void Start() { #region Loading character prefab Gladiator g = GameController.Instance.player.FightingGladiator; GladiatorController c = Instantiate(GameController.Instance.GetPrefabForGladiator(g)).GetComponent <GladiatorController>(); c.gameObject.transform.position = new Vector3(0, 40, 0); c.Id = g._Id; if (g._Id == GameController.Instance.player.Opponent._Id) { c.gameObject.transform.localScale = new Vector3(-1, 1, 1); } c.transform.SetParent(LooserContainer.transform, false); c.SwitchState(GladiatorController.AnimationState.Kneeling); #endregion Stats.text = ""; TinyMessengerHub.Instance.Publish <Msg.HideArrowKeys>(new Msg.HideArrowKeys(true)); StartCoroutine(FateKill()); }
void Start() { _animMngr = transform.GetComponent<AnimationStateManager>(); _animationPhaseTime = new float[4]; _animationPhaseTime[0] = 0.37f; _animationPhaseTime[1] = 0.44f; _animationPhaseTime[2] = 0.505f; _animationPhaseTime[3] = 0.833f; _layerGladiator = 1 << 9; _gldCtrl = transform.GetComponent<GladiatorController>(); switch (GladiatorNetwork._myGladiator.Class) { case SelectClass.eClass.LIGHT: _damage = 8; _rcDistance = 1.3f; break; default: _damage = 10; _rcDistance = 0.9f; break; } }
// Use this for initialization void Start() { TinyTokenManager.Instance.Register <Msg.UpgradeFinished>("LEVEL_UP" + GetInstanceID() + "FIN", (m) => { TinyTokenManager.Instance.Unregister <Msg.UpgradeFinished>("LEVEL_UP" + GetInstanceID() + "FIN"); Destroy(oldGC.gameObject); if (levelProgress) { GameController.Instance.player.FightingGladiator.Level++; Gladiator g2 = GameController.Instance.player.FightingGladiator; GladiatorController c = Instantiate(GameController.Instance.GetPrefabForGladiator(g2)).GetComponent <GladiatorController>(); c.Id = g2._Id; c.gameObject.transform.position = new Vector3(0, 110, 0); c.transform.SetParent(CharacterHolder.transform, false); c.SwitchState(GladiatorController.AnimationState.Idle); } TinyMessengerHub.Instance.Publish <Msg.HideArrowKeys>(new Msg.HideArrowKeys(false)); TinyTokenManager.Instance.Register <Msg.SelectPerformed>("LEVEL_UP" + GetInstanceID() + "SELECT", (msg) => { Unregister(); StartCoroutine(Finish()); }); }); if (GameController.Instance.player.FightingGladiator.LastLevelUpedAbility.Level > GameController.Instance.player.FightingGladiator.Level) { levelProgress = true; } #region Creating Gladiator Gladiator g = GameController.Instance.player.FightingGladiator; oldGC = Instantiate(GameController.Instance.GetPrefabForGladiator(g)).GetComponent <GladiatorController>(); oldGC.gameObject.transform.position = new Vector3(0, 110, 0); oldGC.Id = g._Id; oldGC.transform.SetParent(CharacterHolder.transform, false); if (levelProgress) { oldGC.SwitchState(GladiatorController.AnimationState.Upgrade); } else { oldGC.SwitchState(GladiatorController.AnimationState.Idle); } #endregion ActionDetails ab = (ActionDetails)Instantiate(_AbilityHolder); ab.transform.SetParent(NewSKill.transform, false); ab.SetAbility(GameController.Instance.player.FightingGladiator.LastLevelUpedAbility); foreach (ActiveAbility a in GameController.Instance.player.FightingGladiator.EvolvedAbilities) { ActionDetails abb = (ActionDetails)Instantiate(_AbilityHolder); abb.transform.SetParent(OldSkills.transform, false); abb.SetAbility(a); } GameController.Instance.player.FightingGladiator.LastLevelUpedAbility = null; TinyMessengerHub.Instance.Publish <Msg.HideArrowKeys>(new Msg.HideArrowKeys(true)); if (!levelProgress) { TinyMessengerHub.Instance.Publish <Msg.UpgradeFinished>(new Msg.UpgradeFinished()); } }
void Start() { if (GameController.Instance.player == null) { return; } GameController.Instance.player.NumberOfVictories++; #region Creating Gladiator Gladiator g = GameController.Instance.player.Opponent; GladiatorController c = Instantiate(GameController.Instance.GetPrefabForGladiator(g)).GetComponent <GladiatorController>(); c.gameObject.transform.position = new Vector3(0, 40, 0); c.Id = g._Id; if (g._Id == GameController.Instance.player.Opponent._Id) { c.gameObject.transform.localScale = new Vector3(-1, 1, 1); } c.transform.SetParent(LooserContainer.transform, false); c.SwitchState(GladiatorController.AnimationState.Kneeling); #endregion FreeSlot.text = ""; if (GameController.Instance.player.CanAddToParty()) { FreeSlot.gameObject.SetActive(false); } else { FreeSlot.gameObject.SetActive(true); FreeSlot.text = "You don't have free slots in your party to fit new gladiator"; } abilityLimitReached = false; if (GameController.Instance.player.FightingGladiator.PassiveAbilities.Count + GameController.Instance.player.FightingGladiator.ActiveAbilities.Count >= GameController.Instance.MaxAbilitiesPerGladiator) { FreeSlot.gameObject.SetActive(true); abilityLimitReached = true; FreeSlot.text += "\nAbility limit reached: " + GameController.Instance.MaxAbilitiesPerGladiator; } _SelectedAbility = 0; #region Loading Opponent skill list _LooserList = new List <Ability>(); foreach (PassiveAbility p in GameController.Instance.player.Opponent.PassiveAbilities) { _LooserList.Add(p); } foreach (ActiveAbility a in GameController.Instance.player.Opponent.ActiveAbilities) { _LooserList.Add(a); } //removing passive abilities that player already posses foreach (PassiveAbility p in GameController.Instance.player.FightingGladiator.PassiveAbilities) { if (_LooserList.Contains(p)) { _LooserList.Remove(p); } } foreach (Ability p in _LooserList) { ActionDetails action = Instantiate(ActionDetailsPrefab); action.transform.SetParent(LooserSkillsList.transform, false); action.SetAbility(p); } #endregion TinyMessengerHub.Instance.Publish <Msg.HideArrowKeys>(new Msg.HideArrowKeys(true)); StartCoroutine(DecideFait()); }
void Awake() { _cam = transform.GetComponent<GladiatorCamera>(); _ctrler = transform.GetComponent<GladiatorController>(); _attackEventManager = transform.GetComponent<AttackEventManager>(); _charCtrl = transform.GetComponent<CharacterController>(); _animationManager = transform.GetComponent<AnimationStateManager>(); if (photonView.isMine) _myGladiator = this; }
public void LoadGladiator(Gladiator g) { #region Loading Passive abilities list _GladiatorId = g._Id; GladiatorController c = Instantiate(GameController.Instance.GetPrefabForGladiator(g)).GetComponent <GladiatorController>(); c.gameObject.transform.position = new Vector3(0, 40, 0); c.Id = g._Id; if (g._Id == GameController.Instance.player.Opponent._Id) { c.gameObject.transform.localScale = new Vector3(-1, 1, 1); } c.transform.SetParent(_LoadCharacterToThis.transform, false); #endregion TinyTokenManager.Instance.Register <Msg.GladiatorHealthChanged>("GLADIATOR_HOLDER_" + GetInstanceID() + "HEALTH_CHANGED", (m) => { if (m.GladiatorId == _GladiatorId) { Health.Value = m.NewValue; } }); TinyTokenManager.Instance.Register <Msg.GladiatorAdrenalineChanged>("GLADIATOR_HOLDER_" + GetInstanceID() + "ADRENALINE_CHANGED", (m) => { if (m.GladiatorId == _GladiatorId) { Adrenaline.Value = m.NewValue; } }); TinyTokenManager.Instance.Register <Msg.NotEnughAdrenaline>("GLADIATOR_HOLDER_" + GetInstanceID() + "NOT_ENOUGH_ADRENALINE", (m) => { if (m.GladiatorId == _GladiatorId) { _Adrenaline.gameObject.SetActive(true); Text t = _Adrenaline.GetComponent <Text>(); t.text = "NOT ENOUGH ADRENALINE!"; t.color = new Color(1.0f, 1.0f, 0.4f, 1.0f); } }); TinyTokenManager.Instance.Register <Msg.DealDamage>("GLADIATOR_HOLDER_" + GetInstanceID() + "DAMAGE_RECEIVED", (m) => { if (m.GladiatorID == _GladiatorId) { _Damage.gameObject.SetActive(true); Text t = _Damage.GetComponent <Text>(); t.text = "-" + m.Damage; t.color = GameController.Instance.GetColorForAbilityColor( _GladiatorId == GameController.Instance.player.FightingGladiator._Id ? GameController.Instance.player.Opponent.LastActiveColor : GameController.Instance.player.FightingGladiator.LastActiveColor ); } }); TinyTokenManager.Instance.Register <Msg.AbilitySmirked>("GLADIATOR_HOLDER_" + GetInstanceID() + "SMIRKED", (m) => { if (m.SmirkGladiatorTargetId == _GladiatorId) { _Smirk.gameObject.SetActive(true); Text t = _Smirk.GetComponent <Text>(); t.color = GameController.Instance.GetColorForAbilityColor( _GladiatorId == GameController.Instance.player.FightingGladiator._Id ? GameController.Instance.player.FightingGladiator.LastActiveColor : GameController.Instance.player.Opponent.LastActiveColor ); } }); TinyTokenManager.Instance.Register <Msg.PrepareToPerformAttack>("GLADIATOR_HOLDER_" + GetInstanceID() + "PREPARE_TO_ATTACK", (m) => { _Smirk.gameObject.SetActive(false); _Damage.gameObject.SetActive(false); _Adrenaline.gameObject.SetActive(false); }); TinyTokenManager.Instance.Register <Msg.StartFightRound>("GLADIATOR_HOLDER_" + GetInstanceID() + "START_FIGHT_ROUND", (m) => { _Smirk.gameObject.SetActive(false); _Damage.gameObject.SetActive(false); _Adrenaline.gameObject.SetActive(false); }); }