void Start() { GameManager.instance = this; SPACE_HEIGHT_MOD = new Vector3(0f, SpaceHeight, 0f); PopupTextController.Initialize(); // Build the predefined scenarios undeadScene = new SceneActor[] { new SceneActor(true, 0, 25, 17, new Color(0, 0.47f, 1f, 0.58f)), // Paladin new SceneActor(false, 0, 28, 27, new Color(1f, 0, 0, 0.58f)), // Skeleton new SceneActor(false, 0, 13, 30, new Color(1f, 0.5f, 0, 0.58f)), new SceneActor(false, 0, 20, 27, new Color(1f, 0.75f, 0, 0.58f)), new SceneActor(false, 1, 17, 29, new Color(0.5f, 0.75f, 0.5f, 0.58f)) // Zombie }; koboldScene = new SceneActor[] { new SceneActor(true, 1, 28, 27, new Color(0, 0.8f, 0.5f, 0.58f)), // Heavy Weapon Fighter new SceneActor(true, 2, 26, 29, new Color(0, 0.47f, 0.5f, 0.58f)), // Bow Ranger new SceneActor(true, 3, 27, 26, new Color(0, 0.0f, 0.5f, 0.58f)), // Rogue new SceneActor(false, 2, 13, 30, new Color(1f, 0.7f, 0.8f, 0.58f)), // Basic kobold new SceneActor(false, 2, 15, 24, new Color(1f, 0.3f, 0.8f, 0.58f)), new SceneActor(false, 2, 17, 20, new Color(1f, 0.5f, 0.0f, 0.58f)), new SceneActor(false, 2, 18, 22, new Color(1f, 0.1f, 0.4f, 0.58f)), new SceneActor(false, 3, 12, 28, new Color(1f, 0.75f, 0.2f, 0.58f)), // Kobold rogue new SceneActor(false, 4, 18, 25, new Color(1f, 0, 0, 0.58f)), // Kobold sorcerer }; // Generate game board made of one-by-one squares spaces = new Space[RowsX, ColsZ]; GenerateSquares(); }
void Awake() { PopupTextController.Initialize(); attribute = new Attribute(); setEnemyStatus(); health.MaxValue = attribute.getLife(); health.CurrentValue = health.MaxValue; attackRate = attribute.getDelay(); }
override protected void Start() { manager = Object.FindObjectOfType <TurnManager>(); panel = Object.FindObjectOfType <GUIPanel>(); PopupTextController.Initialize(); creatureMechanics = GetComponent <CreatureMechanics>(); selectedAction = GetComponent <ActionBasicAttack>(); //gameSignal = (GameSignalOneObject)Resources.Load("Game Signals/SetConcentration", typeof(GameSignalOneObject)); base.Start(); }
void Awake() { PopupTextController.Initialize(); attribute = new Attribute(); attribute.setStr(PlayerPrefs.GetFloat("str")); attribute.setDef(PlayerPrefs.GetFloat("def")); attribute.setAgi(PlayerPrefs.GetFloat("agi")); attribute.setDex(PlayerPrefs.GetFloat("dex")); attribute.setLuck(PlayerPrefs.GetFloat("luck")); attribute.setEnergy(PlayerPrefs.GetFloat("energy")); health.MaxValue = attribute.getLife(); health.CurrentValue = health.MaxValue; energy.MaxValue = attribute.getTotalEnergy(); energy.CurrentValue = energy.MaxValue; attackRate = attribute.getDelay(); }
/// <summary> /// Shows the XP floaty text. /// </summary> /// <param name="awardedExperience">Awarded experience.</param> /// <param name="attacker">Attacker.</param> private void ShowXPFloatyText(int awardedExperience, Unit attacker) { PopupTextController.Initialize(attacker.GetCanvas()); PopupTextController.CreatePopupText(string.Format("+ {0} XP", awardedExperience), attacker.transform.position, Color.yellow); }
/// <summary> /// Performs the action of the attacker against their targets. /// </summary> /// <returns>The action.</returns> /// <param name="attacker">Attacker.</param> protected IEnumerator PerformAbilityAction(Unit attacker) { if (attacker.Action.Item != null) { // Lower music so you can hear ability SFX yield return(StartCoroutine(controller.MusicController.LowerCombatMusic())); // Show name of ability being used attacker.TileHighlighter.RemoveHighlightedTiles(); Item item = attacker.Action.Item; controller.ActionController.Activate(item.Name); yield return(new WaitForSeconds(0.5f)); // Spawn VFX on all targets List <Unit> targets = attacker.Action.Targets; List <GameObject> vfxGameObjects = ApplyVFXToTargets(item.VFXPath, targets); // Iterate over all effects, apply them, and if there is something to display, show it PopupTextController.Initialize(attacker.GetCanvas()); List <Effect> effects = ConsumableEffectCalculator.GetConsumableEffects(item); yield return(StartCoroutine(ApplyEffects(targets, effects))); attacker.UpdateHealthbar(); // Show XP floaty text ShowXPFloatyText(new ExperienceManager().AwardConsumableExperience(attacker), attacker); yield return(new WaitForSeconds(1.0f)); // Destroy VFX's DestroyVFX(vfxGameObjects); // Remove name of used ability controller.ActionController.Deactivate(); // Bring music back up to normal volume yield return(StartCoroutine(controller.MusicController.RaiseCombatMusic())); controller.ChangeState <TurnOverState> (); } // If the ability takes more than x turns, defer the ability action else if (!attacker.HasDeferredAbility && attacker.Action.Ability.Turns > 1) { attacker.HasDeferredAbility = true; yield return(null); controller.ChangeState <TurnOverState> (); } else { // Reset bool flags depending on if a deferred attack is being executed if (attacker.HasDeferredAbility) { attacker.HasDeferredAbility = false; attacker.HasExecutedDeferredAbility = true; } // Lower music so you can hear ability SFX yield return(StartCoroutine(controller.MusicController.LowerCombatMusic())); // Show name of ability being used attacker.TileHighlighter.RemoveHighlightedTiles(); Ability ability = attacker.Action.Ability; controller.ActionController.Activate(ability.Name); yield return(new WaitForSeconds(0.5f)); // Spawn VFX on all targets List <Unit> targets = attacker.Action.Targets; List <GameObject> vfxGameObjects = ApplyVFXToTargets(ability.VFXPath, targets); // Start Combat Combat combat = new Combat(controller.HighlightedUnit); combat.Begin(); // Play weapon sound effect Ability.AbilityType abilityType = attacker.Action.Ability.Type; if (abilityType == Ability.AbilityType.ATTACK || abilityType == Ability.AbilityType.TALENT) { attacker.PlayWeaponSound(); } // Show target(s) being damaged ShowDamagedColorOnTargets(true, targets); // Play animations yield return(StartCoroutine(PlayAttackAnimations(attacker, targets [0].Tile))); // Iterate over all effects, apply them, and if there is something to display, show it PopupTextController.Initialize(attacker.GetCanvas()); yield return(StartCoroutine(ApplyEffectsByUnit(attacker.Action.GetEffectsByUnit()))); yield return(new WaitForSeconds(1.0f)); // Stop showing target(s) being damaged ShowDamagedColorOnTargets(false, targets); // Show XP floaty text ShowXPFloatyText(combat.GetAwardedExperience(), attacker); yield return(new WaitForSeconds(1.0f)); // Destroy VFX's DestroyVFX(vfxGameObjects); // Remove name of used ability controller.ActionController.Deactivate(); // Bring music back up to normal volume yield return(StartCoroutine(controller.MusicController.RaiseCombatMusic())); controller.ChangeState <TurnOverState> (); } }
// Use this for initialization void Start() { PopupTextController.Initialize(); Debug.Log(gameObject.name + " spawned with " + health + " hp."); }