public void GiveShield(float power, float sSpeed, float sRegen, List <System.Object> fragDicts) { GameObject shieldObj = Instantiate(Resources.Load("Prefabs/MainCanvas/EnemyShield")) as GameObject; shieldObj.transform.SetParent(transform, false); shield = shieldObj.GetComponent <EnemyShield>(); shield.ConfigureShield(power, power, sRegen, sSpeed, fragDicts); shield.MakeStuffRealTinyInPreparationForGrowing(); shield.GrowShields(); }
public void ConfigureEnemy() { FileLoader fl = new FileLoader("JSONData" + Path.DirectorySeparatorChar + "Bestiary", srcFileName); string json = fl.Read(); //Debug.Log (json.Length); Dictionary <string, System.Object> data = (Dictionary <string, System.Object>)Json.Deserialize(json); maxhp = (float)(double)data ["maxHP"]; hp = (float)(double)data ["HP"]; impactDamage = (float)(double)data ["damage"]; baseImpactDamage = impactDamage; impactTime = (float)(double)data ["impactTime"]; radius = (float)(double)data ["size"]; maxShields = (float)(double)data ["maxShields"]; shields = (float)(double)data ["shields"]; tripsTraps = (bool)data ["tripsTraps"]; shieldPen = (bool)data ["shieldPen"]; rarityUpWithHits = (bool)data ["rarityUpWithHits"]; rareDropThreshold = (int)(long)data ["rareDropThreshold"]; rareChance = (float)(double)data ["rareChance"]; normalChance = (float)(double)data ["normalChance"]; omnitechChance = (float)(double)data["omnitechChance"]; //apply Risk bonuses to drop/rarity rates ApplyRiskBonuses(); //shield stuff if (data.ContainsKey("shielded")) { bool shielded = (bool)data["shielded"]; if (shielded) //from here we assume all the shield properties are defined { float shieldMax = (float)(double)data ["shieldMax"]; float shieldHP = (float)(double)data ["shieldHP"]; float shieldRegen = (float)(double)data ["shieldRegen"]; float shieldSpeed = (float)(double)data["shieldSpeed"]; List <System.Object> fragments = (List <System.Object>)data["fragments"]; GameObject shieldObj = Instantiate(Resources.Load("Prefabs/MainCanvas/EnemyShield")) as GameObject; shieldObj.transform.SetParent(transform, false); shield = shieldObj.GetComponent <EnemyShield>(); shield.ConfigureShield(shieldMax, shieldHP, shieldRegen, shieldSpeed, fragments); } } //movement types moverType = (string)data["movementType"]; }
public void GiveShield(float power,float sSpeed, float sRegen, List<System.Object> fragDicts) { GameObject shieldObj = Instantiate (Resources.Load ("Prefabs/MainCanvas/EnemyShield")) as GameObject; shieldObj.transform.SetParent(transform,false); shield = shieldObj.GetComponent<EnemyShield>(); shield.ConfigureShield(power,power,sRegen,sSpeed,fragDicts); shield.MakeStuffRealTinyInPreparationForGrowing(); shield.GrowShields(); }
public void ConfigureEnemy() { FileLoader fl = new FileLoader ("JSONData" + Path.DirectorySeparatorChar + "Bestiary",srcFileName); string json = fl.Read (); //Debug.Log (json.Length); Dictionary<string,System.Object> data = (Dictionary<string,System.Object>)Json.Deserialize (json); maxhp = (float)(double)data ["maxHP"]; hp = (float)(double)data ["HP"]; impactDamage = (float)(double)data ["damage"]; impactTime = (float)(double)data ["impactTime"]; radius = (float)(double)data ["size"]; maxShields = (float)(double)data ["maxShields"]; shields = (float)(double)data ["shields"]; tripsTraps = (bool)data ["tripsTraps"]; shieldPen = (bool)data ["shieldPen"]; rarityUpWithHits = (bool)data ["rarityUpWithHits"]; rareDropThreshold = (int)(long)data ["rareDropThreshold"]; rareChance = (float)(double)data ["rareChance"]; normalChance = (float)(double)data ["normalChance"]; //shield stuff if(data.ContainsKey("shielded")){ bool shielded = (bool)data["shielded"]; if(shielded){ //from here we assume all the shield properties are defined float shieldMax = (float)(double)data ["shieldMax"]; float shieldHP = (float)(double)data ["shieldHP"]; float shieldRegen = (float)(double)data ["shieldRegen"]; float shieldSpeed = (float)(double)data["shieldSpeed"]; List<System.Object> fragments = (List<System.Object>)data["fragments"]; GameObject shieldObj = Instantiate (Resources.Load ("Prefabs/MainCanvas/EnemyShield")) as GameObject; shieldObj.transform.SetParent(transform,false); shield = shieldObj.GetComponent<EnemyShield>(); shield.ConfigureShield(shieldMax,shieldHP,shieldRegen,shieldSpeed,fragments); } } //movement types moverType = (string)data["movementType"]; }
public void ConfigureEnemy() { FileLoader fl = new FileLoader ("JSONData" + Path.DirectorySeparatorChar + "Bestiary",srcFileName); string json = fl.Read (); //Debug.Log (json.Length); Dictionary<string,System.Object> data = (Dictionary<string,System.Object>)Json.Deserialize (json); maxhp = (float)(double)data ["maxHP"]; hp = (float)(double)data ["HP"]; impactDamage = (float)(double)data ["damage"]; impactTime = (float)(double)data ["impactTime"]; radius = (float)(double)data ["size"]; maxShields = (float)(double)data ["maxShields"]; shields = (float)(double)data ["shields"]; tripsTraps = (bool)data ["tripsTraps"]; shieldPen = (bool)data ["shieldPen"]; rarityUpWithHits = (bool)data ["rarityUpWithHits"]; rareDropThreshold = (int)(long)data ["rareDropThreshold"]; rareChance = (float)(double)data ["rareChance"]; normalChance = (float)(double)data ["normalChance"]; //shield stuff if(data.ContainsKey("shielded")){ bool shielded = (bool)data["shielded"]; if(shielded){ //from here we assume all the shield properties are defined float shieldMax = (float)(double)data ["shieldMax"]; float shieldHP = (float)(double)data ["shieldHP"]; float shieldRegen = (float)(double)data ["shieldRegen"]; float shieldSpeed = (float)(double)data["shieldSpeed"]; List<System.Object> fragments = (List<System.Object>)data["fragments"]; GameObject shieldObj = Instantiate (Resources.Load ("Prefabs/MainCanvas/EnemyShield")) as GameObject; shieldObj.transform.SetParent(transform,false); shield = shieldObj.GetComponent<EnemyShield>(); shield.ConfigureShield(shieldMax,shieldHP,shieldRegen,shieldSpeed,fragments); } } //movement types string moveString = (string)data["movementType"]; /*if(moveString.Equals("Linear")){ mover = new LinearMover(this); }else if(moveString.Equals("Linear_Right")){ mover = new LinearMover(this); mover.PutInRightLane(); }else if(moveString.Equals("Linear_Left")){ mover = new LinearMover(this); mover.PutInLeftLane(); }else if(moveString.Equals("Slowing_Linear")){ mover = new SlowingLinearMover(this); }else if(moveString.Equals("Slowing_Linear_Right")){ mover = new SlowingLinearMover(this); mover.PutInRightLane(); }else if(moveString.Equals("Slowing_Linear_Left")){ mover = new SlowingLinearMover(this); mover.PutInLeftLane(); }else if(moveString.Equals ("Zigzag")){ mover = new ZigzagMover(this); }else if(moveString.Equals ("Zigzag_Mirror")){ ZigzagMover zm = new ZigzagMover(this); zm.Mirror(); mover = zm; }else if(moveString.Equals ("Strafing")){ mover = new StrafingMover(this); }else if(moveString.Equals ("Strafing_Mirror")){ StrafingMover sm = new StrafingMover(this); sm.Mirror(); mover = sm; }else if(moveString.Equals ("Sine")){ mover = new SineMover(this); }else if(moveString.Equals ("Sine_Mirror")){ SineMover sm = new SineMover(this); sm.Mirror(); mover = sm; }else if(moveString.Equals ("Swerve_Left")){ mover = new SwerveMover(this); }else if(moveString.Equals ("Swerve_Right")){ SwerveMover sm = new SwerveMover(this); sm.Mirror(); mover = sm; }else if(moveString.Equals ("Swerve_In_Left")){ SwerveMover sm = new SwerveMover(this); sm.PutInRightLane(); mover = sm; }else if(moveString.Equals ("Swerve_In_Right")){ SwerveMover sm = new SwerveMover(this); sm.PutInLeftLane(); sm.Mirror(); mover = sm; }else if(moveString.Equals ("Semicircle")){ mover = new SemicircleMover(this); }else if(moveString.Equals ("Semicircle_Mirror")){ SemicircleMover sm = new SemicircleMover(this); sm.Mirror(); mover = sm; }else if(moveString.Equals ("Blink")){ mover = new BlinkMover(this); }else if(moveString.Equals ("Blink_Mirror")){ BlinkMover bm = new BlinkMover(this); bm.Mirror(); mover = bm; }else if(moveString.Equals ("Wink")){ mover = new WinkMover(this); }else if(moveString.Equals ("Wink_Mirror")){ WinkMover wm = new WinkMover(this); wm.Mirror(); mover = wm; }else if(moveString.Equals ("Sidestep")){ mover = new SidestepMover(this); }else if(moveString.Equals ("Sidestep_Mirror")){ SidestepMover sm = new SidestepMover(this); sm.Mirror(); mover = sm; } //do any lane overriding mover.RightOffset(moverLaneOverride);*/ }
public void ConfigureEnemy() { FileLoader fl = new FileLoader("JSONData" + Path.DirectorySeparatorChar + "Bestiary", srcFileName); string json = fl.Read(); //Debug.Log (json.Length); Dictionary <string, System.Object> data = (Dictionary <string, System.Object>)Json.Deserialize(json); maxhp = (float)(double)data ["maxHP"]; hp = (float)(double)data ["HP"]; impactDamage = (float)(double)data ["damage"]; impactTime = (float)(double)data ["impactTime"]; radius = (float)(double)data ["size"]; maxShields = (float)(double)data ["maxShields"]; shields = (float)(double)data ["shields"]; tripsTraps = (bool)data ["tripsTraps"]; shieldPen = (bool)data ["shieldPen"]; rarityUpWithHits = (bool)data ["rarityUpWithHits"]; rareDropThreshold = (int)(long)data ["rareDropThreshold"]; rareChance = (float)(double)data ["rareChance"]; normalChance = (float)(double)data ["normalChance"]; //shield stuff if (data.ContainsKey("shielded")) { bool shielded = (bool)data["shielded"]; if (shielded) //from here we assume all the shield properties are defined { float shieldMax = (float)(double)data ["shieldMax"]; float shieldHP = (float)(double)data ["shieldHP"]; float shieldRegen = (float)(double)data ["shieldRegen"]; float shieldSpeed = (float)(double)data["shieldSpeed"]; List <System.Object> fragments = (List <System.Object>)data["fragments"]; GameObject shieldObj = Instantiate(Resources.Load("Prefabs/MainCanvas/EnemyShield")) as GameObject; shieldObj.transform.SetParent(transform, false); shield = shieldObj.GetComponent <EnemyShield>(); shield.ConfigureShield(shieldMax, shieldHP, shieldRegen, shieldSpeed, fragments); } } //movement types string moveString = (string)data["movementType"]; /*if(moveString.Equals("Linear")){ * mover = new LinearMover(this); * }else if(moveString.Equals("Linear_Right")){ * mover = new LinearMover(this); * mover.PutInRightLane(); * }else if(moveString.Equals("Linear_Left")){ * mover = new LinearMover(this); * mover.PutInLeftLane(); * }else if(moveString.Equals("Slowing_Linear")){ * mover = new SlowingLinearMover(this); * }else if(moveString.Equals("Slowing_Linear_Right")){ * mover = new SlowingLinearMover(this); * mover.PutInRightLane(); * }else if(moveString.Equals("Slowing_Linear_Left")){ * mover = new SlowingLinearMover(this); * mover.PutInLeftLane(); * }else if(moveString.Equals ("Zigzag")){ * mover = new ZigzagMover(this); * }else if(moveString.Equals ("Zigzag_Mirror")){ * ZigzagMover zm = new ZigzagMover(this); * zm.Mirror(); * mover = zm; * }else if(moveString.Equals ("Strafing")){ * mover = new StrafingMover(this); * }else if(moveString.Equals ("Strafing_Mirror")){ * StrafingMover sm = new StrafingMover(this); * sm.Mirror(); * mover = sm; * }else if(moveString.Equals ("Sine")){ * mover = new SineMover(this); * }else if(moveString.Equals ("Sine_Mirror")){ * SineMover sm = new SineMover(this); * sm.Mirror(); * mover = sm; * }else if(moveString.Equals ("Swerve_Left")){ * mover = new SwerveMover(this); * }else if(moveString.Equals ("Swerve_Right")){ * SwerveMover sm = new SwerveMover(this); * sm.Mirror(); * mover = sm; * }else if(moveString.Equals ("Swerve_In_Left")){ * SwerveMover sm = new SwerveMover(this); * sm.PutInRightLane(); * mover = sm; * }else if(moveString.Equals ("Swerve_In_Right")){ * SwerveMover sm = new SwerveMover(this); * sm.PutInLeftLane(); * sm.Mirror(); * mover = sm; * }else if(moveString.Equals ("Semicircle")){ * mover = new SemicircleMover(this); * }else if(moveString.Equals ("Semicircle_Mirror")){ * SemicircleMover sm = new SemicircleMover(this); * sm.Mirror(); * mover = sm; * }else if(moveString.Equals ("Blink")){ * mover = new BlinkMover(this); * }else if(moveString.Equals ("Blink_Mirror")){ * BlinkMover bm = new BlinkMover(this); * bm.Mirror(); * mover = bm; * }else if(moveString.Equals ("Wink")){ * mover = new WinkMover(this); * }else if(moveString.Equals ("Wink_Mirror")){ * WinkMover wm = new WinkMover(this); * wm.Mirror(); * mover = wm; * }else if(moveString.Equals ("Sidestep")){ * mover = new SidestepMover(this); * }else if(moveString.Equals ("Sidestep_Mirror")){ * SidestepMover sm = new SidestepMover(this); * sm.Mirror(); * mover = sm; * } * //do any lane overriding * mover.RightOffset(moverLaneOverride);*/ }