// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { TaticalMovement taticalMovement = animator.GetComponent <TaticalMovement>(); targetPosition = taticalMovement.moveLocation; animator.GetComponent <CharacterStateManager>().characterAction = CharacterAction.LyingDown; }
private void Start() { characterTransform = GetComponent <Transform>(); taticalMovement = GetComponent <TaticalMovement>(); characterStats = GetComponent <CharacterStats>(); stateManager = GetComponent <CharacterStateManager>(); enemyController = GetComponent <EnemyController>(); }
private void Awake() { playerTransform = GetComponent <Transform>(); inventoryHandler = GetComponent <InventoryHandler>(); taticalMovement = GetComponent <TaticalMovement>(); characterStats = GetComponent <CharacterStats>(); stateManager = GetComponent <CharacterStateManager>(); skillSlotsHandler = GetComponent <SkillSlotsHandler>(); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { stateManager = animator.GetComponent <CharacterStateManager>(); shieldCharge = animator.GetComponent <ShieldCharge>(); taticalMovement = animator.GetComponent <TaticalMovement>(); stateManager.characterAction = CharacterAction.ShieldCharge; stateManager.characterState = CharacterState.IsInteracting; shieldCharge.GetComponent <Collider>().isTrigger = true; }
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { TaticalMovement taticalMovement = animator.GetComponent <TaticalMovement>(); animator.transform.position = targetPosition; taticalMovement.UpdateGridState(); //taticalMovement.moveLocation = Vector3.up; //targetPosition = Vector3.up; animator.GetComponent <StatusVFX>().StunVFXPlay(); }
public override void Initialize() { characterStats = GetComponent <CharacterStats>(); stateManager = GetComponent <CharacterStateManager>(); taticalMovement = GetComponent <TaticalMovement>(); animationHandler = GetComponent <AnimationHandler>(); skillList = GetComponent <DogDudeSkillList>(); skillDict = skillList.skillDict; ConstructFSM(); }
public AggressiveState(CharacterStats stats, CharacterStateManager states, TaticalMovement tatical, AnimationHandler animation, Dictionary <SkillType, Skill> skills) { stateID = FSMStateID.Aggressive; characterStats = stats; stateManager = states; taticalMovement = tatical; animationHandler = animation; skillDict = skills; }
public override SkillAbstract AttachSkill(CharacterStats _characterStats, AnimationHandler _animationHandler, TaticalMovement _taticalMovement, CombatUtils _combatUtils, Skill _skill) { Move move = _characterStats.gameObject.AddComponent <Move>(); move.characterStats = _characterStats; move.animationHandler = _animationHandler; move.taticalMovement = _taticalMovement; move.skill = _skill; move.combatUtils = _combatUtils; return(move); }
public override SkillAbstract AttachSkill(CharacterStats _characterStats, AnimationHandler _animationHandler, TaticalMovement _taticalMovement, CombatUtils _combatUtils, Skill _skill) { RangeAttack rangeAttack = _characterStats.gameObject.AddComponent <RangeAttack>(); rangeAttack.characterStats = _characterStats; rangeAttack.animationHandler = _animationHandler; rangeAttack.taticalMovement = _taticalMovement; rangeAttack.skill = _skill; rangeAttack.combatUtils = _combatUtils; rangeAttack.arrowHolder = _taticalMovement.GetComponent <ArrowHolder>(); rangeAttack.arrowHolder.rangeAttack = rangeAttack; return(rangeAttack); }
public override SkillAbstract AttachSkill(CharacterStats _characterStats, AnimationHandler _animationHandler, TaticalMovement _taticalMovement, CombatUtils _combatUtils, Skill _skill) { ShieldCharge shieldCharge = _characterStats.gameObject.AddComponent <ShieldCharge>(); shieldCharge.characterStats = _characterStats; shieldCharge.animationHandler = _animationHandler; shieldCharge.taticalMovement = _taticalMovement; shieldCharge.characterRigidBody = _taticalMovement.GetComponent <Rigidbody>(); shieldCharge.stateManager = _taticalMovement.GetComponent <CharacterStateManager>(); shieldCharge.skill = _skill; shieldCharge.combatUtils = _combatUtils; return(shieldCharge); }
public void UpdateSlot(CharacterStats characterStats, AnimationHandler animationHandler, TaticalMovement taticalMovement, CombatUtils combatUtils) { if (skill == null) { slotIconPanel.GetComponent <Image>().sprite = defaultSprite; } else { slotIconPanel.GetComponent <Image>().sprite = skill.icon; skillScript = skill.skillScriptObject.GetComponent <SkillAbstract>(); skillScript = skillScript.AttachSkill(characterStats, animationHandler, taticalMovement, combatUtils, skill); } }
public override SkillAbstract AttachSkill(CharacterStats _characterStats, AnimationHandler _animationHandler, TaticalMovement _taticalMovement, CombatUtils _combatUtils, Skill _skill) { HealingHands healingHands = _characterStats.gameObject.AddComponent <HealingHands>(); healingHands.characterStats = _characterStats; healingHands.animationHandler = _animationHandler; healingHands.taticalMovement = _taticalMovement; healingHands.skill = _skill; healingHands.combatUtils = _combatUtils; healingHands.HealValue = new Stat(_skill.damage); healingHands.scaleValue = _characterStats.Vitality.Value * _skill._scaleValue; StatModifier scaleMod = new StatModifier(healingHands.scaleValue, StatModType.Flat); healingHands.HealValue.AddModifier(scaleMod); return(healingHands); }
public override SkillAbstract AttachSkill(CharacterStats _characterStats, AnimationHandler _animationHandler, TaticalMovement _taticalMovement, CombatUtils _combatUtils, Skill _skill) { CarrotDeath carrotDeath = _characterStats.gameObject.AddComponent <CarrotDeath>(); carrotDeath.characterStats = _characterStats; carrotDeath.animationHandler = _animationHandler; carrotDeath.taticalMovement = _taticalMovement; carrotDeath.skill = _skill; carrotDeath.combatUtils = _combatUtils; carrotDeath.alchemicalDamage = new CombatStat(_skill.damage, CombatStatType.fireDamage); carrotDeath.intScaleValue = skill._scaleValue * _characterStats.Intelligence.Value; StatModifier intScaling = new StatModifier(carrotDeath.intScaleValue, StatModType.Flat); carrotDeath.alchemicalDamage.AddModifier(intScaling); return(carrotDeath); }
public override SkillAbstract AttachSkill(CharacterStats _characterStats, AnimationHandler _animationHandler, TaticalMovement _taticalMovement, CombatUtils _combatUtils, Skill _skill) { EnergyBall energyBall = _characterStats.gameObject.AddComponent <EnergyBall>(); energyBall.characterStats = _characterStats; energyBall.animationHandler = _animationHandler; energyBall.taticalMovement = _taticalMovement; energyBall.skill = _skill; energyBall.combatUtils = _combatUtils; energyBall.alchemicalDamage = new CombatStat(_skill.damage, CombatStatType.shockDamage); energyBall.intScaleValue = skill._scaleValue * _characterStats.Intelligence.Value; StatModifier intScaling = new StatModifier(intScaleValue, StatModType.Flat); energyBall.alchemicalDamage.AddModifier(intScaling); return(energyBall); }
// Start is called before the first frame update void Start() { healthBar = statusPanel.GetComponentInChildren <HealthBar>(); apBar = statusPanel.GetComponentInChildren <APFill>(); panelName = statusPanel.GetComponentInChildren <Text>(); panelName.text = characterName; maxHealth = SetMaxHealthFromVitality(); currentHealth = maxHealth; healthBar.SetMaxHealth(maxHealth); maxAP = SetMaxAPFromStamina(); currentAP = maxAP; apBar.SetMaxAP(maxAP); stateManager = GetComponent <CharacterStateManager>(); animationHandler = GetComponent <AnimationHandler>(); taticalMovement = GetComponent <TaticalMovement>(); }
public override SkillAbstract AttachSkill(CharacterStats _characterStats, AnimationHandler _animationHandler, TaticalMovement _taticalMovement, CombatUtils _combatUtils, Skill _skill) { FlameCross flameCross = _characterStats.gameObject.AddComponent <FlameCross>(); flameCross.characterStats = _characterStats; flameCross.animationHandler = _animationHandler; flameCross.taticalMovement = _taticalMovement; flameCross.skill = _skill; flameCross.combatUtils = _combatUtils; flameCross.alchemicalDamage = new CombatStat(_skill.damage, CombatStatType.fireDamage); flameCross.intScaleValue = skill._scaleValue * _characterStats.Intelligence.Value; StatModifier intScaling = new StatModifier(intScaleValue, StatModType.Flat); flameCross.alchemicalDamage.AddModifier(intScaling); // Debug.Log(flameCross.alchemicalDamage.Value); return(flameCross); }
public abstract SkillAbstract AttachSkill(CharacterStats _characterStats, AnimationHandler _animationHandler, TaticalMovement _taticalMovement, CombatUtils _combatUtils, Skill _skill);
public static void Activate(CharacterStats characterStats, AnimationHandler animationHandler, TaticalMovement taticalMovement, Skill skill, float delta) { IntVector2 index = taticalMovement.GetMouseIndex(); GridManager.Instance.HighlightCastableRange(taticalMovement.currentIndex, index, skill); int distance = taticalMovement.GetRequiredMoves(index, taticalMovement.path); if (index.x >= 0 && characterStats.currentAP >= skill.APcost) { if (Input.GetMouseButtonDown(0) || InputHandler.instance.tacticsXInput) { InputHandler.instance.tacticsXInput = false; animationHandler.PlayTargetAnimation("Attack"); characterStats.UseAP(skill.APcost); GridManager.Instance.RemoveAllHighlights(); List <GridCell> cells = CastableShapes.GetCastableCells(skill, index); foreach (GridCell cell in cells) { AlchemyManager.Instance.ApplyLiquid(cell.alchemyState, LiquidPhaseState.Oil); } } } }
public override SkillAbstract AttachSkill(CharacterStats _characterStats, AnimationHandler _animationHandler, TaticalMovement _taticalMovement, CombatUtils _combatUtils, Skill _skill) { IceBomb iceBomb = _characterStats.gameObject.AddComponent <IceBomb>(); iceBomb.characterStats = _characterStats; iceBomb.animationHandler = _animationHandler; iceBomb.taticalMovement = _taticalMovement; iceBomb.skill = _skill; iceBomb.combatUtils = _combatUtils; iceBomb.alchemicalDamage = new CombatStat(_skill.damage, CombatStatType.waterDamage); iceBomb.intScaleValue = skill._scaleValue * _characterStats.Intelligence.Value; StatModifier intScaling = new StatModifier(intScaleValue, StatModType.Flat); iceBomb.alchemicalDamage.AddModifier(intScaling); return(iceBomb); }