin.isDead()) { targetList.Enqueue(martin); } if (nolan != null && !nolan.isDead()) { targetList.Enqueue(martin); } if (jessie != null && !jessie.isDead()) { targetList.Enqueue(jessie); } if (player != null && !player.isDead()) { targetList.Enqueue(player); } }
/** * Runs at load time */ void Start () { battleController = BattleController.S; disabledTileController = DisabledTileController.S; gameController = GameController.S; highlightsController = HighlightsController.S; mapsController = MapsController.S; movementController = MovementController.S; navController = NavController.S; playerController = PlayerController.S; resourceTileController = ResourceTileController.S; tilesController = TilesController.S; turnsController = TurnsController.S; unitsController = UnitsController.S; }
static int ReqAddBot(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); BattleController obj = (BattleController)ToLua.CheckObject(L, 1, typeof(BattleController)); obj.ReqAddBot(); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
public void Start() { if (battleController == null) { battleController = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <BattleController>(); } PauseMenu = Instantiate(Resources.Load <GameObject>("Menu/PauseMenuPrefab"), battleController.canvasRect.transform); Canvas canvas = PauseMenu.GetComponent <Canvas>(); canvas.overrideSorting = true; canvas.sortingOrder = 20; PauseMenu.SetActive(false); }
private IEnumerator LoadBattle() { Destroy(GameObject.Find("Canvas: Battle")); AsyncOperation async = SceneManager.LoadSceneAsync(2, LoadSceneMode.Additive); yield return(async); bc = GameObject.Find("Canvas: Battle").GetComponent <BattleController>(); yield return(StartCoroutine(bc.StartBattle(bo))); SceneManager.UnloadScene(2); Destroy(GameObject.Find("Canvas: Battle")); yield return(new WaitForEndOfFrame()); }
public void Apply(BattleController battleController) { for (int x = 0; x < Keyboard.KeyboardColumns; x++) { for (int y = 0; y < Keyboard.KeyboardRows; y++) { if (battleController.Keyboard.Runas[x, y].Element == Element && !battleController.Keyboard.Runas[x, y].PoweredUp) { battleController.Keyboard.Runas[x, y].SetPoweredUp(true); } } } Expiration -= 1; }
public void BattleQueueisSorted() { Queue <Fighter> charQueue = new Queue <Fighter>(); for (int i = 0; i < 4; i++) { charQueue.Enqueue(new Character(10, 10, 5 + i, i + 1, 10, 0)); } BattleController testBattle = new BattleController(charQueue); bool isSorted = testBattle.testSetOrder(); Assert.IsTrue(isSorted); }
//return true if there is a transition, false otherwise public override void CheckForStateAndChange(BattleController controller, string action) { if (action == BattleController.ACTION_AGREE) { string skillName = menuOption[selectedMenuOption]; var summon = controller.GetCharacterSummons().Where(d => d.Name == skillName).FirstOrDefault(); controller.sSelectTarget.SetUp(controller.GetCurrentCharacter(), summon, controller); controller.CurrentState = controller.sSelectTarget; } if (action == BattleController.ACTION_BACK) { controller.CurrentState = controller.sFightMenu; } }
public override void Construct(BattleManager battleManager, Map map, BattleController currentBattleController) { this.battleManager = battleManager; this.map = map; this.currentBattleController = currentBattleController; mainUI = battleManager.mainUI; currentCharControl = (CharacterBattleController)currentBattleController; _currentCharacterDataComponent = currentCharControl.characterDataComponent; currentCharControl.DeltaAPRed(2); initiated = true; }
void executeAction(BattleController battle) { switch(battle.enemyAction){ // always remember to add new actions BELOW and in BattleController.js case Action.ATTACK : attack(battle); break; case Action.FINALATTACK : attackOpponentFinal(battle); break; case Action.HEAL : healSelfOpponent(battle); break; } }
public override void Init(IModule module) { base.Init(module); BattleView viewScript = (BattleView)InstantiateView <BattleView>("Battle/Prefabs/BattleView"); RegisterView(viewScript); controller = new BattleController(); controller.view = viewScript; RegisterController(controller); HideBackBtn(); }
void Start() { battleController = this; //Create Player and Enemy Player = createPlayer("Player", green, 5, 40); Enemy = createPlayer("Enemy", red, 0, 20); Dick = createPlayer("Dickbutt", red, 2, 100); //Add to turnOrder List turnOrder.insert(Player, 10); turnOrder.insert(Enemy, 20); turnOrder.insert(Dick, 20); }
private void Awake() { _instance = this; DontDestroyOnLoad(this.gameObject); Transform posTransform = GameObject.Find("Player-pos").transform; string playerPrefabName = "Player-girl"; if (PhotonEngine.Instance.role.IsMan) { playerPrefabName = "Player-boy"; } GameObject playerGo = GameObject.Instantiate(Resources.Load("Player/" + playerPrefabName)) as GameObject; playerGo.transform.position = posTransform.position; taskDBController = GetComponent<TaskDBController>(); battleController = GetComponent<BattleController>(); battleController.OnGetTeam += this.OnGetTeam; battleController.OnSyncPositionAndRotation += this.OnSyncPositionAndRotation; battleController.OnSyncMoveAnimation += this.OnSyncMoveAnimation; battleController.OnSyncPlayerAnimation += this.OnSyncPlayerAnimation; battleController.OnGameStateChange += OnGameStateChange; }
public void executeAction(BattleController battle) { switch(battle.playerAction){ //always remember to list new battle actions (functions below) here. case Action.ATTACK : attack(battle); break; case Action.ENRAGED : enraged(battle); break; case Action.HEALOTHER : healother(battle); break; case Action.DOUBLEDAMAGE : doubleDamage(battle); break; case Action.HEAL : healself(battle); break; } }
void Start() { player = GetComponent<Player>(); if(GameManger._instance.battleType==BattleType.Team&&PhotonEngine.Instance.role.ID==player.roleID) { battleController = GameManger._instance.GetComponent<BattleController>(); isSyncPlayerAnimation = true; } hp = playerInfo._instance.HP; PlayerAttackEffect[] peArray=transform.GetComponentsInChildren<PlayerAttackEffect>(); foreach(PlayerAttackEffect pe in peArray) { effectDic.Add(pe.name, pe); } foreach (PlayerAttackEffect pe in playerEffectArray) { effectDic.Add(pe.name, pe); } anim = this.GetComponent<Animator>(); hpPoint = transform.Find("HpPoint").gameObject; hudText = HpBarManager._instance.GetHudText(hpPoint); }
protected virtual void Awake() { bc = GetComponent<BattleController> (); }
public override IEnumerator Run(Battler user, Battler target, IList<Battler> allCharacters, IList<Battler> allEnemies, BattleController bc) { Animator anim = user.GetComponent<Animator>(); anim.SetInteger("State", 3); yield return new WaitForSeconds(1.4f); int duration = 40; Material m = target.GetComponentInChildren<Renderer>().material; m.EnableKeyword("_EMISSION"); SpecialEffectsManager.RestoreParticles(target); for (int i = 0; i < duration; i++) { m.SetColor("_EmissionColor", Color.white * 0.6f * Mathf.Sin((float) i / duration * Mathf.PI)); yield return 0; } target.BattleBehavior.RestoreHP(user, 250); anim.SetInteger("State", 0); Debug.Log(user.BattleBehavior.Name + " restored 250 HP to " + target.BattleBehavior.Name); }
public override IEnumerator Run(Battler user, Battler target, IList<Battler> allCharacters, IList<Battler> allEnemies, BattleController battlecontroller) { Animator anim = user.gameObject.GetComponent<Animator>(); BattleBehavior.Battler.StartCoroutine(SpecialEffectsManager.SpecialName(Name)); anim.SetInteger("State", 3); yield return new WaitForSeconds(2f); SpecialEffectsManager.FireParticles(target); yield return new WaitForSeconds(1f); int baseDamage = (int)(user.BattleBehavior.Stats.SpAttack * Power * 6) - (target.BattleBehavior.Stats.SpDefense * 3); if (baseDamage > 0) baseDamage = new System.Random().Next((int)(baseDamage * 0.9), (int)(baseDamage * 1.1)); else baseDamage = 0; target.BattleBehavior.TakeDamage(user, baseDamage); //50% chance of inflicting a burn target.BattleBehavior.AddStatusEffect(user, StatusEffect.Burn, 0.5f); anim.SetInteger("State", 0); }