コード例 #1
0
    private void Start()
    {
        #region Testing

        combatScenario = CombatScenarioName.Worm_Example;

        #endregion
    }
コード例 #2
0
 public CombatScenario(CombatScenarioName scenario, Location location, CombatSetName combatSet, int enemy1Id, int enemy2Id, int enemy3Id)
 {
     combatScenarioName = scenario;
     combatLocation     = location;
     set           = combatSet;
     enemy1ModelId = enemy1Id;
     enemy2ModelId = enemy2Id;
     enemy3ModelId = enemy3Id;
 }
コード例 #3
0
    public List <int> IdentifyEnemysForCombatScenario(CombatScenarioName scenario)
    {
        List <int> enemyIds = new List <int>();

        CombatScenario combatScenario = combatScenarios.Find(x => x.combatScenarioName == scenario);

        enemyIds.Add(combatScenario.enemy1ModelId);
        enemyIds.Add(combatScenario.enemy2ModelId);
        enemyIds.Add(combatScenario.enemy3ModelId);

        return(enemyIds);
    }
コード例 #4
0
    public void ArrangeScene(CombatScenarioName scenario)
    {
        combatantModels = new List <CombatantModel>();

        //Finds the set
        GameObject targetSet = combatSetDatabase.RetrieveSet(CombatScenarioDatabase.Instance.DetermineCombatSet(scenario));

        //Starts the combat music
        MusicManager.Instance.StartCombatMusic(targetSet.GetComponent <CombatSet>().music);

        //Recieves the list of enemyIds
        List <int> enemyModelIds = CombatScenarioDatabase.Instance.IdentifyEnemysForCombatScenario(scenario);

        //Recieves the list of enemy models
        List <GameObject> enemyModels = ModelDatabaseController.Instance.RetrieveEnemyModels(enemyModelIds);

        //Adds enemy models to combatant models list
        foreach (var model in enemyModels)
        {
            combatantModels.Add(new CombatantModel(model, CombatantType.Enemy));
        }

        //place enemies on set
        targetSet.GetComponent <CombatSet>().PlaceEnemies(enemyModels);

        //Recieves the list of ally models
        List <GameObject> allyModels = ModelDatabaseController.Instance.RetrieveAllyModels();

        //Adds ally models to combatant models list
        foreach (var model in allyModels)
        {
            combatantModels.Add(new CombatantModel(model, CombatantType.Ally));
        }

        //place allies on set
        targetSet.GetComponent <CombatSet>().PlaceAllies(allyModels);

        //Recieves the player models
        GameObject playerModel = ModelDatabaseController.Instance.RetrievePlayerModel();

        //Adds the player model to the combatant models list
        combatantModels.Add(new CombatantModel(playerModel, CombatantType.Player));

        //place player on set
        targetSet.GetComponent <CombatSet>().PlacePlayer(playerModel);
    }
    public void CombatantInformationInitialization(CombatScenarioName scenario)
    {
        combatantsInformation = new List <CombatantInformation>();

        combatantsInformation.Add(new CombatantInformation(PLAYER_CHARACTER_ID, CombatantType.Player, GameData.Instance.playerCoreFirewall, GameData.Instance.playerCompiler, GameData.Instance.playerDefenseMatrix, GameData.Instance.playerPredictiveAlgorithms));

        foreach (int ally in GameData.Instance.currentPartyMemberCharacterIds)
        {
            //grab stats from equipped soul paradigm via id in gamedata-equipedAllyParadigms and pull through soul paradigm database

            if (DoesAllyGetPersonalityBonus(ally))
            {
            }
            else
            {
            }
        }

        //add enemy information
        //figure out scaling bonus for aquired nodes
    }
コード例 #6
0
 public CombatSetName DetermineCombatSet(CombatScenarioName scenario)
 {
     return(combatScenarios.Find(x => x.combatScenarioName == scenario).set);
 }