//Event handler when the user's next turn is started private void OnUserTurnStart() { EntityUsing.TurnStartEvent -= OnUserTurnStart; Debug.Log($"Using {ItemChosen.Name} for {EntityUsing.Name}, which was received via Mystery!"); //Clear the menu stack as the action will be selected automatically EntityUsing.BManager.battleUIManager.ClearMenuStack(); //Immediately start using the item ItemAction itemChosenAction = ItemChosen.GetActionAssociated(User); //Special case: if the item chosen is a Mystery, initialize it //We can't do this earlier in Initialize, otherwise we run into an infinite loop if (itemChosenAction is MysteryAction) { itemChosenAction.Initialize(); } //1. Find out if this item targets enemies or allies //2. If it targets allies, only use it on the entity using it //3. If it targets enemies, use it on the first enemy if it targets only one, otherwise use it on all enemies List <BattleEntity> entitiesAffected = new List <BattleEntity>(); itemChosenAction.GetEntitiesMoveAffects(entitiesAffected); if (itemChosenAction.MoveProperties.SelectionType == Enumerations.EntitySelectionType.Single || itemChosenAction.MoveProperties.SelectionType == Enumerations.EntitySelectionType.First) { //If this selects the first or a single entity and it's an ally, make sure it always targets the entity using the Mystery //Examples include a Mushroom or Honey Syrup if (UtilityGlobals.MoveAffectionTypesHasFlag(itemChosenAction.MoveProperties.MoveAffectionType, MoveAffectionTypes.Self | MoveAffectionTypes.Ally)) { entitiesAffected.Clear(); entitiesAffected.Add(EntityUsing); } //If it affects a first or single entity and we have more in the list, remove all but the first one //If this is a single target damaging item that targets enemies, it'll choose the first enemy (Ex. Egg Bomb) if (entitiesAffected.Count > 1) { entitiesAffected.RemoveRange(1, entitiesAffected.Count - 1); } } //Start the second half of the sequence EntityUsing.StartAction(itemChosenAction, true, entitiesAffected.ToArray()); EntityUsing = null; ItemChosen = null; }
/// <summary> /// Creates an ItemSubMenu. /// </summary> /// <param name="dipTurnCount">The number of item turns. This is used for Double/Triple Dip.</param> /// <param name="fpCost">The amount of FP it costs to use an item. This is used for Double/Triple Dip.</param> /// <param name="isRootMenu">Tells if the ItemSubMenu is the root menu. This is only true if Double/Triple Dip is used.</param> public ItemSubMenu(BattleEntity user, int dipTurnCount, int fpCost, bool isRootMenu = false) : base(user) { Name = "Items"; Position = new Vector2(230, 150); DipTurnCount = dipTurnCount; FPCost = fpCost; IsRootMenu = isRootMenu; Item[] usableItems = Inventory.Instance.FindItems(Item.ItemCategories.Standard, Item.ItemTypes.Healing | Item.ItemTypes.Damage | Item.ItemTypes.Status | Item.ItemTypes.Revival); for (int i = 0; i < usableItems.Length; i++) { //This cast fails if the Item doesn't derive from BattleItem //This can also happen if an Item that can't be used in battle had its ItemType set to the wrong value BattleItem item = (BattleItem)usableItems[i]; //Set item properties ItemAction newItemAction = item.GetActionAssociated(User); newItemAction.SetDipFPCost(FPCost); //Set the item turn count if (dipTurnCount > 1) { newItemAction.SetOnItemUsed(SetEntityDipTurnCount); } BattleActions.Add(newItemAction); } if (BattleActions.Count == 0) { //Add the No Items action, which, when selected, brings up a battle message saying "You can't select that!" //and brings you back to the menu. This happens even with Double Dip and Triple Dip, essentially forcing you //to stop using items. MessageAction noItems = new MessageAction(User, "No Items", null, "You have no items.", (int)BattleGlobals.BattleEventPriorities.Message, "You can't select that!"); BattleActions.Add(noItems); } //Initialize here if this is the root menu, as it won't be initialized like it normally is if (IsRootMenu == true) { MoveCategory = Enumerations.MoveCategories.Item; Initialize(); } }