void Start() { this.timelineController = DependencyLocator.getTimelineController(); this.timerLabel = this.GetComponent <TextMeshProUGUI>(); this.timelineController.Events.onTimerChange += this.RenderTimer; }
public CombatGameState(GameStateMachine gameStateMachine) { this.gameStateMachine = gameStateMachine; this.tilemapManager = DependencyLocator.getTilemapManager(); this.timelineController = DependencyLocator.getTimelineController(); this.skillQueueResolver = DependencyLocator.GetSkillQueueResolver(); this.combatActionsMapping = DependencyLocator.GetActionsMapper <CombatActionsMapping>(); this.spawner = DependencyLocator.GetSpawner(); }
public SkillEffect(SkillInput skillInput, Skill skill, int effectDuration) { this.skillQueueResolver = DependencyLocator.GetSkillQueueResolver(); this.timelineController = DependencyLocator.getTimelineController(); this.uniqId = (this.timelineController.CurrentPassAgent.UniqId.groupId, ++SkillEffect.selfIdCount); int atb = (int)Mathf.Floor(100 - this.timelineController.CurrentPassPriorityScore * this.Speed) % 100; atb = (atb + 100) % 100; this.Atb = atb; this.skillInput = skillInput; this.skill = skill; this.effectDuration = effectDuration; }
public override bool Process() { DependencyLocator.getTimelineController().EndPass(); return(true); }
void Start() { this.timelineController = DependencyLocator.getTimelineController(); this.timelineController.Events.onPassesChange += this.RenderTurns; }
public override bool Process() { DependencyLocator.getTimelineController().AddAgentInPasses(new SkillEffect(this.skillInput, this.skill, this.effectDuration)); return(true); }
public override bool Process() { DependencyLocator.getTimelineController().AddAgentTurnBreak(this.agent); return(true); }