コード例 #1
0
    public void changeLimitDuration(bool _limitDuration, float _duration)
    {
        // limit the duration if that is now necessary
        if (!limitDuration && _limitDuration)
        {
            // use a self destroyer if it has ones, otherwise use the dying state
            if (GetComponent <SelfDestroyer>())
            {
                DestroyAfterDuration destroyer = gameObject.AddComponent <DestroyAfterDuration>();
                destroyer.duration = _duration;
            }
            else
            {
                DieAfterDelay destroyer = null;
                if (!GetComponent <DieAfterDelay>())
                {
                    destroyer = gameObject.AddComponent <DieAfterDelay>();
                    destroyer.timeUntilDeath = duration;
                }
                // if there is already a destroy after duration component, lower the duration if this component's duration is lower than the one already there
                else
                {
                    destroyer = GetComponent <DieAfterDelay>();
                    destroyer.timeUntilDeath = Mathf.Min(destroyer.timeUntilDeath, duration);
                }
            }
        }
        // stop limitting the duration if that is now necessary
        if (limitDuration && !_limitDuration)
        {
            List <DestroyAfterDuration> destroyers = new List <DestroyAfterDuration>();
            destroyers.AddRange(GetComponents <DestroyAfterDuration>());
            for (int i = 0; i < destroyers.Count; i++)
            {
                Destroy(destroyers[i]);
            }
            List <DieAfterDelay> dads = new List <DieAfterDelay>();
            dads.AddRange(GetComponents <DieAfterDelay>());
            for (int i = 0; i < dads.Count; i++)
            {
                Destroy(dads[i]);
            }
        }
        // change the duration if necessary
        if (duration != _duration && _limitDuration)
        {
            foreach (DestroyAfterDuration destroyAfterDurion in GetComponents <DestroyAfterDuration>())
            {
                destroyAfterDurion.duration += _duration - duration;
            }
            foreach (DieAfterDelay dad in GetComponents <DieAfterDelay>())
            {
                dad.timeUntilDeath += _duration - duration;
            }
        }

        // change the limit duration and duration variables
        limitDuration = _limitDuration;
        duration      = _duration;
    }
コード例 #2
0
    public void Summon()
    {
        for (int i = 0; i < numberToSummon; i++)
        {
            // get a reference to this objects creation references
            CreationReferences myReferences = GetComponent <CreationReferences>();

            // remove previous summons if necessary
            if (limitNumber && myReferences && attachCreationReferences && entity.GetComponent <Prefabs>())
            {
                abilitiesThatCountForLimit.Add(myReferences.thisAbility);
                List <GameObject> existingSummons = new List <GameObject>();
                foreach (Summoned summoned in Summoned.all)
                {
                    if (abilitiesThatCountForLimit.Contains(summoned.references.thisAbility))
                    {
                        if (summoned.references.creator = myReferences.creator)
                        {
                            existingSummons.Add(summoned.gameObject);
                        }
                    }
                }

                // components for removing summons
                SelfDestroyer selfDestroyer = null;
                Dying         dying         = null;

                while (existingSummons.Count >= limit)
                {
                    GameObject SummonToKill = getLowestPriority(existingSummons);
                    existingSummons.Remove(SummonToKill);

                    selfDestroyer = SummonToKill.GetComponent <SelfDestroyer>();
                    dying         = SummonToKill.GetComponent <Dying>();

                    // death events
                    if (dying && dying.getController())
                    {
                        dying.unsummoned = true;
                        dying.die();
                    }

                    // self destroyer events
                    if (selfDestroyer)
                    {
                        selfDestroyer.die();
                    }

                    // if neither exist, resort to destroying the game object
                    if (!dying && !selfDestroyer)
                    {
                        Destroy(SummonToKill);
                    }
                }
            }

            // decide the position
            Vector3 pos = displacement;
            if (distance > 0)
            {
                float angle = Random.Range(0, Mathf.PI * 2);
                pos = new Vector3(distance * Mathf.Cos(angle), displacement.y, distance * Mathf.Sin(angle));
            }

            pos = transform.position + pos;
            pos = new Vector3(pos.x, getY(pos), pos.z);

            // create the entity
            GameObject summon = Instantiate(entity, pos, Quaternion.Euler(0, 0, 0));

            // adapt the entity
            foreach (EntityAdapter adapter in GetComponents <EntityAdapter>())
            {
                summon = adapter.adapt(summon);
            }

            // attach creation references if necessary, if not then update them
            CreationReferences references = null;
            if (attachCreationReferences && myReferences != null)
            {
                if (!summon.GetComponent <CreationReferences>())
                {
                    references = summon.AddComponent <CreationReferences>();
                }
                else
                {
                    references = summon.GetComponent <CreationReferences>();
                }
                references.creator     = myReferences.creator;
                references.thisAbility = myReferences.thisAbility;
            }

            // add a summoned component
            Summoned summonedComponent = summon.AddComponent <Summoned>();
            summonedComponent.singeCardForAllMinions = singeCardForAllMinions;

            // initialise the summoned component
            summonedComponent.references = references;
            summonedComponent.initialise();

            //adds recent events tracker
            summon.AddComponent <CharacterStatusTracker>();

            // get a reference to the minion's stats
            BaseStats stats = summon.GetComponent <BaseStats>();

            // give it damage bonuses based on a tagged stats holder
            if (GetComponent <TaggedStatsHolder>() && stats)
            {
                TaggedStatsHolder holder = GetComponent <TaggedStatsHolder>();
                foreach (TaggedStatsHolder.TaggableStat ts in holder.taggedStats)
                {
                    List <Tags.AbilityTags> newTagList = new List <Tags.AbilityTags>();
                    newTagList.AddRange(ts.tagList);
                    if (newTagList.Contains(Tags.AbilityTags.Minion))
                    {
                        newTagList.Remove(Tags.AbilityTags.Minion);

                        stats.ChangeStatModifier(ts.property, ts.addedValue, BaseStats.ModType.ADDED, newTagList);
                        stats.ChangeStatModifier(ts.property, ts.increasedValue, BaseStats.ModType.INCREASED, newTagList);
                        foreach (float value in ts.moreValues)
                        {
                            stats.ChangeStatModifier(ts.property, value, BaseStats.ModType.MORE, newTagList);
                        }
                        foreach (float value in ts.quotientValues)
                        {
                            stats.ChangeStatModifier(ts.property, value, BaseStats.ModType.QUOTIENT, newTagList);
                        }
                    }
                }
            }

            // make it follow the creator if necessary
            if (followsCreator)
            {
                if (GetComponent <CreationReferences>())
                {
                    // if no follow ranges have been defined then use the defaults
                    if (followRangesAndPriorities.Count <= 0)
                    {
                        summon.AddComponent <Following>().leader = myReferences.creator;
                    }
                    // otherwise create follow states for each entry in the list
                    Following following;
                    foreach (FollowRangeAndPriority frar in followRangesAndPriorities)
                    {
                        following        = summon.AddComponent <Following>();
                        following.leader = myReferences.creator;
                        following.startFollowingRange = frar.range;
                        following.priority            = frar.priority;
                    }
                }
            }

            // make it move away from the creator when close if necessary
            if (movesAwayFromSummonerWhenClose)
            {
                if (myReferences)
                {
                    summon.AddComponent <MovingAwayFromSummoner>().summoner = myReferences.creator;
                }
            }

            // if necessary limit the duration by adding a destroy after duration component
            if (limitDuration)
            {
                // use a self destroyer if it has ones, otherwise use the dying state
                if (summon.GetComponent <SelfDestroyer>())
                {
                    DestroyAfterDuration destroyer = summon.AddComponent <DestroyAfterDuration>();
                    destroyer.duration = duration;
                }
                else
                {
                    DieAfterDelay destroyer = null;
                    if (!summon.GetComponent <DieAfterDelay>())
                    {
                        destroyer = summon.AddComponent <DieAfterDelay>();
                        destroyer.timeUntilDeath = duration;
                    }
                    // if there is already a destroy after duration component, lower the duration if this component's duration is lower than the one already there
                    else
                    {
                        destroyer = summon.GetComponent <DieAfterDelay>();
                        destroyer.timeUntilDeath = Mathf.Min(destroyer.timeUntilDeath, duration);
                    }
                    // make the destroyer unsummon rather than kill
                    if (destroyer)
                    {
                        destroyer.countsAsUnsummoned = true;
                    }
                }
            }

            // pass on alignment if necessary, may require an alignment manager to be added to the entity
            if (passOnAlignment && GetComponent <AlignmentManager>())
            {
                AlignmentManager alignmentManager = null;
                if (!summon.GetComponent <AlignmentManager>())
                {
                    alignmentManager = summon.AddComponent <AlignmentManager>();
                }
                else
                {
                    alignmentManager = summon.GetComponent <AlignmentManager>();
                }
                alignmentManager.alignment = GetComponent <AlignmentManager>().alignment;
            }

            // give the entity a custom name if necessary, may require a display information component to be added to the entity
            if (giveCustomName && customNames.Count > 0)
            {
                DisplayInformation displayInformation = null;
                if (!summon.GetComponent <DisplayInformation>())
                {
                    displayInformation = summon.AddComponent <DisplayInformation>();
                }
                else
                {
                    displayInformation = summon.GetComponent <DisplayInformation>();
                }
                int nameIndex = Random.Range(0, customNames.Count);
                displayInformation.displayName = customNames[nameIndex];
            }

            // add stats
            if (statList != null && statList.Count > 0)
            {
                if (stats)
                {
                    foreach (TaggedStatsHolder.TaggableStat stat in statList)
                    {
                        stats.addStat(stat);
                    }
                    stats.UpdateStats();
                    stats.myHealth.currentHealth = stats.myHealth.maxHealth;
                }
            }

            // give the entity a custom tag if necessary
            if (giveCustomTag)
            {
                summon.tag = customTag;
            }

            if (stats)
            {
                stats.UpdateStats();
                if (stats.myHealth)
                {
                    stats.myHealth.currentHealth = stats.myHealth.maxHealth;
                }
            }

            // pass on this summon information to a summonChangeTracker
            SummonChangeTracker sct = summon.AddComponent <SummonChangeTracker>();
            sct.statList.AddRange(statList);
            sct.limitDuration = limitDuration;

            sct.followsCreator            = followsCreator;
            sct.followRangesAndPriorities = new List <FollowRangeAndPriority>();
            sct.followRangesAndPriorities.AddRange(followRangesAndPriorities);

            sct.limitDuration = limitDuration;
            sct.duration      = duration;
        }
    }