private void ClearCurrent() { defenderCurrent = null; defenseCurrent = null; blockRoll = 0; dodgeRoll = 0; }
private void SetDefenderPanel() { var index = 0; currentDefense = currentDefender.GetDefenseDices(movementRecieved.MagicAttack); PlaceAndDisplayModifier(defenseBlackDiceContainer, defenseBlackDiceText, currentDefense.BlackDices, defenseAnchor, anchorOffset, false, ref index); PlaceAndDisplayModifier(defenseBlueDiceContainer, defenseBlueDiceText, currentDefense.BlueDices, defenseAnchor, anchorOffset, false, ref index); PlaceAndDisplayModifier(defenseOrangeDiceContainer, defenseOrangeDiceText, currentDefense.OrangeDices, defenseAnchor, anchorOffset, false, ref index); PlaceAndDisplayModifier(defenseFlatModifierContainer, defenseFlatModifierText, currentDefense.FlatReduce, defenseAnchor, anchorOffset, index == 0 ? true : false, ref index); PlaceAndDisplayModifier(defenseDodgeDiceContainer, defenseDodgeDiceText, currentDefense.DodgeDices, defenseDodgeDiceContainer, Vector3.zero, true, ref index); defenseBleedToken.SetActive(currentDefender.isBleeding); defensePoisonToken.SetActive(currentDefender.isPoisoned); defenseStaggerToken.SetActive(currentDefender.isStaggered); defenseFrozenToken.SetActive(currentDefender.isFrozen); defenseLuckBehavior.SetUnit(currentDefender); defenseEmberBehavior.SetUnit(currentDefender); defenseEstusBehavior.SetUnit(currentDefender); dodgeButton.SetActive(false); blockButton.SetActive(false); }
private void SetNextToCurrent() { var next = defensesToResolve.First(); defenderCurrent = next; defenderCurrent.ShowAttackedBrillance(); defenseCurrent = defenderCurrent.GetDefenseDices(attackRecieved.MagicAttack); blockRoll = 0; dodgeRoll = 0; }
public void ContributeDiceToDefenseRolls(DefenseDices defense, bool magicAttack) { if (!magicAttack) { defense.BlackDices += blackArmorDices; defense.BlueDices += blueArmorDices; defense.OrangeDices += orangeArmorDices; defense.FlatReduce += flatArmorResistence; } if (magicAttack) { defense.BlackDices += blackMagicArmorDices; defense.BlueDices += blueMagicArmorDices; defense.OrangeDices += orangeMagicArmorDices; defense.FlatReduce += flatMagicArmorResistence; } defense.DodgeDices += dodgeRollsDices; }
public DefenseDices GetDefenseDices(bool magicAttack) { var result = new DefenseDices(); if (armourEquipement != null) { armourEquipement.GetComponent <EquipementProperties>().ContributeDiceToDefenseRolls(result, magicAttack); } if (leftEquipement != null) { leftEquipement.GetComponent <EquipementProperties>().ContributeDiceToDefenseRolls(result, magicAttack); } if (rightEquipement != null) { rightEquipement.GetComponent <EquipementProperties>().ContributeDiceToDefenseRolls(result, magicAttack); } return(result); }