// Use this for initialization public void Start() { this.attackOne.PlaySkillAttack(); this.attackOne.SetPlayLock(true); Attribute attribute = attackOne.GetAttribute(); }
private void TryAttack() { for (int i = 0; i < skillObjects.Count; i++) { SkillObject skillObject = (SkillObject)skillObjects[i]; Vector2 v = BattleUtils.PositionToGrid(skillObject.transform.position); ArrayList gameObjects = BattleControllor.GetGameObjectsByPosition(v); for (int j = 0; j < gameObjects.Count; j++) { Charactor c = (Charactor)gameObjects[j]; if (c.GetType() != this.attackOne.GetType() && c.IsActive() == true) { bool crit = BattleControllor.Crit(skillConfig.crit); float damage = BattleControllor.Attack(attackOne.GetAttribute(), c.GetAttribute(), skillConfig.demageratio, skillConfig.b, crit); c.ChangeHP(damage, crit); if (c.GetAttribute().hp > 0) { c.PlayAttacked(); } else { c.PlayDead(); } } } } }
public void Update() { if (Constance.SPEC_RUNNING == false && Constance.RUNNING == false) { return; } else if (Constance.SPEC_RUNNING == true && this.specSign == false) { return; } if (attackOne.IsActive() == false) { this.end = true; return; } if (this.end == true) { return; } if (this.attackOne.IsInAttIndex() == false) { return; } bool crit = BattleControllor.Crit(skillConfig.crit); float damage = BattleControllor.Attack(attackOne.GetAttribute(), attackedOne.GetAttribute(), skillConfig.demageratio, skillConfig.b, crit); attackedOne.ChangeHP(damage, crit); if (attackedOne.GetAttribute().hp > 0) { attackedOne.PlayAttacked(); } else { attackedOne.PlayDead(); } attackOne.audio.clip = Resources.Load <AudioClip>("Audio/Skill/7"); if (attackOne.audio.clip != null) { attackOne.audio.Play(); } end = true; }
public void Start() { this.attackOne.PlaySkillAttack(); this.attackOne.SetPlayLock(true); Vector2 v = BattleUtils.PositionToGrid(attackOne.transform.position.x, attackOne.transform.position.y); Attribute attribute = attackOne.GetAttribute(); ArrayList r = AttRange.GetRangeByAttType(skillConfig.attack_type, skillConfig.range, attribute.volume, v, attackOne.GetDirection()); this.range = new ArrayList(); for (int i = 0; i < 20; i++) { int index = Random.Range(0, r.Count); v = (Vector2)r[index]; if (v.x >= BattleControllor.h || v.x < 0 || v.y >= BattleControllor.v || v.y < 0) { i--; continue; } if (range.Contains(v)) { continue; } range.Add(v); } r = null; alertBlocks = new ArrayList(); for (int i = 0; i < range.Count; i++) { GameObject gameObject = (GameObject)MonoBehaviour.Instantiate(AlertBlock_pre); gameObject.transform.position = BattleUtils.GridToPosition((Vector2)range[i]); alertBlocks.Add(gameObject); } }
public void Start() { this.attackOne.PlaySkillAttack(); this.attackOne.SetPlayLock(true); Vector2 v = BattleUtils.PositionToGrid(attackOne.transform.position.x, attackOne.transform.position.y); Attribute attribute = attackOne.GetAttribute(); range = AttRange.GetRangeByAttType(skillConfig.attack_type, skillConfig.range, attribute.volume, v, attackOne.GetDirection()); alertBlocks = new ArrayList(); for (int i = 0; i < range.Count; i++) { GameObject gameObject = (GameObject)MonoBehaviour.Instantiate(AlertBlock_pre); gameObject.transform.position = BattleUtils.GridToPosition((Vector2)range[i]); alertBlocks.Add(gameObject); } }
public PointFlyAttackSkill(Charactor attackOne, SkillConfig skillConfig) { this.attackOne = attackOne; ArrayList points = AttRange.GetRangeByAttType(skillConfig.attack_type, skillConfig.range, attackOne.GetAttribute().volume, attackOne.GetPoint(), attackOne.GetDirection()); for (int i = 0; i < points.Count; i++) { ArrayList objects = BattleControllor.GetGameObjectsByPosition((Vector2)points[i]); for (int j = 0; j < objects.Count; j++) { Charactor c = objects[j] as Charactor; if (c.GetType() != this.attackOne.GetType() && c.IsActive() == true) { this.attackedOne = objects[j] as Charactor; break; } } } if (attackedOne == null) { this.end = true; return; } this.attackTransfrom = this.attackOne.transform; this.attackedTransfrom = this.attackedOne.transform; this.skillConfig = skillConfig; attackOff = new Vector3((attackOne.GetAttribute().volume / 2.0f - 0.5f) * Constance.GRID_GAP, (attackOne.GetAttribute().volume / 2.0f - 0.5f) * Constance.GRID_GAP, 0); attackedOff = new Vector3((attackedOne.GetAttribute().volume / 2.0f - 0.5f) * Constance.GRID_GAP, (attackedOne.GetAttribute().volume / 2.0f - 0.5f) * Constance.GRID_GAP, 0); }
public DirectionFlyAttackSkill(Charactor attackOne, SkillConfig skillConfig) { this.skillConfig = skillConfig; this.singTime = skillConfig.singTime; this.effectId = skillConfig.res; this.distance = skillConfig.range * Constance.GRID_GAP; this.attackOne = attackOne; this.attackTransfrom = this.attackOne.transform; attackOff = new Vector3((attackOne.GetAttribute().volume / 2.0f - 0.5f) * Constance.GRID_GAP, (attackOne.GetAttribute().volume / 2.0f - 0.5f) * Constance.GRID_GAP, 0); directions = new ArrayList(); skillObjects = new ArrayList(); alertBlocks = new ArrayList(); switch (skillConfig.param1) { case 0: directions.Add(attackOne.GetDirection()); break; case 1: directions.Add((MoveDirection)(((int)attackOne.GetDirection() + 5) % 4)); directions.Add((MoveDirection)(((int)attackOne.GetDirection() + 3) % 4)); break; case 2: directions.Add(attackOne.GetDirection()); directions.Add((MoveDirection)(((int)attackOne.GetDirection() + 2) % 4)); break; case 3: directions.Add(attackOne.GetDirection()); directions.Add((MoveDirection)(((int)attackOne.GetDirection() + 1) % 4)); directions.Add((MoveDirection)(((int)attackOne.GetDirection() + 2) % 4)); directions.Add((MoveDirection)(((int)attackOne.GetDirection() + 3) % 4)); break; default: directions.Add(attackOne.GetDirection()); break; } }
private void PlayHeal(Charactor c) { GameObject gameObject = (GameObject)MonoBehaviour.Instantiate(SkillObject_pre); SkillObject skillObject = gameObject.GetComponent <SkillObject>(); skillObject.res = 11; skillObject.loop = 1; skillObject.spriteAnimation.sortingLayerID = 3; skillObject.transform.position = c.transform.position; skillObject.transform.parent = c.transform; skillObject.transform.localScale = new Vector2(0.25f, 0.25f); skillObject.SetSpec(this.specSign); skillObjects.Add(skillObject); c.ChangeHP(-((int)attackOne.GetAttribute().atk *skillConfig.demageratio), false); }
public void Update() { if (Constance.SPEC_RUNNING == false && Constance.RUNNING == false) { return; } else if (Constance.SPEC_RUNNING == true && this.specSign == false) { return; } if (end == true) { return; } singTime -= Time.deltaTime; if (singTime > 0) { return; } while (alertBlocks.Count > 0) { GameObject gameObject = alertBlocks[0] as GameObject; MonoBehaviour.Destroy(gameObject); alertBlocks.RemoveAt(0); } if (this.attackOne.IsInAttIndex() == true && attacked == false) { Attribute attribute = attackOne.GetAttribute(); for (int i = 0; i < range.Count; i++) { GameObject gameObject = (GameObject)MonoBehaviour.Instantiate(SkillObject_pre); SkillObject skillObject = gameObject.GetComponent <SkillObject>(); skillObject.res = 8; skillObject.loop = 1; skillObject.transform.localScale = new Vector3(0.5f, 0.5f, 0); skillObject.sound = 2; skillObject.transform.position = BattleUtils.GridToPosition((Vector2)range[i]); skillObjects.Add(skillObject); ArrayList objects = BattleControllor.GetGameObjectsByPosition((Vector2)range[i]); for (int j = 0; j < objects.Count; j++) { Charactor c = objects[j] as Charactor; if (c.GetType() != this.attackOne.GetType() && c.IsActive() == true) { bool crit = BattleControllor.Crit(skillConfig.crit); float damage = BattleControllor.Attack(attackOne.GetAttribute(), c.GetAttribute(), skillConfig.demageratio, skillConfig.b, crit); c.ChangeHP(damage, crit); if (c.GetAttribute().hp > 0) { c.PlayAttacked(); } else { c.PlayDead(); } } } } attacked = true; } if (attacked == false) { return; } if (attacked == false) { return; } for (int i = 0; i < skillObjects.Count; i++) { SkillObject skillObject = skillObjects[i] as SkillObject; if (skillObject.IsSpritePlayEnd() == true) { MonoBehaviour.Destroy(skillObject.gameObject); skillObjects.Remove(skillObjects); end = true; this.attackOne.SetPlayLock(false); } } }
private void PlayHeal(Charactor c) { c.PlayEffect(1); c.ChangeHP(-((int)attackOne.GetAttribute().atk *skillConfig.demageratio), false); }
public void Update() { if (Constance.SPEC_RUNNING == false && Constance.RUNNING == false) { return; } else if (Constance.SPEC_RUNNING == true && this.specSign == false) { return; } if (end == true) { return; } singTime -= Time.deltaTime; if (singTime > 0) { return; } while (alertBlocks.Count > 0) { GameObject gameObject = alertBlocks[0] as GameObject; MonoBehaviour.Destroy(gameObject); alertBlocks.RemoveAt(0); } if (this.attackOne.IsInAttIndex() == true && attacked == false) { Attribute attribute = attackOne.GetAttribute(); GameObject gameObject = (GameObject)MonoBehaviour.Instantiate(SkillObject_pre); skillObject = gameObject.GetComponent <SkillObject>(); skillObject.res = 6; skillObject.loop = 1; skillObject.spriteAnimation.renderer.sortingLayerID = 3; skillObject.transform.position = attackOne.transform.localPosition; skillObject.sound = 5; skillObject.transform.localScale = new Vector2(skillConfig.range / 16f, attribute.volume / 4f); switch (attackOne.GetDirection()) { case MoveDirection.DOWN: skillObject.SetSpriteEulerAngles(new Vector3(0, 0, 270)); skillObject.transform.position += new Vector3(0, -0.2f, 0); break; case MoveDirection.UP: skillObject.SetSpriteEulerAngles(new Vector3(0, 0, 90)); skillObject.transform.position += new Vector3(0, 0.2f, 0); break; case MoveDirection.LEFT: skillObject.SetSpriteEulerAngles(new Vector3(0, 0, 180)); skillObject.transform.position += new Vector3(-0.2f, 0.2f, 0); break; case MoveDirection.RIGHT: skillObject.transform.position += new Vector3(0.2f, 0.2f, 0); break; } for (int i = 0; i < range.Count; i++) { ArrayList objects = BattleControllor.GetGameObjectsByPosition((Vector2)range[i]); for (int j = 0; j < objects.Count; j++) { Charactor c = objects[j] as Charactor; if (c.GetType() != this.attackOne.GetType() && c.IsActive() == true) { bool crit = BattleControllor.Crit(skillConfig.crit); float damage = BattleControllor.Attack(attackOne.GetAttribute(), c.GetAttribute(), skillConfig.demageratio, skillConfig.b, crit); c.ChangeHP(damage, crit); if (c.GetAttribute().hp > 0) { c.PlayAttacked(); } else { c.PlayDead(); } } } } attacked = true; } if (attacked == false) { return; } if (skillObject.IsSpritePlayEnd() == true) { MonoBehaviour.Destroy(skillObject.gameObject); this.attackOne.SetPlayLock(false); end = true; } }
public void Update() { if (Constance.SPEC_RUNNING == false && Constance.RUNNING == false) { return; } else if (Constance.SPEC_RUNNING == true && this.specSign == false) { return; } if (this.end == true) { return; } singTime -= Time.deltaTime; if (singTime > 0) { return; } while (alertBlocks.Count > 0) { GameObject gameObject = alertBlocks[0] as GameObject; MonoBehaviour.Destroy(gameObject); alertBlocks.RemoveAt(0); } if (attackOne.IsInAttIndex() == true && attacked == false) { Attribute attribute = attackOne.GetAttribute(); beginPosition = attackOne.transform.position + attackOff; for (int i = 0; i < directions.Count; i++) { MoveDirection dirction = (MoveDirection)directions[i]; GameObject gameObject = (GameObject)MonoBehaviour.Instantiate(SkillObject_pre); gameObject.transform.localScale = new Vector3(attribute.volume / 4f, attribute.volume / 4f, 0); SkillObject skillObject = gameObject.GetComponent <SkillObject>(); skillObject.res = this.skillConfig.res; if (this.specSign == true) { skillObject.spriteAnimation.renderer.sortingLayerID = 7; } else { skillObject.spriteAnimation.renderer.sortingLayerID = 1; } skillObject.transform.position = attackOne.transform.position + attackOff; switch (dirction) { case MoveDirection.DOWN: skillObject.SetSpriteEulerAngles(new Vector3(0, 0, 270)); break; case MoveDirection.UP: skillObject.SetSpriteEulerAngles(new Vector3(0, 0, 90)); break; case MoveDirection.LEFT: skillObject.SetSpriteOff(new Vector2(0, 0.15f)); skillObject.gameObject.transform.localScale += new Vector3(-skillObject.gameObject.transform.localScale.x * 2, 0, 0); break; case MoveDirection.RIGHT: skillObject.SetSpriteOff(new Vector2(0, 0.15f)); break; } skillObjects.Add(skillObject); } attacked = true; } if (attacked == false) { return; } for (int i = 0; i < skillObjects.Count; i++) { SkillObject skillObject = (SkillObject)skillObjects[i]; MoveDirection direction = (MoveDirection)directions[i]; if (skillObject == null) { continue; } if (Vector3.Distance(beginPosition, skillObject.transform.position) > distance) { MonoBehaviour.Destroy(skillObject.gameObject); skillObjects[i] = null; continue; } float d1 = Time.deltaTime * speed; Vector3 newPosition = Vector3.zero; switch (direction) { case MoveDirection.DOWN: newPosition = skillObject.transform.position + new Vector3(0, -d1, 0); break; case MoveDirection.UP: newPosition = skillObject.transform.position + new Vector3(0, d1, 0); break; case MoveDirection.LEFT: newPosition = skillObject.transform.position + new Vector3(-d1, 0, 0); break; case MoveDirection.RIGHT: newPosition = skillObject.transform.position + new Vector3(d1, 0, 0); break; } bool inNewGrid = false; if (BattleUtils.PositionToGrid(newPosition) != BattleUtils.PositionToGrid(skillObject.transform.position)) { //in diffrenet grid inNewGrid = true; } skillObject.transform.position = newPosition; if (inNewGrid == false) { continue; } //Try attack Vector2 v = BattleUtils.PositionToGrid(skillObject.transform.position); ArrayList objects = BattleControllor.GetGameObjectsByPosition(v); Charactor attackedOne = null; for (int j = 0; j < objects.Count; j++) { Charactor c = objects[j] as Charactor; if (c.GetType() != this.attackOne.GetType() && c.IsActive() == true) { attackedOne = c; break; } } if (attackedOne != null) { bool crit = BattleControllor.Crit(skillConfig.crit); float damage = BattleControllor.Attack(attackOne.GetAttribute(), attackedOne.GetAttribute(), skillConfig.demageratio, skillConfig.b, crit); attackedOne.ChangeHP(damage, crit); if (attackedOne.GetAttribute().hp > 0) { attackedOne.PlayAttacked(); } else { attackedOne.PlayDead(); } return; } } for (int i = 0; i < skillObjects.Count; i++) { if (skillObjects[i] != null) { return; } } end = true; }
public void Update() { if (Constance.SPEC_RUNNING == false && Constance.RUNNING == false) { return; } else if (Constance.SPEC_RUNNING == true && this.specSign == false) { return; } if (end == true) { return; } if (this.attackOne.IsInAttIndex() == true && attacked == false) { Vector2 v = BattleUtils.PositionToGrid(attackOne.transform.position.x, attackOne.transform.position.y); Attribute attribute = attackOne.GetAttribute(); MoveDirection direction = attackOne.GetDirection(); ArrayList range = AttRange.GetRangeByAttType(skillConfig.attack_type, skillConfig.range, attribute.volume, v, direction); GameObject gameObject = (GameObject)MonoBehaviour.Instantiate(SkillObject_pre); skillObject = gameObject.GetComponent <SkillObject>(); skillObject.res = this.skillConfig.res; skillObject.loop = 1; skillObject.transform.position = attackOne.transform.position; switch (direction) { case MoveDirection.DOWN: skillObject.SetSpriteEulerAngles(new Vector3(0, 0, 270)); break; case MoveDirection.UP: skillObject.SetSpriteEulerAngles(new Vector3(0, 0, 90)); break; case MoveDirection.LEFT: skillObject.SetSpriteEulerAngles(new Vector3(0, 0, 180)); break; case MoveDirection.RIGHT: break; } for (int i = 0; i < range.Count; i++) { ArrayList objects = BattleControllor.GetGameObjectsByPosition((Vector2)range[i]); for (int j = 0; j < objects.Count; j++) { Charactor c = objects[j] as Charactor; if (c.GetType() != this.attackOne.GetType() && c.IsActive() == true) { bool crit = BattleControllor.Crit(skillConfig.crit); float damage = BattleControllor.Attack(attackOne.GetAttribute(), c.GetAttribute(), skillConfig.demageratio, skillConfig.b, crit); c.ChangeHP(damage, crit); if (c.GetAttribute().hp > 0) { c.PlayAttacked(); } else { c.PlayDead(); } } } } attacked = true; } if (attacked == false) { return; } if (skillObject.IsSpritePlayEnd() == true) { MonoBehaviour.Destroy(skillObject.gameObject); end = true; } }
public void Update() { if (Constance.SPEC_RUNNING == false && Constance.RUNNING == false) { return; } else if (Constance.SPEC_RUNNING == true && this.specSign == false) { return; } if (this.end == true) { return; } if (attackedOne.IsActive() == true) { targetPoint = attackedTransfrom.position + attackedOff; } if (skillObject == null && this.attackOne.IsInAttIndex()) { if (attackOne.IsActive() == false) { end = true; return; } GameObject gameObject = (GameObject)MonoBehaviour.Instantiate(SkillObject_pre); skillObject = gameObject.GetComponent <SkillObject>(); skillObject.spriteAnimation.renderer.sortingLayerID = 3; skillObject.res = skillConfig.res; skillObject.transform.position = attackOne.transform.position + attackOff; skillTransfrom = skillObject.transform; skillTransfrom.eulerAngles = new Vector3(0, 0, GetAngle()); } if (skillObject == null) { return; } float d1 = Time.deltaTime * speed; float d2 = Vector3.Distance(skillTransfrom.position, targetPoint); if (d1 > d2) { MonoBehaviour.Destroy(this.skillObject.gameObject); this.end = true; bool crit = BattleControllor.Crit(skillConfig.crit); float damage = BattleControllor.Attack(attackOne.GetAttribute(), attackedOne.GetAttribute(), skillConfig.demageratio, skillConfig.b, crit); attackedOne.ChangeHP(damage, crit); // if(skillConfig.sound2 != 0){ // AudioClip ac = Resources.Load<AudioClip>("Audio/Skill/" + skillConfig.sound2); // attackedOne.audio.clip = ac; // attackedOne.audio.Play(); // } if (attackedOne.GetAttribute().hp > 0) { attackedOne.PlayAttacked(); } else { attackedOne.PlayDead(); } return; } skillTransfrom.eulerAngles = new Vector3(0, 0, GetAngle()); skillTransfrom.position = Vector3.MoveTowards(skillTransfrom.position, targetPoint, d1); }