// instanciate the round settings public RoundSettings(MovementID _moveID = MovementID.walk, EnemyID _enemyID = EnemyID.none, CombatID _combatID = CombatID.none, TerrainID _terrainID = TerrainID.open) { moveID = _moveID; enemyID = _enemyID; combatID = _combatID; terrainID = _terrainID; moveInfo = MovementSettings.GetMovement(moveID); }
public static Combat PickCombat(CombatID id, Player player) { // switch statment returns the correct type of combat object based on the combat ID switch (id) { case CombatID.none: Debug.LogWarning("none combat ID should never call pick combat, null returned"); return(null); case CombatID.dash: return(player.gameObject.AddComponent <Dash>()); default: Debug.LogWarning("non supported Combat ID called to Create Enemy, null retunred"); return(null); } }
/// <summary> /// Find the combat ID /// </summary> /// <param name="id"></param> public void SetCombatID(CombatID id) { combatID = id; }
public CombatID GetCombatID() { CombatID combatID = new CombatID(); // RIGHT HAND EQUIPPED AND LEFT HAND EMPTY if (currentMeleeWeaponRA != null && currentMeleeWeaponLA == null) { // SET MOVESET AND ATK ID FROM THE RIGHT WEAPON if (checkWeaponType(currentMeleeWeaponRA, vMeleeWeapon.MeleeType.Attack)) { combatID.moveSet = currentMeleeWeaponRA.MoveSet_ID; combatID.atk = currentMeleeWeaponRA.ATK_ID; } // SET DEF ID FROM RIGHT WEAPON if (checkWeaponType(currentMeleeWeaponRA, vMeleeWeapon.MeleeType.Defense)) { combatID.def = currentMeleeWeaponRA.DEF_ID; } return(combatID); } // LEFT HAND EQUIPPED AND RIGHT HAND EMPTY if (currentMeleeWeaponLA != null && currentMeleeWeaponRA == null) { // SET DEF ID FROM LEFT WEAPON if (checkWeaponType(currentMeleeWeaponLA, vMeleeWeapon.MeleeType.Defense)) { combatID.def = currentMeleeWeaponLA.DEF_ID; combatID.mirror = currentMeleeWeaponLA.mirrorAnimation; } // SET ID FROM DEFAULT HITBOX combatID.moveSet = rightArmHitbox.MoveSet_ID; combatID.atk = rightArmHitbox.MoveSet_ID; return(combatID); } // BOTH HANDS EQUIPPED if (currentMeleeWeaponRA != null && currentMeleeWeaponLA != null) { // ATK ID FROM RIGHT HAND if (checkWeaponType(currentMeleeWeaponRA, vMeleeWeapon.MeleeType.Attack)) { combatID.atk = currentMeleeWeaponRA.ATK_ID; } // DEF ID FROM LEFT HAND if (checkWeaponType(currentMeleeWeaponLA, vMeleeWeapon.MeleeType.Defense)) { combatID.def = currentMeleeWeaponLA.DEF_ID; combatID.mirror = currentMeleeWeaponLA.mirrorAnimation; } // MOVE SET ID FROM RIGHT HAND combatID.moveSet = currentMeleeWeaponRA.MoveSet_ID; return(combatID); } // BOTH HANDS EMPTY WITH DEFAULT HITBOX ENABLE if (currentMeleeWeaponRA == null && currentMeleeWeaponLA == null && useDefaultHitbox) { combatID.moveSet = rightArmHitbox.MoveSet_ID; combatID.def = leftArmHitbox.DEF_ID; combatID.atk = rightArmHitbox.MoveSet_ID; combatID.mirror = false; return(combatID); } return(combatID); }