private void Start() { #region Testing combatScenario = CombatScenarioName.Worm_Example; #endregion }
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; }
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); }
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 }
public CombatSetName DetermineCombatSet(CombatScenarioName scenario) { return(combatScenarios.Find(x => x.combatScenarioName == scenario).set); }