コード例 #1
0
    protected override void Start()
    {
        //  xScale = 0.7f;
        base.Start();

        animator        = GetComponent <Animator>();
        BasewalkSpeed   = walkSpeed = 5;
        BaseSprintSpeed = SprintSpeed = 10;
        LeapSpeed       = 22;

        FrontClaw.WeaponCollisionEnterEvent.AddListener(HitTarget);
        BackClaw.WeaponCollisionEnterEvent.AddListener(HitTarget);
        SkillPool.Add(Skill.HellHoundLeap);
        SkillPool.Add(Skill.HellHoundFireball);
        SkillPool.Add(Skill.HellHoundNA);
        for (int i = 0; i < SkillPool.Count; i++)
        {
            SkillCooldowns.Add(0);
        }

        FireballPrefab = Resources.Load("Prefabs/Projectiles/FireBall") as GameObject;

        EffectXOffset = 1.3f;
        EffectWidth   = 2;
    }
コード例 #2
0
    // Start is called before the first frame update
    protected override void Start()
    {
        base.Start();
        animator      = GetComponent <Animator>();
        BasewalkSpeed = walkSpeed = 3;
        xScale        = 0.65f;
        SwordCollider.WeaponCollisionEnterEvent.AddListener(HitTarget);
        exhaustCount = 4;
        restTimer    = 2;
        BarrierTimer = 60;

        SkillPool.Add(Skill.EliteWarriorJab);
        SkillPool.Add(Skill.EliteWarriorLeap);

        SkillPool.Add(Skill.EliteWarriorSwing);
        SkillPool.Add(Skill.EliteWarriorStormCall);
        for (int i = 0; i < SkillPool.Count; i++)
        {
            SkillCooldowns.Add(0);
        }

        BeamPrefab      = Resources.Load("Prefabs/AoE/EliteWarriorBeam") as GameObject;
        MegaBeamPrefab  = Resources.Load("Prefabs/AoE/EliteWarriorMegaBeam") as GameObject;
        WavePrefab      = Resources.Load("Prefabs/AoE/EliteWarriorWave") as GameObject;
        BarrierPrefab   = Resources.Load("Prefabs/AoE/EliteWarriorBarrier") as GameObject;
        SpikePrefab     = Resources.Load("Prefabs/AoE/ChargeSpikes") as GameObject;
        StormBoltPrefab = Resources.Load("Prefabs/AoE/StormBolt") as GameObject;
        StormCallPrefab = Resources.Load("Prefabs/AoE/StormCall") as GameObject;
        PortalPrefab    = Resources.Load("Prefabs/Characters/Portal") as GameObject;


        //Enraged = true;
        inAction = true; // wait for play to approach
        animator.Play("Wait");
    }
コード例 #3
0
 protected override void EnrageRoar()
 {
     inAction = true;
     animator.Play("VariantEnrage");
     //add enraged skills to skillpool
     SkillPool.Add(Skill.HellHoundVariantLeap);
     SkillCooldowns.Add(0);
 }
コード例 #4
0
 public void UpdateNextTurn()
 {
     CurrentInitiative++;
     for (int i = SkillCooldowns.Count - 1; i >= 0; i--)
     {
         if (SkillCooldowns[i].ReduceCooldown())
         {
             SkillCooldowns.RemoveAt(i);
         }
     }
 }
コード例 #5
0
 protected override void Start()
 {
     base.Start();
     animator      = GetComponent <Animator>();
     BasewalkSpeed = walkSpeed = 6;
     xScale        = 0.5f;
     SwordCollider.WeaponCollisionEnterEvent.AddListener(HitTarget);
     SkillPool.Add(Skill.WarriorSwing);
     SkillPool.Add(Skill.WarriorJab);
     SkillPool.Add(Skill.WarriorNA);
     for (int i = 0; i < SkillPool.Count; i++)
     {
         SkillCooldowns.Add(0);
     }
 }
コード例 #6
0
    void Enrage()
    {
        Enraged = true;
        SwordGlow.SetActive(true);
        statControl.SetVulnerable();
        SkillPool.Add(Skill.EliteWarriorSpikes);
        SkillPool.Add(Skill.EliteWarriorMegaBeam);
        SkillCooldowns.Add(0);
        SkillCooldowns.Add(0);
        for (int i = 0; i < SkillCooldowns.Count; i++)
        {
            SkillCooldowns[i] = 0;
        }

        inBarrier = false;
    }
コード例 #7
0
    // Start is called before the first frame update
    protected override void Start()
    {
        base.Start();
        xScale        = 0.5f;
        animator      = GetComponent <Animator>();
        BasewalkSpeed = walkSpeed = 5;
        FrontClaw.WeaponCollisionEnterEvent.AddListener(HitTarget);
        BackClaw.WeaponCollisionEnterEvent.AddListener(HitTarget);
        SkillPool.Add(Skill.HellbatGouge);
        SkillPool.Add(Skill.HellbatSonicWave);
        SkillPool.Add(Skill.HellbatNA);
        for (int i = 0; i < SkillPool.Count; i++)
        {
            SkillCooldowns.Add(0);
        }


        SonicWavePrefab = Resources.Load("Prefabs/Projectiles/SonicWave") as GameObject;
    }
コード例 #8
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    public void PrepareForBattle(int id, Monster monster, bool checkLoot)
    {
        RoundsAlive           = 0;
        LastCombatSkillTarget = -1;
        TotalInitiatives      = monster.Initiative.NumberOfTurns;
        CurrentInitiative     = 0;
        CombatId       = id;
        IsImmobilized  = false;
        IsDead         = false;
        MarkedForDeath = false;
        IsSurprised    = false;
        OneShotted     = false;
        CheckLoot      = checkLoot;

        SkillsUsedInBattle.Clear();
        SkillsUsedThisTurn.Clear();
        SkillCooldowns.Clear();

        BlockedMoveUnitIds.Clear();
        BlockedHealUnitIds.Clear();
        BlockedBuffUnitIds.Clear();
        BlockedItems.Clear();
    }
コード例 #9
0
ファイル: DemonController.cs プロジェクト: jessekwong/WIP2020
    protected override void Start()
    {
        HealthbarOffsetY = 8;
        //  xScale = 0.7f;
        base.Start();

        animator  = GetComponent <Animator>();
        restTimer = 2;
        SkillPool.Add(Skill.DemonNA);
        SkillPool.Add(Skill.DemonPunch);
        SkillPool.Add(Skill.DemonGroundBurst);
        SkillPool.Add(Skill.DemonFlameBreath);
        for (int i = 0; i < SkillPool.Count; i++)
        {
            SkillCooldowns.Add(0);
        }

        xScale = 0.5f;

        FrontClaw.WeaponCollisionEnterEvent.AddListener(HitTarget);
        BackClaw.WeaponCollisionEnterEvent.AddListener(HitTarget);
        BurstPrefab = Resources.Load("Prefabs/AoE/DemonGroundBurst") as GameObject;
        FlamePrefab = Resources.Load("Prefabs/AoE/DemonFlameBreath") as GameObject;
    }
コード例 #10
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    public void ReadCombatInfoData(BinaryReader br)
    {
        LastCombatSkillUsed   = br.ReadString();
        LastCombatSkillTarget = br.ReadInt32();

        RoundsAlive    = br.ReadInt32();
        MarkedForDeath = br.ReadBoolean();
        IsSurprised    = br.ReadBoolean();
        IsImmobilized  = br.ReadBoolean();
        IsDead         = br.ReadBoolean();
        CheckLoot      = br.ReadBoolean();

        TotalInitiatives  = br.ReadInt32();
        CurrentInitiative = br.ReadInt32();
        CombatId          = br.ReadInt32();

        int skillUsedInBattleCount = br.ReadInt32();

        SkillsUsedInBattle.Clear();
        for (int i = 0; i < skillUsedInBattleCount; i++)
        {
            SkillsUsedInBattle.Add(br.ReadString());
        }

        int skillUsedThisTurnCount = br.ReadInt32();

        SkillsUsedThisTurn.Clear();
        for (int i = 0; i < skillUsedThisTurnCount; i++)
        {
            SkillsUsedThisTurn.Add(br.ReadString());
        }

        int skillCooldownCount = br.ReadInt32();

        SkillCooldowns.Clear();
        for (int i = 0; i < skillCooldownCount; i++)
        {
            SkillCooldowns.Add(new SkillCooldown(br.ReadString(), br.ReadInt32()));
        }

        int blockedMoveUnitCount = br.ReadInt32();

        BlockedMoveUnitIds.Clear();
        for (int i = 0; i < blockedMoveUnitCount; i++)
        {
            BlockedMoveUnitIds.Add(br.ReadInt32());
        }

        int blockedHealUnitCount = br.ReadInt32();

        BlockedHealUnitIds.Clear();
        for (int i = 0; i < blockedHealUnitCount; i++)
        {
            BlockedHealUnitIds.Add(br.ReadInt32());
        }

        int blockedBuffUnitCount = br.ReadInt32();

        BlockedBuffUnitIds.Clear();
        for (int i = 0; i < blockedBuffUnitCount; i++)
        {
            BlockedBuffUnitIds.Add(br.ReadInt32());
        }

        int blockedItemCount = br.ReadInt32();

        BlockedItems.Clear();
        for (int i = 0; i < blockedItemCount; i++)
        {
            BlockedItems.Add(br.ReadString());
        }
    }