void ChooseAction() { HandleTurn myAttack = new HandleTurn(); myAttack.Attacker = enemy.characterName; myAttack.Type = "Enemy"; myAttack.AttackersGameObject = this.gameObject; int num = Random.Range(0, enemy.attacks.Count); myAttack.chosenAttack = enemy.attacks[num]; if (myAttack.chosenAttack.abilityType == "Stance") { myAttack.AttackersTarget = myAttack.AttackersGameObject; } else if (myAttack.chosenAttack.abilityType == "Attack") { foreach (GameObject hero in BSM.HeroesInBattle) { if (hero.GetComponent <HeroStateMachine>().taunt > 0 && hero.tag != "DeadHero") { viableTargets.Add(hero); } } if (viableTargets.Count > 0) { myAttack.AttackersTarget = viableTargets[Random.Range(0, viableTargets.Count)]; myAttack.AttackersTarget.GetComponent <HeroStateMachine>().taunt--; } else { foreach (GameObject heroNoTaunt in BSM.HeroesInBattle) { if (heroNoTaunt.tag != "DeadHero" && (heroNoTaunt.GetComponent <HeroStateMachine>().stealth == 0)) { viableTargets.Add(heroNoTaunt); } } GameObject selectedTarget = viableTargets[Random.Range(0, viableTargets.Count)].gameObject; Debug.Log(selectedTarget); myAttack.AttackersTarget = selectedTarget; } } else if (myAttack.chosenAttack.abilityType == "Buff") { myAttack.AttackersTarget = BSM.EnemiesInBattle[Random.Range(0, BSM.EnemiesInBattle.Count)]; } else if (myAttack.chosenAttack.abilityType == "Aura") { myAttack.AttackersTarget = myAttack.AttackersGameObject; } BSM.CollectActions(myAttack); viableTargets.Clear(); }
void ChooseAction() { HandleTurn myAttack = new HandleTurn(); myAttack.Attacker = villain.name; myAttack.AttackerGameObject = this.gameObject; myAttack.AttackerTarget = BSM.HeroInBattle[Random.Range(0, BSM.HeroInBattle.Count)]; BSM.CollectActions(myAttack); }
void ChooseAction() { HandleTurn myAttack = new HandleTurn(); myAttack.Attacker = enemy.title; myAttack.AttackersGameObject = this.gameObject; myAttack.AttackersTarget = BSM.HeroesInBattle[Random.Range(0, BSM.HeroesInBattle.Count)]; BSM.CollectActions(myAttack); }
void ChooseAction() { HandleTurns myAttack = new HandleTurns(); myAttack.Attacker = Player2.EnemyName; myAttack.AttackGameObject = this.gameObject; myAttack.AttackersTarget = bsm.P1[(Random.Range(0, bsm.P1.Count))]; bsm.CollectActions(myAttack); }
void ChooseAction() { HandleTurns handleTurns = new HandleTurns(); handleTurns.attacker = unitName; handleTurns.attackerGameObject = this.gameObject; handleTurns.targetGameObject = battleStateMachine.heroesInBattle[Random.Range(0, battleStateMachine.heroesInBattle.Count)]; battleStateMachine.CollectActions(handleTurns); }
void ChooseAction() { HandleTurns myAttack = new HandleTurns(); myAttack.Attacker = Player1.CharacterName; myAttack.Type = "Player"; myAttack.AttackGameObject = this.gameObject; myAttack.AttackersTarget = bsm.P2[Random.Range(0, bsm.P2.Count)]; bsm.CollectActions(myAttack); }
void ChooseAction() { TurnHandler attack = new TurnHandler(); attack.Type = "Enemy"; attack.AttackersName = enemy.name; attack.Attacker = this.gameObject; attack.Target = bsm.MinionsInBattle[Random.Range(0, bsm.MinionsInBattle.Count)]; bsm.CollectActions(attack); }
void ChooseAction() { HandleTurn myAttack = new HandleTurn(); myAttack.Attacker = enemy.name; myAttack.type = "Enemy"; myAttack.AttacksGameObject = this.gameObject; myAttack.AttackersTarget = BSM.heroesinGame[Random.Range(0, BSM.heroesinGame.Count)]; BSM.CollectActions(myAttack); }
void ChooseAction() { HandleTurns myAttack = new HandleTurns(); myAttack.Attacker = enemy.name; myAttack.type = "enemy"; myAttack.AttackGameObject = this.gameObject; myAttack.AttackersTarget = BSM.HerosInBattle[Random.Range(0, BSM.HerosInBattle.Count)]; BSM.CollectActions(myAttack); }
} // VOID UPGRADEPROGRESSBAR void ChooseAction() { HandleTurn myAttack = new HandleTurn(); myAttack.Type = "Enemy"; myAttack.Attacker = Enemy.Name; myAttack.AttackersGameObject = this.gameObject; myAttack.AttackersTarget = bsm.HerosInBattle[Random.Range(0, bsm.HerosInBattle.Count)]; myAttack.Priority = Enemy.Priority; bsm.CollectActions(myAttack); }
void ChooseAction() { HandleTurn attackerino = new HandleTurn(); attackerino.attackerName = enemy.Name; attackerino.Attacker = this.gameObject; attackerino.Target = BSM.Party[0]; BSM.CollectActions(attackerino); attackerino.Target.GetComponent <PlayerStateMachine>().player.CurHP -= 10; //attackerino.Target = BSM.Party[Random.Range(0, BSM.Party.Count)]; //this is for random attacks eventually ^ }
void ChooseAction() { TurnHandler myAction = new TurnHandler(); myAction.activistName = NPC.name; myAction.characterType = "NPC"; myAction.activistObject = this.gameObject; myAction.activistFocus = battleMachine.playerList[Random.Range(0, battleMachine.playerList.Count)]; battleMachine.CollectActions(myAction); currentState = TurnState.WAIT; }
void ChooseAction() { TurnHandler myAttack = new TurnHandler(); myAttack.attacker = enemy.theName; myAttack.type = "Enemy"; myAttack.attackerGameObject = this.gameObject; myAttack.targetOfAttacker = BSM.playersInBattle[Random.Range(0, BSM.playersInBattle.Count)]; int num = Random.Range(0, enemy.usableAttacks.Count); myAttack.chosenAttack = enemy.usableAttacks[num]; BSM.CollectActions(myAttack); }
/// <summary> /// Lets the enemy choose a skill and a target to use on. /// </summary> private void ChooseAction() { if (bsm.herosInBattle.Count > 0) { HandleTurns chosenAction = new HandleTurns(); chosenAction.type = "Enemy"; chosenAction.attacker = baseClass.name_; chosenAction.attackersGameobject = this.gameObject; chosenAction.attackersTarget = bsm.herosInBattle[Random.Range(0, bsm.herosInBattle.Count)]; chosenAction.chosenAttack = baseClass.attacks[Random.Range(0, baseClass.attacks.Count)]; bsm.CollectActions(chosenAction); } }
void ChooseAction() { HandleTurns myAttack = new HandleTurns(); myAttack.Attacker = enemy.theName; myAttack.Type = "enemy"; myAttack.AttackerGameObject = this.gameObject; //CHANGE THIS FOR DYANMIC AI (BASED ON LOWEST HP, HEALER, THREAT, ETC.) myAttack.AttackersTarget = BSM.WolvesInBattle[Random.Range(0, BSM.WolvesInBattle.Count)]; BSM.CollectActions(myAttack); }
void ChooseAction() { //battleMachine.playersToManage.Add(this.gameObject); TurnHandler myAction = new TurnHandler(); myAction.activistName = PlayerCharacter.name; myAction.characterType = "Player"; myAction.activistObject = this.gameObject; battleMachine.CollectActions(myAction); currentState = TurnState.WAIT; }
void ChooseAction() { HandleTurns myAttack = new HandleTurns(); myAttack.Attacker = "Enemy"; // vietoj "Enemy" buvo EnemyStats.theName; ti jei kokių problemų kils bandykit atkeist myAttack.Type = "Enemy"; myAttack.AttackersGameObject = this.gameObject; myAttack.AttackersTarget = BSM.HerosInBattle[Random.Range(0, BSM.HerosInBattle.Count)]; int num = Random.Range(0, EnemyStats.attacks.Count); myAttack.choosenAttack = EnemyStats.attacks[num]; Debug.Log(this.gameObject.name + " has choosen" + myAttack.choosenAttack.attackName + " and do " + myAttack.choosenAttack.attackDamage + " damage!"); BSM.CollectActions(myAttack); }
void ChooseAction() //Chooses the attack for the Enemy and sends it to the Turn Handler { TurnHandler myAttack = new TurnHandler(); //Instantiation of TurnHandler Class to collect the Attacker Information myAttack.attacker = enemy.name; //Sets the Attacker name myAttack.type = "Enemy"; //Sets the Attacker Type myAttack.attackerGameObject = this.gameObject; //Sets the Attacker Game Object myAttack.attackersTarget = bsm.playersInBattle[Random.Range(0, bsm.playersInBattle.Count)]; //Sets the Target of the Attacker int attackIndex = Random.Range(0, enemy.attackList.Count); //Randomly perform an attack from the available attacks the enemy has available myAttack.chosenAttack = enemy.attackList[attackIndex]; //Set the random attack Debug.Log(this.gameObject + " has chosen " + myAttack.chosenAttack.attackName + " and inflicts " + myAttack.chosenAttack.attackDamage + " damage"); bsm.CollectActions(myAttack); //Send the Attacker Information to the BattleStateMachine }
void ChooseAction() { HandleTurn myAttack = new HandleTurn(); myAttack.Attacker = enemy.theName; myAttack.Type = "Enemy"; myAttack.AttackersGameObject = this.gameObject; myAttack.AttackersTarget = BSM.HerosInBattle[Random.Range(0, BSM.HerosInBattle.Count)]; int num = Random.Range(0, enemy.attacks.Count); myAttack.chosenAttack = enemy.attacks[num]; BSM.CollectActions(myAttack); }
void ChooseAction() { HandleTurn myAttack = new HandleTurn(); myAttack.Attacker = Enemy.theName; myAttack.Type = "Enemy"; myAttack.AttackersGameObject = this.gameObject; myAttack.AttackersTarget = BSM.HerosInBattle[Random.Range(0, BSM.HerosInBattle.Count)]; int num = Random.Range(0, Enemy.attacks.Count); myAttack.choosenAttack = Enemy.attacks[num]; Debug.Log(this.gameObject.name + " has choosen " + myAttack.choosenAttack.attackName + " and does " + myAttack.choosenAttack.attackDamage); BSM.CollectActions(myAttack); }
void ChooseAction() { HandleTurn myAttack = new HandleTurn(); myAttack.Attacker = enemy.name; myAttack.Type = "Enemy"; myAttack.AttacksGameObject = this.gameObject; myAttack.AttackersTarget = BSM.HeroesInGame[Random.Range(0, BSM.HeroesInGame.Count)]; int num = Random.Range(0, enemy.Attacks.Count); myAttack.chooseAttack = enemy.Attacks [num]; Debug.Log(this.gameObject.name + " has choosen " + myAttack.chooseAttack.attackName + " and dealt " + myAttack.chooseAttack.attackDamage + " damage"); //NOTE Remove Debug line later BSM.CollectActions(myAttack); }
void ChooseAction() { HandleTurn myAttack = new HandleTurn(); myAttack.Attacker = enemy.enemyname; myAttack.Type = "Enemy"; myAttack.AttacksGameObject = this.gameObject; myAttack.AttackersTarget = BSM.PlayerInBattle[Random.Range(0, BSM.PlayerInBattle.Count)]; int num = Random.Range(0, enemy.attacks.Count); myAttack.choosenAttack = enemy.attacks[num]; Debug.Log(this.gameObject.name + " used " + myAttack.choosenAttack.attackName + " dealing " + myAttack.choosenAttack.attackDamage + " damage "); BSM.CollectActions(myAttack); }
void ChooseAction() { if (_bsm.heroesInBattle.Count > 0) { HandleTurn attack = new HandleTurn { Attacker = enemy.Name, Type = "Enemy", AttackerGO = gameObject, AttackerTarget = _bsm.heroesInBattle[Random.Range(0, _bsm.heroesInBattle.Count)], Attack = enemy.Attacks[Random.Range(0, enemy.Attacks.Count)] }; _bsm.CollectActions(attack); } }
public void ChooseAction() { HandleTurns myAttack = new HandleTurns(); myAttack.Attacker = hero.theName; myAttack.Type = "Hero"; myAttack.AttackingGameObject = this.gameObject; myAttack.AttackersTarget = BSM.EnemiesInBattle[0]; int num = Random.Range(0, hero.attacks.Count); myAttack.choosenAttack = hero.attacks[num]; // Debug.Log(this.gameObject.name + "has choosen " + myAttack.choosenAttack.attackName + "and does " + myAttack.choosenAttack.attackDamage + "Damage!"); BSM.CollectActions(myAttack); }
void ChooseAction() { HandleTurn myAttack = new HandleTurn(); myAttack.attacker = enemy.theName; myAttack.type = "Enemy"; myAttack.attackerGameObject = this.gameObject; if (battleSM.heroesInBattle.Count > 0) { myAttack.targetGameObject = battleSM.heroesInBattle[Random.Range(0, battleSM.heroesInBattle.Count)]; int attackIndex = Random.Range(0, enemy.attacks.Count); myAttack.chosenAttack = enemy.attacks[attackIndex]; battleSM.CollectActions(myAttack); battleSM.UpdateTurnOrder(); } }
void ChooseAction() { if (BSM.CharsInBattle.Count > 0) { HandleTurn theAttack = new HandleTurn(); theAttack.attacker = enemy.name; theAttack.type = "Enemy"; theAttack.AttakerGO = gameObject; theAttack.TargetGO = BSM.CharsInBattle[Random.Range(0, BSM.CharsInBattle.Count)]; int num = Random.Range(0, enemy.attacks.Count); theAttack.chosenAttack = enemy.attacks[num]; ridingState = theAttack.chosenAttack.animState; attackDistance = theAttack.chosenAttack.attackDistance; Debug.Log(gameObject.name + " did " + theAttack.chosenAttack.name + " and did " + theAttack.chosenAttack.physicalDamage + " damage and magical " + theAttack.chosenAttack.magicalDamage); BSM.CollectActions(theAttack); } }
void ChooseAction() { HandleTurn myAttack = new HandleTurn(); myAttack.Type = "Enemy"; myAttack.AttackersName = Enemy.Name; myAttack.AttackersGameObject = this.gameObject; myAttack.AttackersTarget = bsm.HeroesInBattle[Random.Range(0, bsm.HeroesInBattle.Count)]; myAttack.TurnPriority = Enemy.TurnPriority; int randomAttack = Random.Range(0, Enemy.Attacks.Count); myAttack.ChosenAttack = Enemy.Attacks[randomAttack]; Debug.Log(this.gameObject.name + " uses " + myAttack.ChosenAttack.AttackName + " for " + myAttack.ChosenAttack.AttackBaseDamage + " DMG!"); bsm.CollectActions(myAttack); }
/// <summary> /// Chose an action. This communicates to the specific IA of the enemy to decide the attack according to the battle. /// </summary> void ChooseAction() { //Test function to decide if the attack is gonna be an area attack or not. This must be replaced with a call to the enemy IA, returning a list with the enemies to attack. TurnHandler myAttack = new TurnHandler() { attacker = enemy.stats.myName, type = "Enemy", attackerGameObject = gameObject, attack = IA(), targets = heroesToAttack }; isAreaAttack = myAttack.targets.Count > 1 ? true : false; BSM.CollectActions(myAttack); }
void chooseAction() { HandleTurns thisAttack = new HandleTurns(); thisAttack.attacker = enemy.theName; thisAttack.type = "Enemy"; thisAttack.attackerGO = this.gameObject; thisAttack.attackTarget = BSM.PlayerCharacters[Random.Range(0, BSM.PlayerCharacters.Count)]; //choose attack randomly from list int num = Random.Range(0, enemy.attacks.Count); thisAttack.chosenAttack = enemy.attacks[num]; Debug.Log(this.gameObject.name + " has chosen: " + thisAttack.chosenAttack.attackName + " and does " + thisAttack.chosenAttack.attackDmg + " damage"); BSM.CollectActions(thisAttack); }
void ChooseAction() { HandleTurn myAttack = new HandleTurn(); myAttack.Attacker = enemy.theName; myAttack.Type = "Enemy"; myAttack.AttackersGameObject = this.gameObject; myAttack.AttackersTarget = BSM.HeroesInBattle[Random.Range(0, BSM.HeroesInBattle.Count)]; //chooses random attack from enemy from ones in it's list int num = Random.Range(0, enemy.attacks.Count); myAttack.chosenAttack = enemy.attacks [num]; Debug.Log(this.gameObject.name + " has chosen " + myAttack.chosenAttack.attackName + " and do " + myAttack.chosenAttack.attackDamage + " damage!"); BSM.CollectActions(myAttack); }