public AttackCalculation(Transform attacker) { Attacker = attacker; CriticalHit = false; attackerProperty = Attacker.GetComponent<CharacterProperty>(); attackerSelect = Attacker.GetComponent<CharacterSelect>(); attackerLocation = attackerSelect.getMapPosition(); sUI = Camera.mainCamera.GetComponent<DamageSlidingUI>(); }
public AttackCalculation(Transform attacker) { Attacker = attacker; CriticalHit = false; attackerProperty = Attacker.GetComponent <CharacterProperty>(); attackerSelect = Attacker.GetComponent <CharacterSelect>(); attackerLocation = attackerSelect.getMapPosition(); sUI = Camera.mainCamera.GetComponent <DamageSlidingUI>(); }
void CalBuffUsage() { BuffUsage bUsage = BuffUsage.None; int locationSide = 0; Transform location = selection.getMapPosition(); RoundCounter rnd = Camera.mainCamera.GetComponent <RoundCounter>(); if (rnd.PlayerATerritory.Contains(location)) { locationSide = 1; } else if (rnd.PlayerBTerritory.Contains(location)) { locationSide = 2; } else { locationSide = 0; } if (playerSide == 1) { switch (locationSide) { case (1): bUsage = BuffUsage.Intensify; break; case (2): bUsage = BuffUsage.Decrease; break; case (0): bUsage = BuffUsage.None; break; } } else if (playerSide == 2) { switch (locationSide) { case (1): bUsage = BuffUsage.Decrease; break; case (2): bUsage = BuffUsage.Intensify; break; case (0): bUsage = BuffUsage.None; break; } } usage = bUsage; }
public void SetAttackSequence(Transform attacker, Transform targetMap) { Attacker = attacker; CriticalHit = false; attackerProperty = Attacker.GetComponent <CharacterProperty>(); attackerSelect = Attacker.GetComponent <CharacterSelect>(); attackerLocation = attackerSelect.getMapPosition(); targetLocation = targetMap; Target = MapHelper.GetMapOccupiedObj(targetLocation); targetProperty = Target.GetComponent <CharacterProperty>(); targetSelect = Target.GetComponent <CharacterSelect>(); oldRotation = Attacker.transform.rotation; //mUI.MainGuiFade = false; //mUI.SubGuiFade = true; turnedHead = true; }
public DeathUI(Transform chess, Transform attacker) { Chess = chess; Attacker = attacker; CommonFX cFX = Camera.mainCamera.GetComponent <CommonFX>(); CharacterSelect cSelect = Chess.GetComponent <CharacterSelect>(); Transform map = cSelect.getMapPosition(); FxPos = new Vector3(map.transform.position.x, map.transform.position.y + 0.1f, map.transform.position.z); Transform fx = Object.Instantiate(cFX.DeadOut, FxPos, Quaternion.identity) as Transform; Color col = Chess.renderer.material.color; MapHelper.SetObjTransparent(Chess, col, 1.0f); Object.Destroy(GameObject.Find(fx.name).gameObject, 3.0f); Chess.GetComponent <CharacterPassive>().StartDie = true; //Debug.Log("EatShit"); }
public void SetAttackSequence(Transform attacker, Transform targetMap) { Attacker = attacker; //CriticalHit = false; attackerProperty = Attacker.GetComponent <CharacterProperty>(); attackerSelect = Attacker.GetComponent <CharacterSelect>(); attackerLocation = attackerSelect.getMapPosition(); targetLocation = targetMap; Target = MapHelper.GetMapOccupiedObj(targetLocation); targetProperty = Target.GetComponent <CharacterProperty>(); targetSelect = Target.GetComponent <CharacterSelect>(); UpdateAttackResult(AttackType.physical); Vector3 pos = new Vector3(Target.transform.position.x, Target.transform.position.y, Target.transform.position.z); Transform blood = Instantiate(cFX.NormalAttack, pos, Quaternion.identity) as Transform; Destroy(GameObject.Find(blood.name).gameObject, 3.0f); mUI.MainGuiFade = true; mUI.SubGuiFade = false; }
bool MoveCommand(Transform chess) { bool moveable = false; CharacterSelect chessSelect = chess.GetComponent <CharacterSelect>(); CharacterProperty chessProperty = chess.GetComponent <CharacterProperty>(); Transform localUnit = chessSelect.getMapPosition(); IList pathList = new List <Transform>(); Transform sel = decisions.GetMoveTarget(chess); if (sel != null) { pathList = chessSelect.FindPathList(localUnit, CurrentSel.GetSteps(localUnit, sel), sel); MoveCharacter mc = Camera.main.GetComponent <MoveCharacter>(); mc.SetSteps(chess, pathList); chessProperty.Moved = true; moveable = true; } else { moveable = false; } return(moveable); }
public Transform GetMoveTarget(Transform chess) { IList mapList = new List <Transform>(); IList selfTerritory = new List <Transform>(); IList closeList = new List <Transform>(); Transform targetMap = null; CharacterSelect chessSel = chess.GetComponent <CharacterSelect>(); currentSelect.updateMapSteps(); Transform currentPos = chessSel.getMapPosition(); chessSel.findMoveRange(currentPos, 0, chess.GetComponent <CharacterProperty>().BuffMoveRange); foreach (Transform map in chessSel.MoveRangeList) { if (!MapHelper.IsMapOccupied(map)) { mapList.Add(map); } } chessSel.MoveRangeList.Clear(); foreach (Transform map in currentRC.PlayerBTerritory) { if (!MapHelper.IsMapOccupied(map)) { selfTerritory.Add(map); } } Transform closestOne = Camera.main.GetComponent <MoveCharacter>().GetClosetChess(chess); closeList = MapHelper.GetClosestMaps(closestOne, mapList); //print("The Closest One: "+closestOne); if (closeList.Count == 1) { targetMap = closeList[0] as Transform; } else if (closeList.Count > 1) { Transform[] pPos = new Transform[selfTerritory.Count]; selfTerritory.CopyTo(pPos, 0); Transform[] closestPos = new Transform[closeList.Count]; closeList.CopyTo(closestPos, 0); IEnumerable <Transform> bothPos = pPos.Intersect(closestPos); Transform[] bothArray = bothPos.ToArray(); if (bothArray.Length == 1) { targetMap = bothArray[0] as Transform; } else if (bothArray.Length > 1) { int rnd = Random.Range(0, bothArray.Length - 1); targetMap = bothArray[rnd] as Transform; } else if (bothArray.Length == 0) { int rnd = Random.Range(0, closeList.Count - 1); targetMap = closeList[rnd] as Transform; } } return(targetMap); }
public void SetAttackSequence(Transform attacker, Transform targetMap) { Attacker = attacker; //CriticalHit = false; attackerProperty = Attacker.GetComponent<CharacterProperty>(); attackerSelect = Attacker.GetComponent<CharacterSelect>(); attackerLocation = attackerSelect.getMapPosition(); targetLocation = targetMap; Target = MapHelper.GetMapOccupiedObj(targetLocation); targetProperty = Target.GetComponent<CharacterProperty>(); targetSelect = Target.GetComponent<CharacterSelect>(); UpdateAttackResult(AttackType.physical); Vector3 pos = new Vector3(Target.transform.position.x,Target.transform.position.y,Target.transform.position.z); Transform blood = Instantiate(cFX.NormalAttack,pos,Quaternion.identity) as Transform; Destroy(GameObject.Find(blood.name).gameObject,3.0f); mUI.MainGuiFade = true; mUI.SubGuiFade = false; }