private void Awake() { if (instance != null) { Destroy(this.gameObject); } else { instance = this; } }
private void Start() { healthBar.SetActive(true); //Initialize variables meshRender = GetComponent <MeshRenderer>(); combatStatistics = CombatStatistics.instance; equipmentHolder = EquipmentHolder.instance; dataRetainer = DataRetainer.instance; if (gameObject.tag == "Player") { playerLevel = dataRetainer.GetPlayerLevel(playerIndex); } maxHealth = baseStatus.health + (int)(((playerLevel / 10.0) + baseStatus.health / 8.0) * playerLevel); health = maxHealth; defense = baseStatus.defense + (int)((baseStatus.defense / 4.0) * playerLevel); speed = baseStatus.speed + (int)((baseStatus.speed / 4.0) * playerLevel); strength = baseStatus.strength + (int)((baseStatus.strength / 4.0) * playerLevel); dexterity = baseStatus.dexterity + (int)((baseStatus.dexterity / 4.0) * playerLevel); intelligence = baseStatus.intelligence + (int)((baseStatus.intelligence / 4.0) * playerLevel); maxMP = 2 * intelligence; currentMp = maxMP; //Calculate all status variables if (gameObject.tag == "Player") { //If it is a player we add the base status + the equipment status health = dataRetainer.GetPlayerHealth(playerIndex); currentMp = dataRetainer.GetPlayerMP(playerIndex); maxHealth += equipmentHolder.playersHealth[playerIndex]; speed += equipmentHolder.playersSpeed[playerIndex]; defense += equipmentHolder.playersDefense[playerIndex]; strength += equipmentHolder.playersStrength[playerIndex]; dexterity += equipmentHolder.playersDexterity[playerIndex]; intelligence += equipmentHolder.playersIntelligence[playerIndex]; xpNeeded = baseStatus.xp + (4 * (playerLevel ^ 3)) / 7; currentXP = dataRetainer.GetPlayerXP(playerIndex); } //Set the UI damageText.text = ""; healthBarFill.fillAmount = (float)health / maxHealth; healthText.text = "" + health + "/" + maxHealth; mpBar.fillAmount = (float)currentMp / maxMP; mpText.text = "" + currentMp + "/" + maxMP; enemyCombatAI = EnemyCombatAI.instance; }
public void CombatFinished() { //DESACTIVAMOS TODA LA UI DEL COMBATE CombatUIManager.OnOffUI(false); CombatUIManager.enabled = false; //DESACTIVAMOS LA POSICION INICIAL DEL ENEMIGO Y DESTRUIMOS EL GAMEOBJECT DEL ENEMIGO EnemyCombatAI enemyIA = enemy.GetComponent <EnemyCombatAI>(); enemyIA.IsInitialPositionOff = false; Destroy(enemy); //DESACTIVAMOS EL COMBATTRIGGERCONTROLLER Y ACTIVAMOS EL ACTIONTRIGGER Y EL PLAYERCONTROLLER player.transform.GetChild(3).gameObject.SetActive(false); player.transform.GetChild(2).gameObject.SetActive(true); player.GetComponent <PlayerController>().enabled = true; PlayerCombatController.enabled = false; //SITUAMOS AL PLAYER ANIMACION IDLE player.GetComponent <Animator>().SetBool("isAttack", false); //PERMITIMOS EL MOVIMIENTO NORMAL DEL PLAYER player.GetComponent <PlayerController>().IsAttacking = false; ////REINICIAMOS EL PUNTO MEDIO DE LOS JUGADORES fightersInPosition = 0; canPlaceFighters = false; //TRASLADAMOS A LOS LUCHADORES y A LA CAMARA AL MAPA player.transform.position = playerInitialPosition; cam.transform.position = cameraInitialPosition; ////ACTIVAMOS EL ZOOM OUT DE LA CAMARA Y QUE LA CAMARA SIGA AL PLAYER CameraCenterController.PlayerXPosition = player.transform.position.x; CameraCenterController.FollowPlayer = true; CameraCenterController.ActivateZoom = false; //ACTIVAMOS EL RELOJ DEL JUEGO clock.enabled = true; //DESACTIVAMOS EL ESCENARIO DE LUCHA fightCanvas.SetActive(false); }
private void Start() { // Initialize variables dataRetainer = DataRetainer.instance; combatManager = CombatScript.instance; combatStatistics = CombatStatistics.instance; enemyAI = GetComponent <EnemyCombatAI>(); characters = FindObjectsOfType <Status>(); turnWaitTime = new int[characters.Length]; // Assign the default value to all locations in turnLayout for (int index = 0; index < turnLayout.Length; index++) { turnLayout[index] = -1; } DefaultInit(); //Initialize the default turn layout StartCoroutine(ChangeTurnsWaitTime(0.5f)); //Start changing turns with delay }
public void CombatSetUpFinal() { //ACTIVAMOS EL COMBATTRIGGERCONTROLLER Y DESACTIVAMOS EL ACTIONTRIGGER Y EL PLAYERCONTROLLER player.transform.GetChild(3).gameObject.SetActive(true); player.transform.GetChild(2).gameObject.SetActive(false); player.GetComponent <PlayerController>().enabled = false; PlayerCombatController.Enemy = enemy; PlayerCombatController.enabled = true; //ACTIVAMOS LA IA Y ASIGNAMOS EL PLAYER A LA IA EnemyCombatAI enemyIA = enemy.GetComponent <EnemyCombatAI>(); enemyIA.enabled = true; enemyIA.Player = player; enemyIA.IsInitialPositionOff = true; //ACTIVAMOS TODA LA UI DEL COMBATE CombatUIManager.Enemy = enemy; CombatUIManager.Player = player; CombatUIManager.enabled = true; }