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BA_Gloom.cs
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BA_Gloom.cs
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using UnityEngine;
using System.Collections;
public class BA_Gloom : BossAbility {
BossApostate bossApostate;
ChessPiece targetChessPiece;
ArrayList potentialTargets;
public GameObject DepressedEffectParticles;
//Cycle through potential moves of target chess piece, and move it into a position in which it can be captured.
void Awake ()
///////////////////////////////////////////////////////////////////////////
{
hasCastingCinematic = true;
}
override protected void OnStart ()
///////////////////////////////////////////////////////////////////////////
{
abilityName = "Gloom";
canMoveAfterComplete = true;
bossApostate = gameObject.GetComponent<BossApostate> ();
}
override public bool IsReady ()
///////////////////////////////////////////////////////////////////////////
{
potentialTargets = new ArrayList ();
foreach (ChessPiece player1Piece in scenario.GetAllChessPiecesForPlayer(1)) {
foreach (ChessPiece player2Piece in scenario.GetAllChessPiecesForPlayer(2)) {
if (player1Piece.CanCaptureXY (player2Piece.x, player2Piece.y) && !player1Piece.IsDepressed())
{
potentialTargets.Add (player1Piece);
}
}
}
int targetValue = 0;
foreach (ChessPiece piece in potentialTargets) {
if (piece.GetValue () > targetValue) {
targetValue = piece.GetValue ();
targetChessPiece = piece;
}
}
if (targetChessPiece == null)
{
return false;
}
else
{
return true;
}
}
override public void Activate ()
///////////////////////////////////////////////////////////////////////////
{
base.Activate ();
targetChessPiece.SetPieceEffect(PieceEffect.Depressed);
}
override public void OnUpdate ()
///////////////////////////////////////////////////////////////////////////
{
if (!isComplete)
{
targetChessPiece.SetDepressed(true);
isComplete = true;
}
}
override public void Deactivate ()
///////////////////////////////////////////////////////////////////////////
{
base.Deactivate ();
}
override public PotentialMove GetMove ()
///////////////////////////////////////////////////////////////////////////
{
if (targetChessPiece != null) {
PotentialMove move = new PotentialMove (GetComponent<ChessPiece> (), targetChessPiece.GetX (), targetChessPiece.GetY (), targetChessPiece);
move.SetBossAbility (true);
return move;
} else {
Debug.Log ("ERROR! " + gameObject.name + " tried to get a potential move on a null target!");
return null;
}
}
}