public void LoadToAction(Action a) { a.setStandardAction(standardAction); a.setMoveAction(moveAction); a.setFreeAction(freeAction); a.setSwiftAction(swiftAction); a.setImmediateAction(immediateAction); a.setAoo(aoo); a.setCurrentSpeed(currentSpeed); a.setMaxSpeed(maxSpeed); a.setMoveLock(moveLock); a.setAooProvoked(aooProvoked); a.setEnd(xEnd, yEnd); a.setDir(xDir, yDir); }
public void LoadToCharacter(Character c, Action a) { //controlled c.setScene(scene); c.setSlot(slot); c.setWorld(world); c.setLevelUpsAvailable(levelUpsAvailable); c.setExperience(experience); c.setHitDie(hitDie); //!controlled c.setExpGive(expGive); c.setFriendly(friendly); c.setTalk(talk); //character c.setRace(race); c.setAlignment(alignment); c.setAffiliation(affiliation); c.setProfession(profession); c.setTitle(title); c.setCharacterClass1(characterClass1); c.setCharacterClass2(characterClass2); c.setPrestigeClass(prestigeClass); c.setControlled(controlled); //entity c.setName(name); c.setLevel1(level1); c.setLevel2(level2); c.setPrestigeLevel(prestigeLevel); c.setTotalLevel(totalLevel); c.setStrength(strength); c.setDexterity(dexterity); c.setConstitution(constitution); c.setIntelligence(intelligence); c.setWisdom(wisdom); c.setCharisma(charisma); c.setInitiativeBonus(initiativeBonus); c.setHostile(hostile); c.setInitSet(initSet); c.setTurn(turn); c.setDone(done); c.setInitiative(initiative); c.setBasicAttackBonus(basicAttackBonus); c.setFortitude(fortitude); c.setReflex(reflex); c.setWill(will); c.setSkill(skill); c.setFeat(feat); c.setSkillPoints(skillPoints); c.setFeatPoints(featPoints); c.setClassSkill(classSkill); c.setLocation(xLocation, yLocation); c.setDirection(xDirection, yDirection); c.setInventory(inventory); c.setStatus(status); //attackable c.setCurrentHealth(currentHealth); c.setMaxHealth(maxHealth); c.setArmorClass(armorClass); c.setPrefabName(prefabName); //action a.setStandardAction(standardAction); a.setMoveAction(moveAction); a.setFreeAction(freeAction); a.setSwiftAction(swiftAction); a.setImmediateAction(immediateAction); a.setAoo(aoo); a.setCurrentSpeed(currentSpeed); a.setMaxSpeed(maxSpeed); a.setMoveLock(moveLock); a.setAooProvoked(aooProvoked); a.setEnd(xEnd, yEnd); a.setDir(xDir, yDir); }
private void Update() { if(!off) { switch(state) { case State.Free: FreeTime.on = true; if(getPause()) { formerState = State.Free; state = State.Pause; } fighterList.Clear(); fighterQ.Clear(); fightBegan = false; if(inCombat()) { state = State.Initiative; } break; case State.Initiative: FreeTime.on = false; if(getPause()) { formerState = State.Initiative; state = State.Pause; } if(!inCombat()) { state = State.Free; } foreach(GameObject c in characterList) { try { e = c.GetComponent<Entity>(); } catch (Exception exception) { // } if(e.getHostile()) { c.GetComponent<Action>().setMoveLock(true); if(!e.getInitSet()) { int init = Random.Range(1,21)+e.dexterityModifier()+e.getInitiativeBonus(); e.setInitiative(init); e.setInitSet(true); fighterList.Add(c); if(fightBegan) { fighterQ.Enqueue(c); } } } } listCount = fighterList.Count; fighterList.Sort(delegate(GameObject a, GameObject b) { return (a.GetComponent<Entity>().getInitiative()).CompareTo(b.GetComponent<Entity>().getInitiative()); }); fighterList.Reverse(); foreach(GameObject f in fighterList) { if(!fightBegan) { fighterQ.Enqueue(f); } } state = State.TurnSetup; break; case State.TurnSetup: FreeTime.on = false; if(getPause()) { formerState = State.TurnSetup; state = State.Pause; } /* if(!inCombat()) { state = State.Free; } */ if(getUninit()) { state = State.Initiative; } getFighter(); a = fighter.GetComponent<Action>(); a.setMoveLock(false); a.maximizeSpeed(); a.resetActions(); a.setImmediateAction(1); e = fighter.GetComponent<Entity>(); e.setTurn(true); e.setDone(false); state = State.Turn; break; case State.Turn: FreeTime.on = false; fightBegan = true; if(getPause()) { formerState = State.Turn; state = State.Pause; } if(!inCombat()) { state = State.Free; } if(getUninit()) { goToInit = true; } e = fighter.GetComponent<Entity>(); a = fighter.GetComponent<Action>(); a.setMoveLock(false); if(e.getDone()) { e.setTurn(false); a.setMoveLock(true); if(goToInit) { goToInit = false; state = State.Initiative; } else { state = State.TurnSetup; } } break; case State.Pause: FreeTime.on = false; foreach(GameObject g in characterList) { g.GetComponent<Action>().setMoveLock(true); } if(!getPause()) { foreach(GameObject g in characterList) { g.GetComponent<Action>().setMoveLock(false); } state = formerState; } break; default: state = State.Free; break; } } else { state = State.Free; formerState = State.Free; } }