public void Start() { CreationReferences references = GetComponent <CreationReferences>(); if (references && references.thisAbility) { ability = references.thisAbility; if (transform.parent) { bool toggleOff = false; Stance[] stances = transform.parent.GetComponentsInChildren <Stance>(); for (int i = 0; i < stances.Length; i++) { if (stances[i].ability == ability && toggle && stances[i] != this) { toggleOff = true; } if (stances[i] != this) { SelfDestroyer destroyer = stances[i].GetComponent <SelfDestroyer>(); if (destroyer) { destroyer.die(); } } } if (toggleOff) { Comp <SelfDestroyer> .GetOrAdd(gameObject).die(); } } } }
public void giveResources(GameObject hit) { if (hit == creator) { if (creatorMana && manaOnHit != 0) { creatorMana.gainMana(manaOnHit); } if (creatorProtection && creatorProtection.healthClass && healthOnHit != 0) { creatorProtection.healthClass.Heal(healthOnHit); } if (creatorProtection && wardOnHit != 0) { creatorProtection.GainWard(wardOnHit); } if (destroyAfterCollidingWithCreator) { SelfDestroyer dest = GetComponent <SelfDestroyer>(); if (dest) { if (destructionDelay == 0) { dest.die(); } else { gameObject.AddComponent <DestroyAfterDuration>().duration = destructionDelay; } } } } }
// Update is called once per frame void Update() { if (returning && creator && mover) { mover.SetDirection(creator.transform.position + displacement - transform.position); if (destroyOnReachingCreator) { if (Maths.manhattanDistance(transform.position, creator.transform.position + displacement) < mover.speed * Time.deltaTime * 2) { SelfDestroyer destroyer = GetComponent <SelfDestroyer>(); if (destroyer) { destroyer.die(); } else { Destroy(gameObject); } } } } if (age >= duration && !returning) { returning = true; } age += Time.deltaTime; }
public void Die(Dying _actor) { SelfDestroyer destroyer = GetComponent <SelfDestroyer>(); if (destroyer) { destroyer.die(); } }
public void Update() { if (list) { if (!list.abilities.Contains(references.thisAbility)) { SelfDestroyer destroyer = Comp <SelfDestroyer> .GetOrAdd(gameObject); destroyer.die(); } } }
public void destroy() { SelfDestroyer destroyer = GetComponent <SelfDestroyer>(); if (destroyer) { destroyer.die(); } else { Destroy(gameObject); } }
// Use this for initialization public override void onCreation() { // find the creator GameObject creator = GetComponent <CreationReferences>().creator; if (!creator) { Destroy(this); return; } bool buffRemoved = false; // if the creator already has a buff of this type then remove it if necessary if (replaceExistingBuff && GetComponent <CreationReferences>()) { CreationReferences[] references = creator.transform.GetComponentsInChildren <CreationReferences>(); Ability thisAbility = GetComponent <CreationReferences>().thisAbility; for (int i = 0; i < references.Length; i++) { // check if the ability if the same as this one if (references[i].thisAbility == thisAbility) { // destroy the existing buff if (references[i].gameObject.GetComponent <SelfDestroyer>()) { references[i].gameObject.GetComponent <SelfDestroyer>().die(); } else { Destroy(references[i].gameObject); } buffRemoved = true; } } } if (toggle && buffRemoved) { SelfDestroyer destroyer = Comp <SelfDestroyer> .GetOrAdd(gameObject); destroyer.die(); } // attach to the creator transform.parent = creator.transform; // move to the creator's location transform.localPosition = displacement; // change to the creator's rotation transform.rotation = transform.parent.rotation; }
public void LateUpdate() { if (destroyAfterLastRetaliation && limitRetaliations && retaliationsRemaining <= 0 && retaliated) { SelfDestroyer destroyer = GetComponent <SelfDestroyer>(); if (!destroyer) { destroyer = gameObject.AddComponent <SelfDestroyer>(); } if (destroyer) { destroyer.die(); } } }
public void giveMana(GameObject hit) { if (hit == creator && creatorMana) { creatorMana.gainMana(manaOnHit); if (destroyAfterCollidingWithCreator) { SelfDestroyer dest = GetComponent <SelfDestroyer>(); if (dest) { if (destructionDelay == 0) { dest.die(); } else { gameObject.AddComponent <DestroyAfterDuration>().duration = destructionDelay; } } } } }
public void Start() { references = GetComponent <CreationReferences>(); if (references && references.creator) { all.RemoveAll(x => x == null); foreach (CanOnlyBeOnOneTarget other in all) { if (other.references && other.references.creator) { if (other.references.thisAbility == references.thisAbility && other.references.creator == references.creator && other.transform.parent != transform.parent) { SelfDestroyer destroyer = other.GetComponent <SelfDestroyer>(); if (destroyer) { destroyer.die(); } } } } all.Add(this); } }
// Use this for initialization public override void onCreation() { bool attached = false; Alignment alignment = GetComponent <AlignmentManager>().alignment; if (alignment == null) { Debug.LogError("AttachToNearestAllyOnCreation component on " + gameObject.name + " cannot function as alignment is null"); if (destroyIfFailedToAttach) { SelfDestroyer dest = Comp <SelfDestroyer> .GetOrAdd(gameObject); dest.die(); } return; } // find a list of alignment objects that belong to enemies List <AlignmentManager> alignments = new List <AlignmentManager>(); foreach (BaseHealth healthObject in BaseHealth.all) { if (healthObject.alignmentManager && !alignment.isSameOrFriend(healthObject.alignmentManager.alignment)) { alignments.Add(healthObject.alignmentManager); } } // remove inactive objects from the list for (int i = alignments.Count - 1; i >= 0; i--) { if (!alignments[i].gameObject.activeSelf) { alignments.Remove(alignments[i]); } } // remove dying objects from the list if (requiredLifeState == lifeState.alive) { for (int i = alignments.Count - 1; i >= 0; i--) { if (alignments[i].GetComponent <Dying>() != null) { if (alignments[i].GetComponent <StateController>().currentState == alignments[i].GetComponent <StateController>().dying) { alignments.Remove(alignments[i]); } } } } // or remove living objects from the list else if (requiredLifeState == lifeState.dead) { for (int i = alignments.Count - 1; i >= 0; i--) { if (alignments[i].GetComponent <Dying>() != null) { if (alignments[i].GetComponent <StateController>().currentState != alignments[i].GetComponent <StateController>().dying) { alignments.Remove(alignments[i]); } } else { alignments.Remove(alignments[i]); } } } // slightly different to dead as it will include things that died this step, but also things without a dying state else if (requiredLifeState == lifeState.zeroHealth) { BaseHealth bh = null; for (int i = alignments.Count - 1; i >= 0; i--) { bh = alignments[i].GetComponent <BaseHealth>(); if (bh && bh.currentHealth > 0) { alignments.Remove(alignments[i]); } } } if (alignments.Count == 0) { if (destroyIfFailedToAttach) { SelfDestroyer dest = Comp <SelfDestroyer> .GetOrAdd(gameObject); dest.die(); } return; } else { // find the nearest alignment object that is an enemy AlignmentManager nearestAlignment = alignments[0]; float distance = Vector3.Distance(transform.position, nearestAlignment.transform.position); foreach (AlignmentManager alignmentManager in alignments) { if (Vector3.Distance(transform.position, alignmentManager.transform.position) < distance) { nearestAlignment = alignmentManager; distance = Vector3.Distance(transform.position, alignmentManager.transform.position); } } // return if it is not close enough if (useRangeLimit && distance > rangeLimit) { if (destroyIfFailedToAttach) { SelfDestroyer dest = Comp <SelfDestroyer> .GetOrAdd(gameObject); dest.die(); } return; } // if the nearest one already has a buff of this type then remove it if necessary if (replaceExistingDebuff && GetComponent <CreationReferences>()) { CreationReferences[] references = nearestAlignment.transform.GetComponentsInChildren <CreationReferences>(); Ability thisAbility = GetComponent <CreationReferences>().thisAbility; for (int i = 0; i < references.Length; i++) { // check if the ability if the same as this one if (references[i].thisAbility == thisAbility) { // destroy the existing buff if (references[i].gameObject.GetComponent <SelfDestroyer>()) { references[i].gameObject.GetComponent <SelfDestroyer>().die(); } else { Destroy(references[i].gameObject); } } } } attached = true; // attach to the nearest one transform.parent = nearestAlignment.transform; // move to the ally's location transform.localPosition = displacement; // change to the ally's rotation transform.rotation = transform.parent.rotation; if (eraseInsteadOfAttaching) { BaseHealth bh = nearestAlignment.GetComponent <BaseHealth>(); if (bh) { bh.HealthDamagePercent(1000); } Dying dying = nearestAlignment.GetComponent <Dying>(); if (dying && !dying.delaysCannotBeChanged) { dying.destructionDelay = 0.02f; dying.sinkingDelay = 0.01f; } transform.parent = null; } } if (destroyIfFailedToAttach && !attached) { SelfDestroyer dest = Comp <SelfDestroyer> .GetOrAdd(gameObject); dest.die(); } }
// Use this for initialization public override void onCreation() { bool success = false; CreationReferences references = GetComponent <CreationReferences>(); if (!references || !references.creator) { if (destroyIfFailedToMove) { SelfDestroyer dest = Comp <SelfDestroyer> .GetOrAdd(gameObject); dest.failedAbility = true; dest.die(); } return; } SummonTracker tracker = references.creator.GetComponent <SummonTracker>(); if (!tracker) { if (destroyIfFailedToMove) { SelfDestroyer dest = Comp <SelfDestroyer> .GetOrAdd(gameObject); dest.failedAbility = true; dest.die(); } return; } // find a lit of summon List <Summoned> summons = new List <Summoned>(); foreach (Summoned summoned in tracker.summons) { if (summoned) { summons.Add(summoned); } } // remove inactive objects from the list for (int i = summons.Count - 1; i >= 0; i--) { if (!summons[i].gameObject.activeSelf) { summons.Remove(summons[i]); } } // remove dying objects from the list if (requiredLifeState == lifeState.alive) { for (int i = summons.Count - 1; i >= 0; i--) { if (summons[i].GetComponent <Dying>() != null) { if (summons[i].GetComponent <StateController>().currentState == summons[i].GetComponent <StateController>().dying) { summons.Remove(summons[i]); } } } } // or remove living objects from the list else if (requiredLifeState == lifeState.dead) { for (int i = summons.Count - 1; i >= 0; i--) { if (summons[i].GetComponent <Dying>() != null) { if (summons[i].GetComponent <StateController>().currentState != summons[i].GetComponent <StateController>().dying) { summons.Remove(summons[i]); } } else { summons.Remove(summons[i]); } } } if (summons.Count == 0) { if (destroyIfFailedToMove) { SelfDestroyer dest = Comp <SelfDestroyer> .GetOrAdd(gameObject); dest.failedAbility = true; dest.die(); } return; } else { // find the nearest summon Summoned nearest = summons[0]; float distance = Vector3.Distance(transform.position, nearest.transform.position); foreach (Summoned summon in summons) { if (Vector3.Distance(transform.position, summon.transform.position) < distance) { nearest = summon; distance = Vector3.Distance(transform.position, summon.transform.position); } } // move to the summon's location transform.position = nearest.transform.position; // change to the summon's rotation transform.rotation = nearest.transform.rotation; success = true; if (kill) { Dying dying = nearest.GetComponent <Dying>(); if (dying) { if (eraseCorpse) { dying.setDelays(0.01f, 0.02f); } dying.myHealth.HealthDamage(dying.myHealth.maxHealth * 200); } } } if (destroyIfFailedToMove && success == false) { SelfDestroyer dest = Comp <SelfDestroyer> .GetOrAdd(gameObject); dest.failedAbility = true; dest.die(); } }
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; } }
public void chain(GameObject hit) { // make sure this specific ability object only creates one chain if (hasChained) { return; } else { hasChained = true; } // check that there are chains remaining if (limitNumberOfChains) { if (chainsRemaining <= 0) { if (destroyAfterChainAttempt) { SelfDestroyer destroyer = GetComponent <SelfDestroyer>(); if (destroyer) { destroyer.die(); } } return; } } // find potential enemies to hit TargetFinder targetFinder = GetComponent <TargetFinder>(); AlignmentManager am = GetComponent <AlignmentManager>(); BaseHealth[] potentialTargetArray = targetFinder.getPotentialTargets(am.alignment, abilityToChain.targetsAllies, null, new LifeStateHolder(abilityToChain.requiredLifeState)); // exclude the object hit List <GameObject> potentialTargets = new List <GameObject>(); foreach (BaseHealth health in potentialTargetArray) { if (health.gameObject != hit) { potentialTargets.Add(health.gameObject); } } // if there is a shared hit detector remove objects that have already been hit bool hasSharedHitDetector = (detector.sharedHitDetector != null); if (hasSharedHitDetector) { foreach (GameObject removeObj in detector.sharedHitDetector.enemiesHit) { potentialTargets.Remove(removeObj); } } // get the positions of targets in range List <GameObject> outOfRangeObjects = new List <GameObject>(); Vector3 position = transform.position; foreach (GameObject target in potentialTargets) { if (Vector3.Distance(position, target.transform.position) > range) { outOfRangeObjects.Add(target); } } foreach (GameObject removeObject in outOfRangeObjects) { potentialTargets.Remove(removeObject); } // if there are no targets remaining return if (potentialTargets.Count <= 0) { if (destroyAfterChainAttempt) { SelfDestroyer destroyer = GetComponent <SelfDestroyer>(); if (destroyer) { destroyer.die(); } } return; } // if there is just one target chain to that else if (potentialTargets.Count == 1) { chainTo(potentialTargets[0], hit); if (destroyAfterSuccessfulChainAttempt) { SelfDestroyer destroyer = GetComponent <SelfDestroyer>(); if (destroyer) { destroyer.die(); } } } // if there are multiple targets, pick a random one else { int randTarget = Random.Range(0, potentialTargets.Count - 1); chainTo(potentialTargets[randTarget], hit); if (destroyAfterSuccessfulChainAttempt) { SelfDestroyer destroyer = GetComponent <SelfDestroyer>(); if (destroyer) { destroyer.die(); } } } if (destroyAfterChainAttempt) { SelfDestroyer destroyer = GetComponent <SelfDestroyer>(); if (destroyer) { destroyer.die(); } } }