コード例 #1
0
    //at the end of every attack after executed (or canceled call this)
    public void ResetAttack()
    {
        if (team == Team.ENEMY)
        {
            trackingTickObject.GetComponent <EnemyTickController>().state = EnemyTickController.GaugeState.RESET;
            DoneComboing = true;
        }
        if (team == Team.PLAYER)
        {
            if (playerTickController == null)
            {
                playerTickController = GameObject.FindGameObjectWithTag("PlayerTick").GetComponent <PlayerTickController>();
            }
            playerHand.GetComponent <PlayerHandController>().state = PlayerHandController.State.IDLE;

            playerTickController.ChangeState(PlayerTickController.GaugeState.INCREASING);

            userController.IsUsersTurn = false;
            BC.HideCombatUI();
        }
        chargeDuration     = 0.0f;
        chargeTimer        = 0.0f;
        currentSpeed       = 0.0f;
        isChargingToAttack = false;
        monsterState       = State.WAITING;
        done = false;

        stunCheckFinish = false;
    }
コード例 #2
0
 void CreateProgressTickFor(GameObject monster)
 {
     if (monster == player)
     {
         GameObject           tickObj = Instantiate(playerTickPrefab, this.transform);
         PlayerTickController playerTickController = tickObj.GetComponent <PlayerTickController>();
         playerTickController.TrackedMonster = monster;
         //add tick object to our monster controller so we can reference it in the future
         MonsterController monsterController = monster.GetComponent <MonsterController>();
         monsterController.trackingTickObject = tickObj;
     }
     else
     {
         GameObject          tickObj             = Instantiate(enemyTickPrefab, this.transform);
         EnemyTickController enemyTickController = tickObj.GetComponent <EnemyTickController>();
         enemyTickController.TrackedMonster = monster;
         //add tick object to our monster controller so we can reference it in the future
         MonsterController monsterController = monster.GetComponent <MonsterController>();
         monsterController.trackingTickObject = tickObj;
     }
 }
コード例 #3
0
ファイル: PlayerHandController.cs プロジェクト: advra/Neomon
    //user clicks this to end their turn
    public void EndTurn()
    {
        userController.IsUsersTurn = false;
        BC.PauseSpeedsForAllMonsters(false);

        if (playerController == null)
        {
            playerController = BC.playerController;
        }

        //this will ensure that if we have something like a combo card it will execute it
        if (playerController.actions.Count == 0)
        {
            playerController.ResetAttack();
        }
        else
        {
            playerController.monsterState = MonsterController.State.CHARGING;
            PlayerTickController playerTickController = GameObject.FindGameObjectWithTag("PlayerTick").GetComponent <PlayerTickController>();
            playerTickController.ChangeState(PlayerTickController.GaugeState.CHARGING);
        }
    }
コード例 #4
0
    // check to ensure if we can chain another card and wait for user to play a card that doesnt chain or end their turn
    void CheckComboChaining()
    {
        // Well add the chain card's charge duration
        if (isChainCombo)
        {
            playerController.AddDuration = chargeTime;
            return;
        }
        // end the users turn and begin charging up for the combo attack
        else
        {
            // hiding the Combat UI is last (otherwise it wont catch our early return when using comboes in Single and Determine Attack methods
            battleController.HideCombatUI();
            userController.IsUsersTurn = false;
            battleController.PauseSpeedsForAllMonsters(false);

            // Begin charging for player
            //playerController.monsterState = MonsterController.State.CHARGING;
            playerController.ChangeState(MonsterController.State.CHARGING);
            playerController.chargeDuration = chargeTime;
            PlayerTickController playerTickController = GameObject.FindGameObjectWithTag("PlayerTick").GetComponent <PlayerTickController>();
            playerTickController.ChangeState(PlayerTickController.GaugeState.CHARGING);
        }
    }