public void Init(CombatEnemy targetObject) { target = targetObject; targetInstance = Instantiate(target); CombatUI.combatOverPanel.SetActive(false); CombatUI.CardPanel.gameObject.SetActive(true); CombatUI.gameObject.SetActive(true); playerModel = Instantiate(CombatViewModelPrefab, CombatUI.GroundMelee[0].transform); targetModel = Instantiate(CombatViewModelPrefab, CombatUI.GroundMelee[1].transform); targetModel.Init(targetInstance.HeadColor, targetInstance.TorsoColor, targetInstance.LegsColor, targetInstance.FeetColor); player.target = targetInstance; range = CombatRange.melee; consumableCount = 0; combatTurn = 0; CombatUI.combatRoundText.text = CombatTurn.ToString(); CombatUI.combatStatusText.text = ""; CombatUI.UpdateUI(player.statistics, target.Stats); getPlayerCards(); }
private void Start() { combat = FindObjectOfType <CombatTurn>(); dataManager = FindObjectOfType <DataManager>(); player = FindObjectOfType <Player>(); inv = dataManager.GetData <Inventory>("inventory"); buttons = FindObjectOfType <ButtonUpdater>(); dialogue = dataManager.GetDialogue(); }
private void ReloadWeapon() { CombatTurn.WriteBanner(_owner.Name + " reloads."); Reload.Remaining--; if (Reload.Remaining == 0) { CombatTurn.WriteBanner(_owner.Name + " has finished reloading."); Reload.Remaining = Reload.Maximum; Ammo.Remaining = Ammo.Maximum; } }
IEnumerator SimulateTargetRound() { float elapsedTime = 0; while (elapsedTime < 2) { elapsedTime += Time.deltaTime; yield return(new WaitForEndOfFrame()); } combatTurn++; CombatUI.combatRoundText.text = CombatTurn.ToString(); targetInstance.DoCombatAction(); SetPlayerCardsActive(true); CombatUI.SetPlayerTurn(); CombatUI.combatStatusText.text = ""; isPlayerTurn = true; CombatUI.UpdateUI(player.statistics, targetInstance.Stats); }
private void Start() { buttons = FindObjectOfType <ButtonUpdater>(); target = FindObjectOfType <Swarm>(); //player = new PlayerStats("Player", 100, 2, 0, 1); dataManager = FindObjectOfType <DataManager>(); combat = FindObjectOfType <CombatTurn>(); player = dataManager.GetData <PlayerStats>("player"); inv = dataManager.GetData <Inventory>("inventory"); gameObject.name = player.name; //transform.position = new Vector3() //player.pos.x = transform.position.x; //player.pos.y = transform.position.y; //player.pos.z = transform.position.z; //dataManager.SetData(Application.dataPath + "/gameData/player/", "player.json", player); }